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  • Very good point re: intercession and the way(s) around it, and it strikes me that the fix for that particular effect ought to be two-fold:

    First, up the cost (and possibly significantly). That's a pretty powerful ability (to nullify an attack) for so little mana, even if it can be countered by a purge.

    Second, perhaps make it such that the province in question becomes "immune" to attack for that turn, and not just granting a free pass from that singular attack.

    (this isn't an official change, btw...just me kicking some ideas around to foster further discussion on the topic).

    I also like the idea of reducing the size of the pool of the three effects resources (or raising the costs of everything, which would accomplish the same goal) in order to reduce the number of effects in game, but I don't want to do that just yet. I am wondering if part of the problem is that there are so few effects that you're just getting bombarded with a few ad nauseum, and that with a larger population of effects and more stuff to spend resources on, the problem would smooth itself out (ie., there are some effects coming that are more informational, not really attack/defense oriented) that would help burn those resource points, and provide valuable intel or other effects (thus reducing the overall pool available for offense/defense).

    That remains to be seen, but I'm willing to give it a chance to work before we try something else.

    -=Vel=-
    Last edited by Velociryx; March 11, 2009, 07:24.
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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    • Originally posted by Velociryx View Post
      .....edit.... I am wondering if part of the problem is that there are so few effects that you're just getting bombarded with a few ad nauseum, and that with a larger population of effects and more stuff to spend resources on, the problem would smooth itself out (ie., there are some effects coming that are more informational, not really attack/defense oriented) that would help burn those resource points, and provide valuable intel or other effects (thus reducing the overall pool available for offense/defense).

      That remains to be seen, but I'm willing to give it a chance to work before we try something else.

      -=Vel=-
      I agree this may be the case, or definately part of the issue currently, as it does seem a bit of a 'grind' as is: You cast Intercession, AI casts Purge; back and forth you go.

      If it becomes a less frequent activity then it could find it's place - as you say it is actualy a very powerful effect, and the methods you mention(raising cost etc) may help it find a better balance. Also as you add more stuff to spend resources on that might happen naturaly. Looking forward to the next version

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      • Just updated the build notebook thread with an outline of the kinds of things you might see in the next build with regards to new effects, so if you're curious, head that way to take a look! And feel free to comment either here or there...always interested in kicking ideas around!

        -=Vel=-
        (bear in mind that since those things haven't been implemented yet, they're still subject to change, but that's what's been discussed internally)
        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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