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Jasband
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 1:23 pm

I picked my Trait to align with my faction's religious interpretation, but it is certainly designed to benefit me throughout the game (though you could argue it's aimed at the mid-/late-game because resource modifiers greatly enhance its usefulness). You say that it'd be fine without the Gold income decrease, and that's what concerns me. I want to make sure passive Traits aren't easy gateways to free stuff or faster progression. They're meant to differentiate your faction and augment your playstyle, so they have to come with moderate benefits, but anything more than that is against the purpose of the mechanic.

How about Lime's new Trait? Would you approve something like that?
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 1:30 pm

You're talking about the 50% chance to not get raided by bandits? I did approve that.
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 1:36 pm

Then I think I'll change my Trait to reduce construction times for all buildings by 2 turns. Engellians are hard workers, after all. Perhaps all research projects can have a 10% success bonus each stage, too.
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 1:45 pm

Or how about no?
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PostSubject: Re: SUPER ALPHA   Fri Jul 19, 2013 2:04 pm

Ok, after talking to you in-game, I trust your judgment.

Siroki, do your turn! Razz
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 1:08 am


Levi wrote:
My Lord Zamorak; I now confess to you my actions.

Today is the day we, the Artists of Zamorak, have organized and set out upon the world. Every three months I shall confess my progress to you, for this is your grand vision; your painting to complete.

Your servants have collected 20,000 hunks of wood in your name, as I have collected 15,000 pieces of gold in your name.

The Archdemon Professor shall begin research on his idea; Organized Chaos. He tells me this will allow us to understand how to organize our troops in order to better spread our resources. Pah, order. But if it must be done...

I have sent scouts West to the Silvarea in order to start our campaign to the West. The second scouting party is to head North to the Slayer Tower.

And so it's been said.


Wood: 0  + [20000 * 1.0] = 20000
Stone: 0 + [0 * 1.0] = 0
Metal: 0 + [0 * 1.0] = 0
Hides: 0 + [0 * 1.0] = 0
Cloth: 0 + [0 * 1.0] = 0
Runes: 0 + [0 * 0.0] = 0
Gems: 0 + [0 * 0.0] = 0
Horses: 0 + [0 * 0.0] = 0
Hellhounds: 0 + [0 * 0.0] = 0

Gold: 0 + 15,000 - 7750 = 7250
Regions: +15000
Upkeep: -7750

Artisan Military
Artisan Military:
 

The Kingdom of Cao

Kingdom of Cao:
 

Professors: 1 - Awaiting approval for "Organized Chaos"
Diplomats: 1
Spymasters: 1
Missionaries: 1

Levi and Behemoth
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 8:31 am

Siroki!

Your flag!

It is massive!

Also, a better name for that tech would be "Method to the Madness"
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 9:53 am

Season report - Season 1

Menaphite Pantheon:

Your scouts find nothing in the Eastern Desert. Well, except sand. The modifiers for the region are the same as those that exist in the God Wars 4: +0.2x stone, +0.1x wood and +0.1x horses. Uzer Mastaba seems to be in a bad shape. It's been struck by some sort of massive impact that has collapsed one side entirely in. If it were to be renovated, it's possible some treasure may lay within - no guarantees, though.

Your professor will require a total of 6,000 wood, 2,000 hides and a hundred horses for the project, as well as 1,500 gold each season. The project commences immediately after the resources are paid and the first season's gold is given. You will only have a chance of advancing the research on seasons when you pay 1,500 gold. Further resource costs may occur.





Saradomin:

Alas, your people don't have enough knowledge about metal for your professor to even have an idea where to start. He proposes you dedicate his efforts to metallurgy before you can improve your steel. Metallurgy research will take 1,000 metal and 2,000 gold each season. You only have a chance to advance the research when the seasonal fee is paid.

Your diplomat sets towards Taverley, and on his way there nearly gets killed by a group of thugs preying on travelers on the road. It was only through luck that he managed to escape with his life, and he has returned to Engelburg. Roads aren't always safe. Getting information on which roads are before you send agents on their way is a good idea.

The pikemen finish their training.





Zaros:

Your scouts at Red Dragon Isle report the region to be empty. They find a skeleton of a dragon, signs of battle and some buried ruins in the region. A discovery in the Eastern Wilderness, however. Your scouts find a camp of rogues, complete with a wooden palisade, sitting in the region. It seems the rogues control the Eastern Wilderness. It appears they're equipping a caravan to be sent northwest. Your scouts guess the caravan will move through Red Dragon Isle in two seasons. They return to Annakarl and report.

