Deciding on the Guilds game settings

~ OOC forums for the Guilds version of the Classic game.
Please be courteous while posting and observe the forum rules.

Moderators: Staff, Game Staff

Post Reply
User avatar
Kaz
Administrator
Posts: 2614
Joined: Thu Sep 24, 2009 1:27 am
Location: The Vinyards of Fernabergia
Tempers Ball Posts: 3873
Tempers Ball/Braggarts Hall Alt: Kaz
Contact:

Deciding on the Guilds game settings

Post by Kaz » Tue Jan 15, 2013 9:18 pm

I'd personally prefer to have an old-skool Guilds game with only 1 kingdom each, but I suspect that initially that will not be a feasible option, and we'll be forced to do 2 like with Unity.

There are a lot of other settings that have yet to be determined.

Turns Per Hour: 3 or 4?
Max Turns: 125 or 150?
NPP: 80 or 150?
Guild Cap: 12, 16, 20 or None?
Load / Save: On or off? (note, we have a selection already for 150 turn NPP's but not for 80 turn NPP's)
NPC's: On or Off?
NPC Guild's: On or Off?
Kingdom Size: Old Skool Guilds (30k tithe), More like Valid (60k tithe)?
Prevent Downhits: On or Off? (note, kingdom vs kingdom, not guild vs guild)
Preserve BRT : On or Off? (less damage to quarries via sorc and war)
Bounty : Off, All Bounties or Specific Bounties Only? (bounty options include : land and/or turns and/or elan and/or cash. Note you get a percentage of land not all of it)
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures

User avatar
Jokingjoe
Second Centurion
Posts: 1204
Joined: Fri Jan 22, 2010 7:35 pm
Location: New Bern, NC
Contact:

Re: Deciding on the Guilds game settings

Post by Jokingjoe » Tue Jan 15, 2013 11:46 pm

Turns: My preference is for tuns/max turns to guage nicely with encampments...so..I'd vote 3 / hour, max 150, giving full turns after 2 days rest. ( I like being able to play about the same time every day--yes, I know I'm getting old.)

NPP 150 if Load/Save is active, otherwise, I'm indifferent.

Guild Cap: None

I do like the Load/Save option, but for a single realm game, it's probably not needed.

NPCs: Ideally off, but if they are on, keep them low like they are in Dom.

NPC Guilds: Off

Kingdom Size: 30k should keep the game moving quicker and promote faster/more frequent war.

Prevent downhits: On--no one likes a someone downhitting outside guild war.

BRT: It's a nice tool to help rebuild faster--I like it.

User avatar
Gili
Community Admin
Posts: 738
Joined: Mon Sep 28, 2009 10:00 am
Location: Northampton, England

Re: Deciding on the Guilds game settings

Post by Gili » Thu Jan 17, 2013 12:12 pm

Kaz wrote: Turns Per Hour: 3 or 4 Max Turns: 125 or 150?
NPP: 80 or 150?
Guild Cap: 12, 16, 20 or None?
Load / Save: On or off? (note, we have a selection already for 150 turn NPP's but not for 80 turn NPP's)
NPC's: On or Off?
NPC Guild's: On or Off?
Kingdom Size: Old Skool Guilds (30k tithe), More like Valid (60k tithe)?
Prevent Downhits: On or Off? (note, kingdom vs kingdom, not guild vs guild)
Preserve BRT : On or Off? (less damage to quarries via sorc and war)
Wasn't 100% sure about some of this...hard getting back into evernight mind set. Seems so long ago and all that. Anyway some opinions of mine, I'm not super strong for any of the below but thought i'd do a post nonetheless. Looking forward to some fun and hoping we get some old faces back

Turns As with above, I'm likely to play once a day. So as long as there isn't wastage its groovy...which any combination seems to be good.
NPP Enough starting turns that your initial set of turns puts you in your last turn of NPP. So day 2 = safety off.
Guild Cap I'm guessing this won't be a problem to begin with. Hopefully those playing will be more inclined to try and keep things balanced. Getting this fun should be priority first at least
Load / Save - Best feature of the game. Yes please.
NPCs some small ones
NPC Guild's no
Kingdom Size: dont mind
Prevent Downhits: not sure. is a difficult one. down hits are things that annoy people which provokes response(fun). being bullied isn't fun, but then you should get a guild and get revenge.
Preserve BRT : not sure
"Man will never be free until the last king is strangled with the entrails of the last priest"

Contactable on gtalk & msn via sshagent @ gmail . com

User avatar
Maverick
Explorer
Posts: 458
Joined: Mon Sep 28, 2009 1:28 am

Re: Deciding on the Guilds game settings

Post by Maverick » Thu Jan 17, 2013 4:49 pm

Turns 4 per hour Max turns 150

NPP 150 (80 really does nothing and no one likes to get hit that quick)

Guild Cap None

Load/Save yes

NPC On

NPC Guilds On

Size 60k tithe

Downhits allow

Preserve brt off
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.

http://www.Flapship.com

User avatar
Kaz
Administrator
Posts: 2614
Joined: Thu Sep 24, 2009 1:27 am
Location: The Vinyards of Fernabergia
Tempers Ball Posts: 3873
Tempers Ball/Braggarts Hall Alt: Kaz
Contact:

