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Messages - feyeleanor

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256
East Island / Re: Fontan's Surprising Strength
« on: April 05, 2012, 03:39:26 PM »
Fontan somehow magically took Greatbridge in one day. The region was at Core control too. I am curious how they learned so much about the mechanics of the game.

There was no magic. We put 13K CS in the region and looted it to the ground for three turns. Personally I expected it to take a turn or two longer, but clearly the game does allow a three turn TO or it couldn't have happened.

257
Colonies / Re: What's Minas Thalion like?
« on: March 19, 2012, 03:39:37 PM »
Cathal's peace offer was always very simple: pay what you think you ought to as recompense for your treachery, then let's ally/federate and build a new power block to balance Lukon. He was also very careful to restrain those forces who wanted to see Oritolon destroyed because that would have made such an outcome impossible.

However successive Oritolon governments have procrastinated in the hopes Lukon would solve the problem for them, and there'll be a price to pay for taking that course. Where is the sweetness in victory when it's another's arms who achieve it? And more to the point, where is the relevance of a realm who can't defend her own borders? Breaking Oritolon's field army was far too easy given her natural advantages.

The obvious course for Oritolon is to have done with independence and merge fully with Lukon for the north-south war which must happen once Giblot falls. A nice big apocalyptic conflict to either end the Colonies and send them crashing into the waves, or break Lukon's power and start a new age with maybe some new realms to spice things up.

258
Colonies / Re: Save the Colonies!!!
« on: March 01, 2012, 01:11:41 PM »
We're about to lose Minas Thalion and possibly Giblot. When that happens the status quo will naturally change because otherwise there'll be no wars to fight.

259
Colonies / Re: What's Minas Thalion like?
« on: December 30, 2011, 12:17:19 AM »
Can I send 1 of my character to Minas Thalion? Not going be Ash for sure, but my priestess of the Moon and Sun. I want both my 2 characters fight against each other....  ;D

We'd be happy to welcome her. The whole point of MT - at least under Cathal's leadership - is that it's a fresh start for anyone who wants it regardless of family ties or personal history and we're also open to all religions.

260
Colonies / Re: Save the Colonies!!!
« on: December 30, 2011, 12:07:47 AM »
I say give the Lukon players what they want: a decent apocalypse  ;)

261
Development / Re: Infiltrators
« on: November 17, 2011, 01:18:54 AM »
If we're changing infiltrators into spymasters (which I think is an excellent idea, and Tom quite liked it as well) as part of the plan to create plausible deniability then having them use different troops from everyone else seems contradictory.

Tom does like the spymaster concept, and it neatly dovetails into another idea he had recently.

Irregular would be a mode just like Regular Army or Vanguard, so that shouldn't interfere with plausible deniability, whereas a restriction to Special Forces would. Admittedly Special Forces would probably work quite well as Irregulars but that would be a decision for the player to make.

One thing it's definitely not intended to be though is a means of turning infiltrators into Rambo-like characters, more the sort of partisan and guerrilla leaders which every age has thrown up.

However I'd be happy with the existing command options for infiltrators if other aspects of the spymaster potential were beefed up :)

262
Development / Re: Infiltrators
« on: July 16, 2011, 04:51:26 AM »
Well...What about forgetting about "damage" for some of these low-end options?  What about better scouts? 

Just some examples:

"You sneak into the tent while the Marshal is out, and discover that he has Infantry Charge and Fortification Defense orders issued to his command staff"
"You observe the maneuvers of Sir Rhennthyl's troop and determine that his soldiers are marching in a box, keeping to the front, and appear braced to fight to the end"
"Carefully watching, you see that the enemy has around twenty banners, five siege engines, five caravans, and thirty healers"
"You listen in on the work of the civil servants, and discover that Lantzas is subject to a fourteen percent tax rate, has more than sufficient estates supporting authority, not quite enough supporting production, has around fifty bushels of food in its granaries, has around a hundred gold in its tax offices, and fifty troops in its recruitment centers"

That is stuff that can be low risk, and perhaps most importantly is not a ban worthy offense.  So you can train up on information gathering, and even if you get caught, they can't ban you for asking a few questions (yes, I'm aware that in the real world you could, but for game purposes this seems like the kind of thing that wouldn't be bannable).

I play my infiltrators as spies more than assassins/saboteurs so I really like this idea.

A few other options I think might add to the game without interfering with balance:

1. expands normal scout reports with the economic info usually given to Traders;
2. spread rumours (damage to honour and/or prestige of specific characters, or reduce region control/morale);
3. cheat in duels (boost based on subterfuge skill with risk of imprisonment/ban);
4. bribe troops (undermining their morale and/or cohesion, costs gold, risk of imprisonment);
5. sabotage troops (causing equipment damage or assassinating captains);
6. steal from army/guild/religion treasuries and assassinate temple guards (risk of imprisonment);
7. determine membership of guilds/religions/armies;
8. incite banditry (undermine realm region control and food/commodity production, costs gold);
9. can recruit the same way a hero does (but costs gold);
A. change chance of success for infil actions when commanding a unit.

These would all be much more in keeping with the idea of infiltrators as spymasters and mos

I can also see potential for a new "irregulars" unit mode (possibly mandatory for infiltrators, like police for diplomats) which might include some or all of the following features:

a. improves chances of evading combat;
b. boosts travel speed;
c. always counts as dug in when stationary;
d. greatly improved melee in skirmish formation;
e. reduced melee in line/box/wedge formations;
f. defensive CS boost in battle based on region terrain;
g. improved mobility and fewer casualties when retreating;
h. boost to morale/cohesion for looting and battlefield foraging;
i. reduced honour from battles but higher prestige;
j. lower chance of the character being captured.

Aside from giving infiltrators a distinct battlefield role irregulars would open up interesting new tactical possibilities, especially with advanced battlefield deployments such as Delay & Wound.

263
Development / Re: Testers Recruitment
« on: July 16, 2011, 02:08:28 AM »
I played from 2007-2009 and have been back since Christmas last year. I love playing BM, have rarely ever missed a turn, and would very much enjoy contributing as a tester.

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