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 Post subject: Re: Oriental Dragon
PostPosted: Mon Dec 06, 2010 04:57 
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Joined: Fri Jul 30, 2010 01:38
Posts: 83
i want to clear some things up.

-does the op bonus also gained from quests? or just succesful kd attacks?
-does the dragon enclave (3*20%) + and racial spell (5% ) dm prod. just adds up linearly(65%)?

thanks in advance.


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 Post subject: Re: Oriental Dragon
PostPosted: Mon Dec 06, 2010 07:27 
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Joined: Mon Jan 19, 2009 15:55
Posts: 123
Location: Perak, Malaysia
hiraishin wrote:
just succesful kd attack
hiraishin wrote:
i want to clear some things up.

-does the op bonus also gained from quests? or just succesful kd attacks?
-does the dragon enclave (3*20%) + and racial spell (5% ) dm prod. just adds up linearly(65%)?

thanks in advance.


1. just succesful kd attacks
2. adds up linearly(65%)

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 Post subject: Re: Oriental Dragon
PostPosted: Sat Sep 03, 2011 05:10 
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Joined: Sun Apr 09, 2006 12:29
Posts: 423
I like the Asian influence on this race... Why does everything have to have a western world slant to it? Considering there has been a dragon of some kind recorded in just about every culture that has ever lived i like these names.


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 Post subject: Re: Oriental Dragon
PostPosted: Tue Nov 22, 2011 10:31 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
I tried to balance the race a bit on the devTeam forums. . . This is what I have so far (be warned, they are significantly different than what was posted by IMmoR):

Oriental Dragon
    Alignment: Good

    Main Overview:
    See First Post

    Bonuses and Penalties:
  • +15% worker rezone cost


    Military:
    Code:
    Name             OP   DP  Ret  Train  CAS  MAG SPY  COST
    Jiaolong         4        10   9      300           15g, 70dm
    Dilong                5        9      100           700g
    Shenlong         8    8   12   12     75            250dm
    Yinglong         5   10   12   12     100           345dm
    Fucanglong            5        12     10            3000g, 1ru
    Tianlong                       9           1.0 1.2  2500g
    Pan              --------------Worker------------   160g
    • Yinglongs gain +0.5 offense for every ruler hero lvl (no max).
    • Every Fucanglong acts like an academy
    • Each Pan produces 2.6 gold and .2 diamonds per hour.

    Spells:
  • Tornado (Offensive, Instant): Randomly destroy 1% of enemy’s buildings. (MD cost 12x Landsize)
  • Rainfall (Self): Increases diamond production by 5%, while decreasing gold production by 10%. (MD cost 1x Landsize)

    Building Differences:
  • Iron Mine: Oriental Dragon cannot build Iron Mine.
  • Home: Oriental Dragon cannot build Home.
  • Crystal Palace (Court House): Swamp
  • Dragon Lake (farm): Swamp
  • Dragon Enclave (Guild Quarter): Mountain.
  • Tavern: Highland

None of the prices are balanced, and the race still needs some more work (a new spell, maybe removal of 15% rezone penalty, shenlong probably need significantly less turtle...).


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 Post subject: Re: Oriental Dragon
PostPosted: Tue Nov 22, 2011 12:22 
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Joined: Sat Jul 02, 2011 23:33
Posts: 116
Fergy wrote:
[list]Spells:
[*]Tornado (Offensive, Instant): Randomly destroy 1% of enemy’s buildings. (MD cost 12x Landsize)

None of the prices are balanced, and the race still needs some more work (a new spell, maybe removal of 15% rezone penalty, shenlong probably need significantly less turtle...).


I am greatly disappointed you would not simply REMOVE that spell straight away.

This spell harm EVERYTHING you do! You can destroy peoples defense and offense when they have taverns/alchemies/laboratories. You can greatly destroy their income even if nothing is piled up! You can cause XPer players to not be able to attack or they lose their powerful offense. You can even right out kill a player with this spell alone.

Any limits you put on it will either render the spell a pointless novelty or so powerful it would destroy the point of playing well altogether.


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 Post subject: Re: Oriental Dragon
PostPosted: Tue Nov 22, 2011 21:02 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Both spells need to be replaced. Right now they are only place holders.

How do you like the overall feel of:
- Each Pan produces 2.6 gold and .2 diamonds per hour?
- Yinglong 5/10 gain .5 op for each ruler hero lvl?
- Dilong 0/5 gold only spec?
- Fucanglong acting as an academy? Would you train them as a land player?

What about the main offensive units early-mid game
- Jiaolong 4/0 very high cas unit. . . I'm not sure what to do to this unit. Either I want to make him very efficient (with high cas, but with cheap cost), or simply reduce the cas.
- Shenlong 8/8 . . . I do not like the turtle on the unit. . . not sure how much turtle they should have (anywhere from 2-5). I have mixed feelings about the reduced cas.


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 Post subject: Re: Oriental Dragon
PostPosted: Tue Nov 22, 2011 21:13 
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Joined: Sat Jul 02, 2011 23:33
Posts: 116
I do not like

- Yinglong 5/10 gain .5 op for each ruler hero lvl?

I my opinion this will be useless or so unpredictable that it can not be balanced around.