Your professor will require a thousand runes and 2,000 gold each season for the project.





Zamorak:

Your project will require 5,000 gold each season.

The scouts at Slayer Tower report that the abyssal disturbance that was present during the Fifth and Sixth ages in the tower has been sealed. Many monsters still inhabit it, but the scouts estimate a sizable enough force can clear the pests from there permanently.

The other scouting party doesn't get far. It appears the bridge from Morytania to Misthalin has been destroyed, and River Salve is too strong to cross without.
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 10:16 am

Things accomplished:

1. Found out what kind of starting technology we'll have. We can't even forge steel, I guess.

2. Confirmed that scouting is good for more than just armies.
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 10:19 am

You can forge steel. However, improving it is a whole different story. Basically, everything you currently have is the most effective it can be with the current knowledge you possess. You can't make anything better without first researching the broad stuff more. In this case, your people don't know enough about how metals behave to improve their steel any further. to their knowledge, it's the best steel steel can be.

And yes, scouting is good for a lot of things.
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 10:31 am

Interesting. Lime's can start because he's got riding knowledge, and archery knowledge, and he's simply combining them together? Also, I like the variable costs of the projects (some paid up front, some with a resource cost every season).
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 10:34 am

Yes. Lime's not trying to make anything old better, or create anything that's actually new. He's just taking old things and putting them together.

Thanks, I thought the variable costs would make things a bit more variable.
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 10:36 am

Lord William wrote:
Yes. Lime's not trying to make anything old better, or create anything that's actually new. He's just taking old things and putting them together.

Thanks, I thought the variable costs would make things a bit more variable.

1. So, in essence, I already had the Basic Researches, so I can jump right into the Applied Research

2. Welcome to the Department of Redundancy Department which welcomes you.
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 10:46 am

Limes wrote:
2. Welcome to the Department of Redundancy Department which welcomes you.

Fuck you.
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PostSubject: Re: SUPER ALPHA   Sat Jul 20, 2013 11:44 am


Turns out that Gold Coin we found last turn was really clay painted to look like Gold.

Right, then! We collect 18,000 Hides and 2,000 Stone. We build a Port in Uzer, so boats can be constructed. We recruit a Professor and a Diplomat. We recruit 250 Archers, and dispatch 100 or them to East Desert to claim, and another 100 to Uzer Mastaba to claim.

100 Swordsmen, 100 mages, and 100 Archers are garrisoned in Uzer.

The resources are paid for the Camel Archers research.

Statistics:

Gold: 8,251 + 15,000 + 0 – 9,250 – 14,001 = 0
Wood: 20,0000 + [0 * 1.0 = 0] + 0 – 15,000 = 5,000
Stone: 0 + [2,000 * 1.0 = 2,000] + 0 – 2,000 = 0
Metal: 0 + [0 * 1.0 = 0] + 0 – 0 = 0
Hides: 0 + [18,000 * 1.0 = 18,000] + 0 – 7,000 = 0
Cloth: 0 + [0 * 1.0 = 0] + 0 – 0 = 0
Runes: 0 + [0 * 0.0 = 0] + 0 – 0 = 0
Gems: 0 + [0 * 0.0 = 0] + 0 – 0 = 0
Camels (horse): 0 + [0 * 0.0 = 0] + 0 – 0 = 0

Uzer:
100 Swordsmen (Garrisoned)
100 Mages (Garrisoned)
100 Archers (Garrisoned)
100 Lancers
50 Archers
100 Archers (2 Turns to Uzer Mastaba)
100 Archers (2 Turns to East Desert)
1 Diplomats (1 Training)
1 Missionaries
1 Professors (1 Training)
1 Spymasters
Abbas, Bombardier General Paragon

Port (3 Turns)

Scouting:
NULL

Science:
Camel Archers (paid for this turn)

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PostSubject: Re: SUPER ALPHA   Sun Jul 21, 2013 3:33 am


Levi wrote:
My Lord Zamorak; I now confess to you my actions.

I have sent the Faustians, the Swordsmen, 50 Mages and 50 Rangers to the Slayer Tower in order to clear out the pests. They are to go room by room and clear them out in any way they see fit. May Zamorak be pleased with the destruction.

We have collected 10,000 stones and 10,000 cloths, as well as paid the Professor Archdemon to begin his research.

Finally, we have sent our scouting parties to Fenkenstrains Castle, as well as the Hallows. They are to report back to me as soon as possible.

And so it's been said.


