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BattleMaster => BM General Discussion => Topic started by: Tom on August 12, 2013, 09:34:38 AM

Title: Monsters/Undead per Island Discussion
Post by: Tom on August 12, 2013, 09:34:38 AM
continuation of: http://forum.battlemaster.org/index.php/topic,4995.0.html


The game already supports different spawn rates per-island. So here's the place to post which islands you think should have less/same/more monsters and/or undead.
Title: Re: Monsters/Undead per Island Discussion
Post by: Daycryn on August 12, 2013, 10:05:05 AM
Beluaterra - less undead and monsters. With the last Invasion over, the continent has earned a golden age!
Dwilight - more undead and monsters. The wilderness and frontier fights back.

The others, no real opinion on.
Title: Re: Monsters/Undead per Island Discussion
Post by: Anaris on August 12, 2013, 01:25:18 PM
On Beluaterra, there should be some kind of threshold of scrolls used, above which something breaks, and the spawn rate starts rising all over the island, at least for a while.
Title: Re: Monsters/Undead per Island Discussion
Post by: Revan on August 12, 2013, 04:51:57 PM
Interesting. I'm trying to think where spawn rates are different. I think perhaps Colonies has relatively more monster/undead spawns than most islands. Then again, it might just be that hordes are more noticeable on a small island with one turn a day!

Anyway, I think Colonies could do with a lower undead and monster spawn rate. One turn a day combined with some lengthy travel times can make them very difficult to deal with. I think it is a distraction from war and when war comes, if you suffer from spawns it can be a major headache to try and get rid of them.

Atamara possibly needs a higher undead and monster spawn rate. Atamara definitely feels like it gets off lightly compared to other places.
Title: Re: Monsters/Undead per Island Discussion
Post by: Tiridia on August 12, 2013, 05:06:17 PM
More monsters for Dwilight, please. I much enjoyed the former frontier feel of the continent, even if it limited interaction with the other realms. It has been ages since I have been playing on any of the other continents, so I will say nothing of them.
Title: Re: Monsters/Undead per Island Discussion
Post by: Indirik on August 12, 2013, 06:14:32 PM
On Beluaterra, there should be some kind of threshold of scrolls used, above which something breaks, and the spawn rate starts rising all over the island, at least for a while.
Very interesting idea. Turn down the base rates on BT, but greatly increase the effects of scrolls. (Then put some kind of threshold above which further scrolls increase the rate across multiple regions. :) )
Title: Re: Monsters/Undead per Island Discussion
Post by: Geronus on August 12, 2013, 07:05:52 PM
I've noticed the difference, but never commented on it. The testing islands have always had jacked up rates compared to Atamara. The spawns on Atamara are so weak they're a joke for the most part, nothing more than an irritating but necessary means for knights in realms at peace to gain some honor and prestige.

I'd actually most like to see the rates adjusted on the stable islands, myself (particularly Atamara), but if we need a guinea pig Beluaterra is always a good option.
Title: Re: Monsters/Undead per Island Discussion
Post by: SaDiablo on August 12, 2013, 07:32:19 PM
the colonies could do with less per turn.  seeing 3 to 5 spawns is a lot in one turn.
Title: Re: Monsters/Undead per Island Discussion
Post by: Vita` on August 12, 2013, 08:43:56 PM
I still think each island's rate should be dependent upon the respective island's density.
Title: Re: Monsters/Undead per Island Discussion
Post by: pcw27 on August 12, 2013, 10:40:13 PM
Definitely Atamara.
Title: Re: Monsters/Undead per Island Discussion
Post by: Indirik on August 12, 2013, 10:43:18 PM
I would actually disagree about Atamara. Atamara is the "plain vanilla" island, really. It has no special features. If you want a monster heavy island, go to Dwilight. Or go to BT and start tossing around some scrolls. Monster spawns won't help Atamara. The big realms will barely notice, and the small realms will get 1-2-punched by the monsters and the MiCE.
Title: Re: Monsters/Undead per Island Discussion
Post by: Geronus on August 12, 2013, 11:13:19 PM
I would actually disagree about Atamara. Atamara is the "plain vanilla" island, really. It has no special features. If you want a monster heavy island, go to Dwilight. Or go to BT and start tossing around some scrolls. Monster spawns won't help Atamara. The big realms will barely notice, and the small realms will get 1-2-punched by the monsters and the MiCE.

Depends on how high you crank it up, and whether you apply the "seasonal" theory where the spawn rate changes over time.
Title: Re: Monsters/Undead per Island Discussion
Post by: Chenier on August 13, 2013, 01:13:22 AM
I would actually disagree about Atamara. Atamara is the "plain vanilla" island, really. It has no special features. If you want a monster heavy island, go to Dwilight. Or go to BT and start tossing around some scrolls. Monster spawns won't help Atamara. The big realms will barely notice, and the small realms will get 1-2-punched by the monsters and the MiCE.

This is my biggest concern: that powerful realms will be the most equipped to deal with these new menaces, and that they'll be even more able to dominate the continent.

To prevent this, we must make sure that hordes remain small and well spread-out, so that it's their presence more than their strength that is a nuisance, and that this nuisance scales proportionally to realm size.