You really want me to comment on the balance of the race? Is this race going to be introduced in coming rounds?


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 Post subject: Re: Oriental Dragon
PostPosted: Tue Nov 22, 2011 22:08 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
For expers, the largest that Yinglong would become is a 15/10 late game. For land players (without building academies), they might become around 11/10. Before this, they would still be useful as an efficient defensive unit (but very expensive).

Kalle wrote:
For round 6 in this Age, of wisdom, we are going to introduce a dragon race.

I decided too late and I have not much time, so they will not be introduced for round 5.

First we need to see what dragons are out there. Please post a link here if you find something I have missed. I didn't search much.
viewtopic.php?f=18&t=15206

This was the race most well received (about a year ago)... This race is currently not a contender to be introduced next round.


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 Post subject: Re: Oriental Dragon
PostPosted: Wed Nov 23, 2011 09:56 
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Joined: Sat Jul 02, 2011 23:33
Posts: 116
I prefer ping pong made an interesting race.

The Oriental race would need to be completely redone to interest me. It is just a failed XP race as I see it now.

At least give it some kind of useful building.


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 Post subject: Re: Oriental Dragon
PostPosted: Sun Nov 27, 2011 03:10 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Oriental Dragon
    Alignment: Good

    Main Overview:
    See First Post

    Bonuses and Penalties:
  • +15% construction cost


    Military:
    Code:
    Name        ATK  DEF  Ret  TRN  CAS  MAGE  SPY  COST
    Jiaolong      4        10    9  225  0.04       70dm
    Dilong             5         9  100  0.04       700g
    Shenlong      8    3   12   12   90   0.1       1400g
    Yinglong      5   10   12   12  100   0.1       325dm
    Fucanglong         5        12   10   0.1       3000g, 1ru
    Tianlong                     9             1.2  1400g
    Pan                                             160g
    • Yinglongs gain +0.5 offense for every ruler hero lvl (no max).
    • Every Fucanglong acts like an academy
    • Each Pan produces 2.6 gold and .2 diamonds per hour.

    Spells:
  • Icewind (Self, One-Time): Every Fucanglong acts like a Frost Temple instead of an academy (MD cost 5 x Landsize)

    Building Differences:
  • Iron Mine: Oriental Dragons cannot build Iron Mines.
  • Gold Mine: Oriental Dragons cannot build Gold Mines.
  • Home: Oriental Dragons cannot build Homes.
  • Crystal Palace (Court House): Swamp
  • Dragon Lake (farm): Swamp
  • Dragon Enclave (Guild Quarter): Mountain

    Latest Changes
  • -15% rezone cost REMOVED
  • +15% construction cost ADDED
  • Jialong: -75 cas, -15g
  • Shenlong: -5dp, +15 cas -250dm, +1400g
  • Yinglong: -20dm,
  • Old spells removed
  • New Spell: Icewind (Self, One-Time): Every Fucanglong acts like a Frost Temple instead of an academy (MD cost 5 x Landsize)
  • Gold Mine: Oriental Dragon cannot build Gold Mines. ADDED
  • Taverns moved to forest.
  • Jialong & Dilong: +0.04 mage
  • Shenlong, Yinglong & Fucanglong: +0.1 mage
  • Tianlong: -1.0 mage, -1100g


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 Post subject: Re: Oriental Dragon
PostPosted: Tue Nov 29, 2011 22:13 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Nost Gam wrote:
The Oriental race would need to be completely redone to interest me. It is just a failed XP race as I see it now.

At least give it some kind of useful building.
It's now completely redone. . .

Shenlong are now 8/3 and cost gold only. This should allow them to run alchemies more easily (and avoid problems with producing too much gold without anything to do with it).

The mage power was spread among the various units. This is to allow them to have a pure spy (which allows them to run slave pits). I also think of dragons as magical. Thematically this makes sense, but I'm not sure I like it.

The magic spell was changed to something more easily balanced. I still want to add an offensive race spell (called tornado), but I'm unsure what kind of damage it should do. Possible ideas:
  • Kills 1% of target's slaves and peasant population above 2.5k ( kills .01 * (slaves + peasants - 2500), min of 0; Kills slaves first, then peasants).
  • Destroy 1% of target's incoming buildings. (powerful spell, but easily avoided by building <100 buildings at a time)
  • Destroy 1% of target's wall improvements (KIMPs only)
  • Destroy 1% of target's housing improvements (KIMPs only)


The race has a lot going for it, but everything seems to be a catch 22.
  • Jiaolong: Makes DMs as fast for OOP as GMs, except the unit has a very high cas. Post OOP, the unit will become expensive. GQs lower the true cost of Jiaolong, but due so at the cost of total # trained. Hospitals can offset the cas rate, but also reduces the amount trainable.
  • Yinglong: Expers would receive the largest bonus from Yinglong, except the unit has a diamond only cost. The exper would have to sacrifice academies/frost temples to get more Yinglong, but doing this would lower the exp gains. Thus lowering the effectiveness of Yinglong.
  • Fucanglong: Provides an exp bonus to attacking players, except the player must quest to gain the bonus.
  • Pan: Most efficient worker in the game (early game) with a sufficiently high price, but when most other players have high banking mods (33%), this unit becomes a normal worker with a high price.


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