Midnight_Carnival wrote:As for Drakes and Dwarves:
Drakes are recruited by the Eternal Dragon so a Drake side would be unlikely ... or uncomfortable I suppose.
Dwarves would have an advantage in the mountainous map (there has to be a mountain in the centre) but I think this could be balanced by adding swamps and maybe snow or forests which would give advantages to other races(?)
So it sounds like you want to use the default era? Personally I agree with this because it's easy, but having an era specifically for this that disallows flying/swimming units (and the whole drake faction) wouldn't be hard either.
Midnight_Carnival wrote:I had an idea about a trail of blood which would appear one tile at a time and go somewhere on the map (a different place every time) and while following the blood trail, there would be no alliances.
So what is at the end of this trail of blood? What do you mean by "no alliances," just that any units within x hexes of the trail can attack whomever they want? I have an idea of how to implement that, but it would not be easy. (Making a random trail of blood with one new hex appearing each turn would be though). What happens if the trail happens to randomly lead to the dragon, or should that be impossible? How long is the trail?
I guess I just don't understand what it's supposed to do.
Midnight_Carnival wrote:The other idea I had was that the Outcast leader would swipe the Dragon's loot a leg it for the nearest edge of the map.
If nobody stops him then the Dragon-slayer wins. Otherwise the person who gets the gold wins.
Hmm, interesting. But if he's running in a random direction, couldn't that give one team a huge advantage and chance to win early?
I don't know and don't have an opinion on what happens when a human team leader dies. It is at it's core a (mostly) co-operative scenario, not a straight-out battle between human controlled sides so...
I do agree with much of what The_Gnat says regarding underhanded play... anyway.
The_Gnat wrote:If a human leader dies it doesn't really matter because all it does is stop that player from winning. (even if he does kill the Eternal Dragon he still looses) The player can choose to continue playing if they want with their remaining units. Obviously it will make it harder for other players to kill the dragon without that dead players help... but maybe that player was attacking the other humans and it is better for them that he is dead.
First off, the dragon's gold (and probably the other sides' gold too) is determined by the net worth of the humans' combined forces. So if only one side is left, the dragon's income already accounts for that. (At least i suggested that, and no one objected, so it's implemented now. Still could change if there's a good reason.)
Hmm, so the thing is that the rock-paper-scissors should really, really encourage players to not completely kill another side because that gives the third side free, unchecked power to attack the side that finished the other off. The whole thing is a game of balance; if the other teams are on the front lines, they're taking the brunt of the dragon's attack (good), but they also have a better chance at killing the dragon (bad). If you get more powerful than the other teams, you have a better chance of killing the dragon (good), but they're likely to start working together against you (bad). You want your victim side to be powerful so they can control your prey side (good), but if they get too powerful you won't be able to control them (bad). The way I see it, we have three options for dealing with a leader's death:
- Make it a feature: from a coding perspective, nothing happens when a side leader dies. If you kill your victim side's leader, you've just signed your own death warrant because it won't be long before your prey side finishes you off. That would mean they win the game because there's no one to stop them from eventually killing the dragon, or we could even make them win immediately.
- Killing one leader leaves the other two in a FFA. As soon as one leader dies, the remaining teams can fight it out as much as they like. I don't like this idea because it makes the rock-paper-scissors thing much less important.
- Everyone loses if any leader dies. This means that each side wants the other two sides to be comparatively weak, but still alive. It also ensures that the rock-paper-scissors play will be part of the game until someone wins (presumably by killing the Eternal Dragon).