Re: Deciding on the Guilds game settings

Post by Kaz » Thu Jan 17, 2013 5:35 pm

One other setting I forgot to add (will edit the first post for subsequent posters)

Bounty : Off, All Bounties or Specific Bounties Only (bounty options include : land and/or turns and/or elan and/or cash. Note you get a percentage of land not all of it)

Cash and Turns Off, Land and Elan On might be interesting
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures

User avatar
Maverick
Explorer
Posts: 458
Joined: Mon Sep 28, 2009 1:28 am

Re: Deciding on the Guilds game settings

Post by Maverick » Thu Jan 17, 2013 5:46 pm

Bounties

Cash: Yes

Land: Yes

Elan: Yes

Turns: No

Cash makes sense, its like stealing the treasury. Youd have to figure out the percentages for land/cash though. Otherwise war would be unnecessary.
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.

http://www.Flapship.com

User avatar
Kaz
Administrator
Posts: 2614
Joined: Thu Sep 24, 2009 1:27 am
Location: The Vinyards of Fernabergia
Tempers Ball Posts: 3873
Tempers Ball/Braggarts Hall Alt: Kaz
Contact:

Re: Deciding on the Guilds game settings

Post by Kaz » Thu Jan 17, 2013 5:57 pm

Maverick wrote:Youd have to figure out the percentages for land/cash though. Otherwise war would be unnecessary.
I wasn't planning on altering the way bounty works (other than to allow for some bounty options to be turned off, currently bounty means a choice from all 4).

It's in place in other games and working fine.

When you kill a kingdom, you can claim the bounty at any time, but you can only claim one of the bounty options.

Those options (in more detail) are :

Turns : all remaining on dead kingdom
Cash : all remaining on dead kingdom
Elan : all remaining on dead kingdom
Land : 33% of remaining land on dead kingdom, 20% of gained land is pre-built with either quarries (3 in 5 chance), temples (1 in 5 chance) or barracks (1 in 5 chance)
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures

User avatar
Maverick
Explorer
Posts: 458
Joined: Mon Sep 28, 2009 1:28 am

Re: Deciding on the Guilds game settings

Post by Maverick » Thu Jan 17, 2013 6:15 pm

Yeah my concern on the bounties of land is that unlike war, you can horde the bounty and thus use it at the most optimum time. 33% should work, I just wanted to be clear I wasnt suggesting 100% of the land.
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.

http://www.Flapship.com

User avatar
Tara
Indecisive Wenchie
Posts: 375
Joined: Thu Oct 29, 2009 5:11 am
Location: ..the slippery slope..~>
Contact:

Re: Deciding on the Guilds game settings

Post by Tara » Thu Jan 17, 2013 6:21 pm

Turns Per Hour: 3 or 4? = 4
Max Turns: 125 or 150? = 150
NPP: 80 or 150? = 150
Guild Cap: 12, 16, 20 or None? = for now, 12
Load / Save: On or off? Off, since I don't have one saved. ;p purely selfish vote there lol
NPC's: On or Off? - On
NPC Guild's: On or Off? - Off
Kingdom Size: Old Skool Guilds (30k tithe), More like Valid (60k tithe)? - 30k cap, for now.
Prevent Downhits: On or Off? (note, kingdom vs kingdom, not guild vs guild) - Off, never know when I need'a kill a scummer
Preserve BRT : On or Off? (less damage to quarries via sorc and war) - off, never know when I need'a sorc kill a bitch..I mean, ... ha ;p, seriously tho, no, off, show the damage of what gets damaged.
Bounty : Off, All Bounties or Specific Bounties Only? (bounty options include : land and/or turns and/or elan and/or cash. Note you get a percentage of land not all of it) - eh, haven't used 'em one way or another, so the bounty thing I can play without, or play within.
"...you like havin insides? Image 'cuz those are gonna be outsides!"
TRR!
cha-cha-cha!

User avatar
Kaz
Administrator
Posts: 2614
Joined: Thu Sep 24, 2009 1:27 am
Location: The Vinyards of Fernabergia
Tempers Ball Posts: 3873
Tempers Ball/Braggarts Hall Alt: Kaz
Contact:

Re: Deciding on the Guilds game settings

Post by Kaz » Thu Jan 17, 2013 7:55 pm

Tara, assuming we go with the 150 turns NPP, then there are plenty of public saves you can pick from
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures

User avatar
Maverick
Explorer
Posts: 458
Joined: Mon Sep 28, 2009 1:28 am

Re: Deciding on the Guilds game settings

Post by Maverick » Thu Jan 17, 2013 8:11 pm

Lets also not be shortsighted. Once you build your 150, you can then use it when you die and in the next game. And if Kaz is using the ones that are already saved a few of them are probably better than what you could do anyway.

:D

(And can we move this save draft button. What the heck its where submit used to be)
Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.

http://www.Flapship.com

User avatar
Jokingjoe
Second Centurion
Posts: 1204
Joined: Fri Jan 22, 2010 7:35 pm
Location: New Bern, NC
Contact:

Re: Deciding on the Guilds game settings

Post by Jokingjoe » Thu Jan 17, 2013 9:08 pm

I like the bounty system--and I would be amenable to the disabling of the turn bounty, as turns are perhaps the most priceless commodity in the game. Having a large number of nice turn bounties can be very overpowering.

Post Reply

Return to “Guilds”

Who is online

Users browsing this forum: No registered users and 1 guest