Large hordes would just stomp the weaker realms and ruin PvP.
Title: Re: Monsters/Undead per Island Discussion
Post by: pcw27 on August 13, 2013, 05:48:01 AM
Remember larger realms mean more regions which can suddenly spawn a big monster horde. Quite a problem if your army is half way across the continent fighting a war.
Title: Re: Monsters/Undead per Island Discussion
Post by: Tom on August 13, 2013, 09:43:28 AM
I think the idea someone posted about bandits had something to it.

Peasant uprisings WERE a constant problem during the middle ages.


This could also ADD gameplay, and here's how:
First, we add a few flavours of human rogue forces. Peasant mobs, bandits, something like that.
Then, we add random spawn chances for these, including movement like for monsters and undead. Spawn chances would depend on region stats, so unhappy regions are more likely to spawn them - much like they already do, just enhanced and more common (and earlier than absolute rock-bottom stats).
And then we add options for infiltrators and some other classes to finance rebels, pay mercenaries to pretend they are a peasant mob (oh the surprise when you go facerolling a peasant mob and realize too late it has 60/60 equipment...) or stuff like that. This way, we would not have a random PvE element (well, we would, but it mostly serves as plausible deniability for the real thing), but add another PvP option.


Title: Re: Monsters/Undead per Island Discussion
Post by: Chenier on August 13, 2013, 02:51:40 PM
I've been in favor of turning the infiltrator subclass into a spymaster subclass for a while. This could be a step in that direction.
Title: Re: Monsters/Undead per Island Discussion
Post by: Poliorketes on August 13, 2013, 07:21:08 PM
I think the idea someone posted about bandits had something to it.

Peasant uprisings WERE a constant problem during the middle ages.


This could also ADD gameplay, and here's how:
First, we add a few flavours of human rogue forces. Peasant mobs, bandits, something like that.
Then, we add random spawn chances for these, including movement like for monsters and undead. Spawn chances would depend on region stats, so unhappy regions are more likely to spawn them - much like they already do, just enhanced and more common (and earlier than absolute rock-bottom stats).
And then we add options for infiltrators and some other classes to finance rebels, pay mercenaries to pretend they are a peasant mob (oh the surprise when you go facerolling a peasant mob and realize too late it has 60/60 equipment...) or stuff like that. This way, we would not have a random PvE element (well, we would, but it mostly serves as plausible deniability for the real thing), but add another PvP option.

I like it! Anything than gives more 'utility' to gold is good, and anything that give more 'game options' to players is good too!... and this is both!  :)
Title: Re: Monsters/Undead per Island Discussion
Post by: Tom on August 13, 2013, 09:20:04 PM
Since everyone seems to like it - volunteer wanted to wrap it up, write it up and put it up as a feature request.

Title: Re: Monsters/Undead per Island Discussion
Post by: pcw27 on August 14, 2013, 11:45:18 PM
Ooo I had a thought for this that might be good. People have talked about how they want infiltrators to be invisible again.

What if, bear with me, the fact that you are an infiltrator is what's invisible. The subclass doesn't show up on your normal profile or any other list. It can be hinted at under "listen to rumors" and similar investigative means, but the only way to confirm it is if you are caught in the act. With this new start uprisings feature there can be a risk that police will raid your meeting place and catch you paying off the mercenaries. Other infiltrator actions already carry the risk of being caught and identified.

This would better justify the need for high honor and prestige, you need it because people would never suspect a rich, prestigious and trusted noble of being involved in such sinister plots.

Now that sounds like a very exciting new feature.
Title: Re: Monsters/Undead per Island Discussion
Post by: Sacha on August 14, 2013, 11:47:39 PM
I might be wrong, but isn't that info hidden already? I checked the profiles of every infil I know and none of them are listed as such.
Title: Re: Monsters/Undead per Island Discussion
Post by: pcw27 on August 14, 2013, 11:55:07 PM
Woah, is that new? I seem to remember seeing people listed as inifltrators before.
Title: Re: Monsters/Undead per Island Discussion
Post by: Revan on August 15, 2013, 12:04:25 AM
Woah, is that new? I seem to remember seeing people listed as inifltrators before.

It hasn't always been that way, but for the last few years no-one has been able to identify infiltrators by their class. I believe there is only one exception: Rulers can see which of their nobles are infiltrators on the character list.
Title: Re: Monsters/Undead per Island Discussion
Post by: pcw27 on August 15, 2013, 12:07:39 AM
That explains it because back when Turin was ruler he saw a realm member being an infiltrator.

Moderator Note: Secrets, like who is or was an infiltrator, should not be posted on the forums.
Title: Re: Monsters/Undead per Island Discussion
Post by: egamma on August 15, 2013, 12:45:59 AM
It hasn't always been that way, but for the last few years no-one has been able to identify infiltrators by their class. I believe there is only one exception: Rulers can see which of their nobles are infiltrators on the character list.

Yep.
Title: Re: Monsters/Undead per Island Discussion
Post by: Indirik on August 15, 2013, 03:27:04 AM
Rulers have the ability to see the infil subclass for nobles in their realm.