Non-Leader Strats

Started by Coral, December 05, 2010, 09:27:08 AM

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Twilight Shadow

Trying to find new strats with in the code are ending up to be a fail.

Coral

What are you trying to run that isn't working?
Does anyone foresee code changes that could make non-leader strategies more effective or at least competitive? It seems fairly boring to have only two useful strategies in the game.
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Shadow

Heh, indeed.

There has been talk of code changes to make reseller and farming viable, but the time of people who can code this is limited so changes happen on rather long timelines ^_^

But if you have balance suggestions, please tell us. Good to have new ideas.
<=holbs-.. ..-holbs=> <=holbs-..

Twilight Shadow

I need to hire someone to leader a small amount of cash and food and i will repay in whatever they want

Holby

Quote from: Twilight Shadow on December 08, 2010, 09:37:15 PM
I need to hire someone to leader a small amount of cash and food and i will repay in whatever they want
How about in food and cash?
I will not deleted this

Coral

I don't know enough about the code to say for sure but increasing workers per tent by around 25% could make things better for non-leader cashing strategies (at least how I do it). It also wouldn't effect leaders or any other strategies negatively.

I was surprised that none of the races have any sort of food bonuses. I've seen farming races in every other Promisance so I'm curious as to the reasons behind that choice.
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Gen. Volkov

QuoteI don't know enough about the code to say for sure but increasing workers per tent by around 25% could make things better for non-leader cashing strategies (at least how I do it). It also wouldn't effect leaders or any other strategies negatively.

That might give Stoat to much of a boost. It's special ability relies on converting workers to leaders.
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Shadow

well, it would not be hard to lower academy gains proportional to the increase in workers.
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Twilight Shadow

Ok maybe should of said this a small amount of food and cash and I will see what I can do, but sure I could send back some food and cash equal probably once it gets going because I am not trying to leader or indy so we shall see how it works out. Only if you want to holby

Twilight Shadow

Oh I forgot ummm... I might just need it this week only to. Thanks!

(Sorry about double post no editing button :D)

Twilight Shadow

Never mind i got help now hehe

Coral

Quote from: Gen. Volkov on December 09, 2010, 12:05:09 AM
QuoteI don't know enough about the code to say for sure but increasing workers per tent by around 25% could make things better for non-leader cashing strategies (at least how I do it). It also wouldn't effect leaders or any other strategies negatively.

That might give Stoat to much of a boost. It's special ability relies on converting workers to leaders.

But would a player using Stoats bother with tents? If other races would gain too much from extra workers maybe markets could be given a boost. 
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Shadow

Not a player using stoats, a player using the stoat race. Stoat has a spcial ability ("academy")  in general's hut that turns workers into leaders, so it gets use out of tents. That's what he meant.

But like I said, you could boost tents and nerf academy to balance quit easily.
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Coral

Yeah that's what I meant. So someone playing a Stoat would build huts and tents and use academy to try and maximize their leaders. How many workers are there per tent?

So is there anyone reading this that could take these ideas into serious consideration and maybe start work on them?
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Shadow

Shael and windy are our active coders but we need specifics before we make changes. From your experience with cashing, what are the limiting factors? For example, maybe the rate at which workers join and leave you is too fast - slowing that down might have a better balancing effect than making more come in the first place. I haven't tried the strat here myself so I don't know. What is the optimum ratio of markets to tents, and how should that be set up, etc

Play around and see what you can come up with
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