by KGB » Fri Feb 25, 2011 3:00 pm
Piranha,
At some point games *have* to end. They aren't meant to go on forever. So if in your example the enemy hero is rampaging then it's probably time to resign and start a new game. Sort of like in chess when your position has gotten bad enough that checkmate is going to happen soon.
That said, the issue you are describing with the economic model really needs to be broken into 2 separate discussions:
1) 2 player games on large maps (possibly 4 player games too depending on map)
2) Multi-player games/2 player games on small maps
In game (1), money is almost never an issue because there are usually 25-50 cities for each player plus 10-25 ruins etc. So in these games coming up with 2000 gold isn't a problem. Plus due to the large map size a single strong hero stack will take a VERY long time to travel all around the map and conquer every city giving time to prepare a strong defense. So I'd say there isn't a problem in game (1). This is one reason I prefer to play game (1) because you can adapt strategy.
In game (2), money is always an issue. Mostly because there are only a few cities (5-10) and few ruins (2-4). So your only chance for an Archon is really from a hero offer as you'll never have 2000 gold for an Archon and if you did have 2000 gold you'd probably spend it on a hero or something else. These games are 75% decided by luck. Luck of hero ally offers, luck of quality city production (getting a spider city vs a Lt infantry city), luck of gold in a ruin (500 vs 1100 in L3 is a big difference)
To me, game type 1 is fine as it is. It works really well in terms of the economic model and your ability to counter enemy strategy. Game 2, definitely needs help. But the thing is, if you change things too much for game 2, you'll ruin game 1 so you have to be really careful what you do.
Here are some easy suggestions that won't unbalance game 1 but will help game 2:
1) Upkeep. I am not sure how you are doing upkeep in Warbarons. In War2/DLR, upkeep of units in cities is halved (you add up all halves from all cities in cases where you have a lot of 1 upkeep units in cities). So if you are not doing that, I'd suggest you halve the upkeep of units in cities. This will increase everyone's income.
2) Income. There are two ways to increase this. The first is simply have cities with slightly higher income. I don't know what the average income is but it could be raised by a couple of gold in the random city generator. The other way is from items that give +X gold per city or hero skills that give +X gold per city.
3) Ghosts. This is the alternative to the Archon. Right now it costs too much and has a VERY high upkeep (8). I'd suggest dropping the cost to 800 or 900 and lowering the upkeep to 4. This will at least allow Ghosts to be used as a substitute for an Archon.
4) Maximum stack bonus. Currently the maximum stack bonus is +5. This works fine in game type 1 but isn't so good for game type 2. So why not limit the maximum bonus to +3 in game type 2. Either as a game option at game creation time or simply mandate a +3 maximum bonus in any game involving 5-8 players. This won't prevent a hero/siege/spider stack from conquering a lot of cities but it will at least limit the super hero who gets +2 or +3 command and is stacked with a Dragon for +5 making even Light infantry deadly.
5) Quests. Are there going to be quests in beta4? If there are, gold from quests will help increase income if you make the gold reward fairly decent and the quests reasonable to complete.
None of the addresses the issue that 80% of the armies you make will be what you find in the neutrals. But Warlords 2/DLR worked that way too. You might buy some 1 turn units like Light infantry/bats/heavy infanty in a bunch of cities but the *good* production you bought was always limited to a couple of cities due to gold being scarce. I don't see what's wrong with that.
KGB
P.S. One more thing separate from the economic model. It would really help if 'self-raze' was added in beta4. That way you can raze those cities to deny them and their income/production to the enemy hero. Self-raze was one of the most important features in DLR to slow down a rampaging hero because you could raze your city and move all those units into another city and double it's defense.
Last edited by
KGB on Fri Feb 25, 2011 3:28 pm, edited 1 time in total.