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Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Tue Aug 03, 2010 12:06 am
by MarshalNey
Kabanellas wrote:-Should we ditch the Castle+Knight bonus?
or
-Should we place it under the Knight legend?
Now that I think about it, the Castle+Knight bonus basically mimics the Duke's bonus. Hmmm, I think perhaps ditching it as a distinct bonus... but maybe include some added small benefit elsewhere, to keep the players fueled with armies...
Ideally, what would be nice is if the legend was divided into 4 sections- terrain, units, the council, and notes...
Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Wed Aug 04, 2010 5:18 am
by Kabanellas
I've simplified the legend a bit. And simplified the Castle + Knight bonus. I've chosen to maintain them in this version to make Castles have some extra power and importance (it also makes sense to me that Feudal Castles and Knights combined together yield some bonus)
I will not put any obstacles to ditch this bonus though.
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V16_small_img.png[/bigimg]
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Wed Aug 11, 2010 5:01 pm
by Kabanellas
concerning the King's killers neutral legend issue. I'm posting a version with 2 ways of doing it:
-the info could be placed near the king
-or could be placed in a more prominent place in the notes legend board
-or it could appear in both places
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V17_small_img.png[/bigimg]
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Thu Aug 12, 2010 2:58 pm
by MarshalNey
I like how the instruction is emphasized in the notes. However, it might be good to keep it in both places?
In both places, however, there needs to be some way to specify that it reverts after being held for 1 round (actually, it would be nice to be explicit and say that it revert after being held for 1 round by 1 player).
Or, alternatively, maybe just say, "killer neutral".
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Thu Aug 12, 2010 3:39 pm
by ender516
I think, for the sake of many maps in development and to come, we need to start using shorthand terms like "killer neutral" and then explain these, with details like reverting after being held for 1 round by 1 player, clearly in the Instructions for the site. With map size limited as it is, it is ridiculous to have to explain things like holding an objective through one round on each map when every map with an objective works the same way. (The next time I see someone post asking why he didn't win when he took the objective, I am not sure if I will scream or weep.)
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Thu Aug 12, 2010 4:07 pm
by MarshalNey
ender516 wrote:I think, for the sake of many maps in development and to come, we need to start using shorthand terms like "killer neutral" and then explain these, with details like reverting after being held for 1 round by 1 player, clearly in the Instructions for the site. With map size limited as it is, it is ridiculous to have to explain things like holding an objective through one round on each map when every map with an objective works the same way. (The next time I see someone post asking why he didn't win when he took the objective, I am not sure if I will scream or weep.)
I am in complete agreement. Somehow, some way, "killer neutral", "objective", et. al., will have to make their way into the CC community's vocabulary, and it isn't going to happen unless they start appearing on maps.
In fact, the current trend of saying "Will revert to neutral (x) after 1 round" is actually not true... and in cases where a killer neutral is a crossroads to other places, it often doesn't revert to neutral even
once the entire game. I've had tons of teammates ask me in frustration why a killer neutral hasn't gone neutral, and I've had to explain the odd quirks of multiple players taking it in the same round.
Yet, to put the full and complete explanation of killer neutral on a map legend is ridiculous.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Thu Aug 12, 2010 4:53 pm
by natty dread
"Reverts to {0} neutrals at the beginning of the holding player's turn."
Yeah, it does sound kinda clumsy.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Thu Aug 12, 2010 4:59 pm
by chipv
Don't any current maps specify "Killer neutral" ? I have seen 'reverts to neutral' (without the extra info which does confuse).
Killer Neutral is specific to Conquerclub so I don't see why we have to give full instructions on any CC-specific features when they
should be clearly in the rules for players to refer to.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Fri Aug 13, 2010 6:11 am
by Kabanellas
I've been seeing it around in that same way... Actually in my Third Crusade map I have the killer neutral in the E.C. (English Channel) explained just like this - and never raised any issues:
"reverts to 3 neutral"
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Fri Aug 13, 2010 9:48 am
by ender516
Maybe that is the key: less is more. If you don't know when it will revert, you look it up.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Sun Aug 15, 2010 3:09 am
by Kabanellas
so, should I keep in both places the King 'revert' info? Or just one ? Which one?
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Sun Aug 15, 2010 3:46 am
by chipv
Kabanellas wrote:so, should I keep in both places the King 'revert' info? Or just one ? Which one?
Just the one near the King. Instructions for a unit is expected to be somewhere near it.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Sun Aug 22, 2010 5:22 am
by Victor Sullivan
2 things - 1. Why does the horseman have a longer range than the archer? 2. How do you attack nobles A-H? I may have just missed something.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Sun Aug 22, 2010 2:16 pm
by ender516
Victor Sullivan wrote:2 things - 1. Why does the horseman have a longer range than the archer? 2. How do you attack nobles A-H? I may have just missed something.
I can't answer no. 1, but the legend (top left) says a Castle can assault and is assaulted by its Noble. Each Castle has a letter corresponding to a Noble.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Sun Aug 22, 2010 7:15 pm
by Kabanellas
Victor Sullivan wrote:2 things - 1. Why does the horseman have a longer range than the archer? 2. How do you attack nobles A-H? I may have just missed something.
The Knights have very high mobility so they can cover a large distance from their home-base. Ender answered question 2

Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Sun Aug 22, 2010 9:32 pm
by MarshalNey
You should update your first post with the latest version of the map... and I agree with chipv, it makes sense to keep the one nearest the King.
Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Mon Aug 23, 2010 6:53 am
by Kabanellas
I will do it today Marshal

Re: The King's Court (version 15) Gameplay issues on discuss
Posted: Mon Aug 23, 2010 2:29 pm
by Kabanellas
Last update
Version 16
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V16a_small_img.png[/bigimg]
Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Mon Aug 23, 2010 2:39 pm
by ender516
"Last update"? Aren't you the optimist!
Seriously, though, I think your gameplay is very well developed.
Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Tue Aug 24, 2010 2:58 pm
by Kabanellas
ender516 wrote:"Last update"? Aren't you the optimist!
Seriously, though, I think your gameplay is very well developed.
you're right, should have wrote 'latest' ..... and thanks ender!!!

Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Wed Aug 25, 2010 9:42 pm
by Evil DIMwit
Do we really need catapults and trebuchets? They do almost the same thing.
Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Wed Aug 25, 2010 10:24 pm
by natty dread
Hey, at least there are no ballistae

Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Sat Aug 28, 2010 4:27 am
by Kabanellas
Evil DIMwit wrote:Do we really need catapults and trebuchets? They do almost the same thing.
Trebuchet is the upgraded version of the catapult. It makes part of the catapult line production, being the only region that catapults can
assault.
They differs from catapults in 3 relevant aspects:
-are neutral killers
-don't yield any kind of bonus
-are capable of bombarding neighbouring castles
Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Sun Aug 29, 2010 9:48 pm
by Evil DIMwit
I recognize that there is a difference, but are the differing functions of the two machine so vital to the gameplay that it justified having a whole extra piece taking up space and complexity in the player's head?
Re: The King's Court (version 16) Gameplay issues on discuss
Posted: Tue Aug 31, 2010 5:40 pm
by Kabanellas
We’ve discussed it a lot previously (Chip, Marshal and I). But in end there’s no better way to give a bombard function against other castles via catapults without making them connect to a different region/unit type.
-we wanted catapults to yield a autodeploy bonus, making part of a production line mostly capable of bombarding only
-we needed them to get near neighbouring castles in order to bombard them
-we wanted that region/unit capable of bombarding castles to be a neutral killer
In this line of thought we needed to create a similar unit, close to the catapult in its essence, but different in the details and attributes. A unit where all catapult production could be directed and used, in the ultimate way that one wants to use that kind of production which is - bombarding the enemy Castle.