hi
as all this is more of a guess than proven fact, i say what i feel
about the points you mentioned:
> Its unbalanced in that a player whos skills are only
marginally better than another player will almost always beat them.
can you quantify this? in chess there are 14 classes of players in
class n+1 beating those in class n with a probability of 75%.
Go has about 20 classes of this quality.
in games of luck you basically have one level.
to me glob2 is by far not as skill-dependant as you mention. i'd say
there are at max 5 levels. for a big community this is no problem at
all especially when we have a ladder score telling me who i can play
and win against and who not. for now i agree it would be good to have
some balancing, but only for now.
The range of players anyone can play against is very small,
10% i'd say. having an elo-rating will allow me to chose balanced teams.
Partly of this is because mistakes are so punishing. Warriors can
decimate each other rapidly. A single opening of attack can bring
great devastation. An early mistake with fruits can easily lose a
game, and a single explorer-bomb can take the tide of the war. This
is why Globulation 2 games are determined so quickly, its mostly city
building, and a rock-paper-scissors style game where you pick your
strategy, and hope that its the right one.
as i had great fights with me almost winning then almost loosing and
winning again i don't think an advantage is absolute. also i want to
have several ways of winning. if buildings get 3 times the hp there
will never be a rush. all games will be decided in L3. that's what i
call boring.
I think that the hp of buildings and workers should be doubled, maybe
tripled.
please not.
- This would also intensify the focus on having inns near your enemy,
making the game more tactical and strategic
how about an outpost? some all in one building costing lots of
resources but being able to both heal and feed many units at once
until it is depleted that you can build in your base but place near
the enemy once it is completed?
* The difference in effective attack power between level 1, level 2,
level 3, and level 4 warriors needs to be shrunk. As our current
numbers stand, the effective attack power of level 1 warriors is 88,
level 2 is 288, level 3 is 600, and level 4 1024. Warriors of
different levels simply can not compete with each other, which makes
the mistake of being just slightly behind in upgrades obliterating.
The difference between level 1 and 2 is huge, which is why war rush
strategy is so successful, because your enemy can't defend.At most, I
think level 4's should not exceed 2.5 times the power of level 1's.
here i agree.
* Fruit conversion is heavily overpowered, and worse yet, its
unpredictable. You could have all the fruit in the world, and be
losing in the conversion battle because you don't have the fruit you
need in the right Inns, and rarely do you know what the right inns
are. The system from conversions needs to be adjusted to be less
aggressive and more predictable, but still capable of being used
tactically. Methods for doing this are discussed in an earlier thread.
i like the way fruits work now. there is only some problem with some
inns not getting any fruits while others get all 3 quickly.
* The difference in walking speed for different levels of walk, and
swim speed for different levels of needs to be shrunk, as it puts a
heavy focus on the racetrack building. A loss of a racetrack or
swimming pool is a huge, huge loss, and because these buildings are
big, they are hardest to defend.
i disagree. don't know why.
* The size of racetracks and swimming pools could be shrunk, and the
number of units they can train shrunk to, the idea being that you
would have several of these critical buildings, more like the way
barracks are balanced now.
i agree. local>>global effects ya know. make swimming available locally.
* Explorer ground attacks are still to powerful. An explorer bomb can
still devastate with little ability to counteract.
problem are turrets. if you want to be the one to attack first,
building all the turrets you need to defend your ground is far too
expensive and doesn't pay off as turrets don't shoot without stone.
maybe air defence should be for free? maybe even mounted on top of
every L2 building? opinions??
* Turrets need to be more effective against explorers.
agree.
Leo Wandersleb
_______________________________________________
glob2-devel mailing list
address@hidden
http://lists.nongnu.org/mailman/listinfo/glob2-devel