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 Post subject: Re: Gremlins
PostPosted: Sat Jun 02, 2012 07:55 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Alignment: Good/Evil

"Bonuses":
  • -15% gold production
  • Very limited spell selection
  • +5% Spy refresh each hour
  • Land houses 21 citizens, buildings house additional 0
  • Zero destruction costs

Troops
Code:
Name               Atk  Def  Ret Trn  Cas   Mage   Spy  Cost
Mechanical Wisps    2    2    12   9  150               180g
Gold Golem               3         6  100               435g
Juggernaut          6    5    12  12  120               940g, 100r
Ornithopters             5        12  100   0.05A       740g, 180r
Tinker              2    2    12  12   20               300dm
Scout                                              2.0  2500g
Automaton                                   0.10D       110g
  • Gold Golems train direction from peasants.
  • (Tinkers sent per attack per acre)*10% = OFFENSIVE casualty reduction to max 50%
  • (Tinkers per acre)*10% = KINGDOM imp bonus to max 50%

Buildings
    Frost Temples on Forest
    Homes on Highlands
    Observatory (Tower) +40 magic dust/h per Observatory.

Race Spells
    (Slow) 3.5 MD per acre
    (Volcano) 1.0 MD per acre
    (Erosion) 1.0 MD per acre
    (Ice Age) 1.0 MD per acre
    (Global Warming) 1.0 MD per acre
    Lesser Aerial Observation (Lesser Farsight) 0.75 MD per acre
    Aerial Observation (Farsight) 1.875 MD per acre
    (Revelation) 2.5 MD per acre
    (Dispel)

Change History
  • Ornithopter mage power cut in half
  • Changed Tinkers back to closer to Barron's original suggestion.
  • Removed Tinker Spy power (no reduction from GQ, don't die on failed black ops)
  • Observatory to +40 md/hr (down from 50)
  • Renamed spells
  • Removed stealth

To Do List
  • New names for "race spells", that do not seem magical.
  • Rename Frost Temples


Last edited by Fergy on Sun Jun 03, 2012 23:48, edited 2 times in total.

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 Post subject: Re: Gremlins
PostPosted: Sun Jun 03, 2012 22:33 
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
Why did you change +5% population to 20->21 population per acre? It's such a small and senseless change. Wouldn't it be more appropriate to stick with the original authors idea?

You and I do not see eye-to-eye on the tinker unit effecting realm instead of kingdom improvements. This is a massive shift in their dynamics and I will not support your change to it. No one questioned this aspect in the thread but you.

The same goes for no spells. Just give them farsight and be done with it.

It would be nice if others chimed in on this discussion. It would surely help speed the process of implementing new races.

_________________
The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Gremlins
PostPosted: Mon Jun 04, 2012 04:52 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
quaffle wrote:
Why did you change +5% population to 20->21 population per acre? It's such a small and senseless change.
It's a much bigger change than you implied. I liked Barron's idea of making gremlins easy at r/r, and decided to expand on it. Buildings no longer house pop, so when a player destroys his buildings, he will not lose any pop.

The Barron already had +5% pop bonus, I changed it to 21 pop to keep the same +5% pop bonus, but with 1 less line in the bonuses & penalties columns. (note: this does make homes less powerful, since they would only house +20 pop).

I suppose this would encourage expers to try out the race (even though it has inefficient defense).

Although I like this addition, I'm willing to discuss the merits of it.

quaffle wrote:
You and I do not see eye-to-eye on the tinker unit effecting realm instead of kingdom improvements.
You are correct. I will not support the race with the original tinker suggestion. I can sum up the argument as:

Fergy
  1. A kingdom should be nearly as competitive in a 30-kd realm as a 4-kd realm.
    Read: I do not support the orginal idea because it's unfair.
  2. A kingdom should not be able to directly benefit another kingdom.
    Read: I do not support the orginal idea because it's unbalanced.
Quaffle
  1. I like the original concept because it is very unique.

(I'm willing to discuss other alternatives, but they must not involve RIMPs)

quaffle wrote:
The same goes for no spells. Just give them farsight and be done with it.
Rezone
    If I am going to give them towers, I might as well force them to cast rezone. (Not much of a nerf, but it is one less line that appears on the bonuses & penalties list)

Slow
    Do you really want to play a race without slow and without 10 hr returns? I do not, but if I did, I would have a relic whore in my realm to get the engineers manual for me.

