Page 1 of 2
Age of Might Bonus modification

Posted:
Tue Dec 04, 2007 9:02 am
by DiM
some people have complained about the game being to fast paced or it being too luck dependent, they want the bonuses changed to make it more complex and tactical. on the other hand the 73 pages of games played so far show me the map is popular. so i want the opinion of the community. vote if you want the bonuses changed or not.
A.
- Code: Select all
castle +5
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5
same fast paced action but with more incentive to expand and get resources and stuff. 1v1 will remain the same but more strategy should come in 6p games. plus by making the village + resource, castle + resource and sanctuary worth +5 it will give a chance to come back in the game to those that lost a castle and furthermore in fog games the confusion will be even higher because of the many +5 bonuses.
B.
- Code: Select all
castle +5 (autodeploy)
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5
same as previous version except the autodeploy should make the 1v1 less fast paced.
C.
- Code: Select all
castle +3 (autodeploy)
castle + village +1
village + resource pair + 3
castle + resource pair + 3
sanctuary +3
same idea but lower bonuses. slow paced expansion games.

Posted:
Tue Dec 04, 2007 9:54 am
by Qyu
i suggest another, based on version C :
D.
- Code: Select all
castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)
the ratio autodpeploy and free to deploy could be adjust
(i vote C, but i prefer D

)
My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important

Posted:
Tue Dec 04, 2007 9:56 am
by MeDeFe
I know, 4 identical maps with different bonus systems!

Posted:
Tue Dec 04, 2007 10:00 am
by DiM
Qyu wrote:i suggest another, based on version C :
D.
- Code: Select all
castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)
the ratio autodpeploy and free to deploy could be adjust
(i vote C, but i prefer D

)
My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important
it could be interesting but i don't think it's possible

Posted:
Tue Dec 04, 2007 10:45 am
by Selin
I voted for c) in order to make it more attractive to attack neutral armies to increase you armies per turn.
But what's the idea behind auto-deploying castles? In this case adjacent games would be almost meaningless. Reducing castle bonus to 3 (or even to 2), but having the freedom to place them anywhere should be enough to hinder fast killings.
.

Posted:
Tue Dec 04, 2007 10:59 am
by yeti_c
I'd ignore this poll - It's a load of meaningless crap.
C.

Posted:
Tue Dec 04, 2007 11:01 am
by yeti_c
Qyu wrote:i suggest another, based on version C :
D.
- Code: Select all
castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)
the ratio autodpeploy and free to deploy could be adjust
(i vote C, but i prefer D

)
My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important
Auto deploy only works on a territory...
You cannot have autodeploy on a continent.
C.

Posted:
Tue Dec 04, 2007 11:29 am
by rebelman
I voted for option A - as I am happy with the map in its current format and im certain there are many more out there that share a similar opinion.

Posted:
Tue Dec 04, 2007 12:03 pm
by dominationnation
def B. solves all the problems.

Posted:
Tue Dec 04, 2007 12:14 pm
by wacicha
Well I agree with Rebel, BUT Dim, You should make another map using these examples on a different scenario. that would work for all.

Posted:
Tue Dec 04, 2007 12:27 pm
by DiM
wacicha wrote:Well I agree with Rebel, BUT Dim, You should make another map using these examples on a different scenario. that would work for all.
that's exactly what i'll do. chapter 2 will be different from chapter 1 and it will include the suggestions of those that weren't happy with chapter 1.

Posted:
Tue Dec 04, 2007 3:31 pm
by wicked
I think the changes you're making in #2 will satisfy what some don't like about this map, and by looking at the poll results, they're not in the majority. When both maps are up, people will have the option of which to play, so there's no need to change this one.

Posted:
Tue Dec 04, 2007 3:36 pm
by DiM
wicked wrote:I think the changes you're making in #2 will satisfy what some don't like about this map, and by looking at the poll results, they're not in the majority. When both maps are up, people will have the option of which to play, so there's no need to change this one.
qft.
now, can a mod lock this thread?
chapter 2 is in my sig.

Posted:
Tue Dec 04, 2007 3:45 pm
by 3seven1
I think Castle + resource pair should be more of a bonus. It's the same as just owning the castle.
I'd be in favor of reducing the castle bonus to 3 thought. So I guess i'd vote for c IF the auto deploy was removed.

Posted:
Tue Dec 04, 2007 3:48 pm
by wicked
No need to lock. You've pointed them to the Map 2 discussion, that'll suffice.
Re: Age of Might Bonus modification

Posted:
Tue Dec 04, 2007 4:12 pm
by Blitzaholic
DiM wrote:some people have complained about the game being to fast paced or it being too luck dependent, they want the bonuses changed to make it more complex and tactical. on the other hand the 73 pages of games played so far show me the map is popular. so i want the opinion of the community. vote if you want the bonuses changed or not.
A.
- Code: Select all
castle +5
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5
same fast paced action but with more incentive to expand and get resources and stuff. 1v1 will remain the same but more strategy should come in 6p games. plus by making the village + resource, castle + resource and sanctuary worth +5 it will give a chance to come back in the game to those that lost a castle and furthermore in fog games the confusion will be even higher because of the many +5 bonuses.
B.
- Code: Select all
castle +5 (autodeploy)
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5
same as previous version except the autodeploy should make the 1v1 less fast paced.
C.
- Code: Select all
castle +3 (autodeploy)
castle + village +1
village + resource pair + 3
castle + resource pair + 3
sanctuary +3
same idea but lower bonuses. slow paced expansion games.
the one with the most skill, I would need to study the map

Posted:
Wed Dec 05, 2007 8:18 am
by arizona
One might notice that at the moment there are as many votes for change as there are for the the status quo, it's just that the former are spread across the three options.
Seems there's a sizable population that see this map as fun, but not as fun as it could be. Five armies for one territory is a lot! As much as North America on the Classic Map.

Posted:
Wed Dec 05, 2007 10:54 am
by mibi
arizona wrote:One might notice that at the moment there are as many votes for change as there are for the the status quo, it's just that the former are spread across the three options.
Seems there's a sizable population that see this map as fun, but not as fun as it could be. Five armies for one territory is a lot! As much as North America on the Classic Map.
qft.
23 want to leave it.
25 want it changed.
it seems the wicked's 'majority' is out numbered.
but now that map 2 is in development, it is becoming less of any issue anyways, just unfortunate.

Posted:
Wed Dec 05, 2007 12:48 pm
by Vace Cooper
how about no bonus for the first castle then +5 when you have 2
tink

Posted:
Wed Dec 05, 2007 8:44 pm
by Yahoo oo
i think that the map is fine and should but left how it is

Posted:
Thu Dec 06, 2007 12:30 am
by Vace Cooper
I want to be able to try and get some of the bonus's but you dont even get a chance, i think something has to change so we can really play the map. Its so big and if you want a quick game you can play a smaller map

Posted:
Thu Dec 06, 2007 3:00 am
by Arachnophobia
I have yet to vote as I see the village + castle gain of +2 as extremely bad. I'd vote for B with
castle+village +1

Posted:
Thu Dec 06, 2007 5:26 am
by arizona
those wanting to leave it as is have slipped into the minority...

Posted:
Thu Dec 06, 2007 8:23 am
by owenshooter
Vace Cooper wrote:how about no bonus for the first castle then +5 when you have 2
i like that idea. i like coopers thoughts about being able to actually grab some bonuses up before being killed. nice thoughts cooper. who knew you were a thinker?!-0

Posted:
Thu Dec 06, 2007 10:03 am
by Vace Cooper
age of might has 96 Terits but you only get to use about 5 or 6 of them