Stealth
    I removed it from my list

Fertility
    I'm willing to try them without fertility (if needed, we could make them start with more peasants in a future round).

Farsight
    If we have the ability to rename spells, is it much of a problem to rename them to be less 'magical'?

Revelation
    If adding Farsight, it would be prudent to add revelation... (I'm willing to remove it if others want me too).


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 Post subject: Re: Gremlins
PostPosted: Mon Jun 04, 2012 06:54 
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
No spells is a bold quality of the race. Something that really makes the race stand out from the others. It comes with several nerfs that have all been discussed between you and I, and before we even started to discuss it. Farsight is the one spell that actually helps them in a unhealthy balance. The potential to avoid being opt entirely is not optional. We agree on this.

But we do not agree the rest of it. Not being able to cast Fertility means they have a natural -10% food production and -2% peasant growth rate. No MS means -5% defense. They cannot Slow their land for efficient follow-up hits. No Stealth means -3% SS per hour. They cannot slow down opponents with Flameburst. These are all the common spells every kingdom uses on a daily basis. However, they do gain in this sacrifice. They cannot be the targets of Black Ops. They gain ~5% in land because they do not need to worry about Towers. In my opinion, this is a negative trade for Gremlins. But most importantly, IT IS DO ABLE. A kingdom can survive without these spells.

I have already addressed the Tinker unit and how it does not create a selfish environment. Also how the race itself is not unplayable by those in 30-kingdom realms and can be just as competitive as any other race in a 30-kingdom realm.

_________________
The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Gremlins
PostPosted: Thu Jun 07, 2012 20:40 
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Joined: Mon Aug 01, 2011 18:46
Posts: 64
My take:

1) For their magic immunity. give them modified spires or another building that reflect spells only.. does not affect spy ops. maybe have a 80% cap. well that's near immunity...

2) As for the Spies issue, we can lock it to land (or building like collectors).
For example like the living grotto. Max 1 Scout(spy) per acre of land.
This way we can lock its SPA to 1 or 2.
From here we can make the spies immortal or cost damn cheap for replacement (they cant mass SPA due to the cap).
This give them good spy power without them being imbalanced, impossible to get through for intel?

3)
For spells
Magic Shield = Racial spell 1 (continuous) : gain 5% defense, -2% gold production. 0MD
rezone spells = give them additional homes and academies and taverns on mountain and tundra? Ensure they would not need rezoning?
Stealth = give them mino racial bonus
LFS = no bright ideas yet

maybe also prevent them from stealing dust?

4) For tinker, can we have them to work like alchemy so everyone is happy?

5) dont like offensive and defensive mage power. complicated unit chart as it is from dom player feedback.

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The Swarm (Zerg/Tyranid like?) viewtopic.php?f=18&t=17112


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 Post subject: Re: Gremlins
PostPosted: Sat Sep 15, 2012 06:56 
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Joined: Sun Mar 14, 2004 22:40
Posts: 3104
Location: NOT USA
Wow, this race thread still alive! ^^

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 Post subject: Re: Gremlins
PostPosted: Sat Sep 15, 2012 12:08 
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Joined: Wed Jul 06, 2005 02:17
Posts: 2749
Location: Finland
The Baron wrote:
Wow, this race thread still alive! ^^


Well now it is.

Hi!

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 Post subject: Re: Gremlins
PostPosted: Sat Sep 15, 2012 16:40 
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Joined: Mon Mar 15, 2004 20:38
Posts: 5388
Location: AFK somewhere I'm sure. :P
Baron!

lol hey weren't u gonna visit me.....a few months ago!

whatchya been up to?

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 Post subject: Re: Gremlins
PostPosted: Tue Sep 18, 2012 00:41 
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Joined: Sun Mar 14, 2004 22:40
Posts: 3104
Location: NOT USA
Been working in China, but back in the States for a few weeks. Drop in, say hi, criticize the monstrosity that my beautiful creation has turned into. The usual. :)

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It's a bird!
No! It's a plane!
No! It's the amazing1weekflare! :mrgreen:


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 Post subject: Re: Gremlins
PostPosted: Tue Sep 18, 2012 18:25 
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Joined: Thu Oct 09, 2008 07:08
Posts: 645
Since this is the suggestions thread I suggest you come back and start the WWY threads after each round. I did it last round and it felt.... wrong :D

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 Post subject: Re: Gremlins
PostPosted: Wed Sep 19, 2012 06:00 
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
Gremlins coulda been added if you were active!

_________________
The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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