Wood: 20000  + [0 * 1.0] = 20000
Stone: 10000 + [0 * 1.0] = 10000
Metal: 0 + [0 * 1.0] = 0
Hides: 0 + [0 * 1.0] = 0
Cloth: 10000 + [0 * 1.0] = 10000
Runes: 0 + [0 * 0.0] = 0
Gems: 0 + [0 * 0.0] = 0
Horses: 0 + [0 * 0.0] = 0
Hellhounds: 0 + [0 * 0.0] = 0

Gold: 7250 + 15,000 - 7750 - 5000 = 9500
Regions: +15000
Upkeep: -7750

Artisan Military
Artisan Military:
 

The Kingdom of Cao

Kingdom of Cao:
 

Professors: 1 - Paid to work on “Organized Chaos”
Diplomats: 1
Spymasters: 1
Missionaries: 1

Levi and Behemoth
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:10 am

I'm starting to fear that we've made GW5 a bit too complex and difficult to understand.
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:18 am

Limes wrote:
I'm starting to fear that we've made GW5 a bit too complex and difficult to understand.

*facepalm*

You do realize that you've had 4 months to bring up this concern, right? 4 months of development... But the Alpha, and any testing, is meant for feedback, so don't just throw out a vague statement and expect us to agree with you. WHAT is too complex and difficult to understand? The only thing I might agree with would be research, but I've been saying that from Day 1.
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:20 am

Yes, research. Research is what is really complex and overwhelming. I mean, I'm thinking "Okay. So... what *can* I do?" And I only bring it up now because I'm starting to realize how incredibly complex this whole thing is.
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:23 am

Limes wrote:
Yes, research. Research is what is really complex and overwhelming. I mean, I'm thinking "Okay. So... what *can* I do?" And I only bring it up now because I'm starting to realize how incredibly complex this whole thing is.

I don't want to say "I told you so."

But.

You're the one who wanted "more player freedom and creativity!", so enjoy it.

Besides research, what else do you think is "incredibly complex"? 80% of the mechanics are the same as GW4, we're just standardizing and defining more concepts.
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:41 am

Limes wrote:
I'm starting to fear that we've made GW5 a bit too complex and difficult to understand.

What makes you say that?




Alright, here goes:

This season 5,000 metal, 10,000 cloth and 2,500 runes are collected. The runes and gold are provided to the research project, while a nexus construction is initiated. We send 25 swordsmen, archers and mages to Red Dragon Isle to intercept the caravan. Our spymaster begins a mission.





Resources & Economy:
Wood: 0 + (0 · 1.0) + 0 - 0 = 0
Stone: 20,000 + (0 · 1.0) + 0 - 20,000 = 0
Metal: 0 + (5,000 · 1.0) + 0 - 5,000 = 0
Hides: 0 + (0 · 1.0) + 0 - 0 = 0
Cloth: 0 + (10,000 · 1.0) + 0 - 10,000 = 0
Horses: 0 + (0 · 1.0) + 0 - 0 = 0
Runes: 0 + (5,000 · 0.5) + 0 - 1,000 = 1,500
Gems: 0 + (0 · 0) + 0 - 0 = 0

Gold: 8,250 + 15,000 - 18,750 = 4,500





Military & Agents:

Swordsmen: 100 + 0 - 0 = 100
Spearmen: 0 + 0 - 0 = 0

Archers: 100 + 0 - 0 = 100
Crossbowmen: 0 + 0 - 0 = 0

Mages: 100 + 0 - 0 = 100
Warmonks: 0 + 0 - 0 = 0

Lancers: 100 + 0 - 0 = 100
Hobelars: 0 + 0 - 0 = 0

Placeus Holderus, the Witchking


Professors: 1 | ANK | Active
Diplomats: 1 | ANK | Idle
Emissaries: 1 | ANK | Idle
Spymasters: 1 | ANK | Active





Empire:

ANK - Capital
Placeus Holderus, 100 Swordsmen, 100 Archers, 100 Mages, 100 Lancers





Research & Construction:

Runic conduitry - Ongoing, 1 professor.




Movement:

ANK -> RDI - Interception, 1 season left
Swordsmen: 25
Archers: 25
Mages: 25
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:44 am

Also realized I actually haven't done my turn, lol.





Very well; I want scouts to report on Taverley and the Heroes' Guild. With the newly recruited Spearmen, I will travel west to the Warriors' Guild and see if they're as welcoming as they were in the times of the Kingdom of Gielinor. I hope to find the Guild alive and well.

Engellians, collect 4,000 Stone, 5,000 Metal, and 13,000 Wood. 1,000 Metal and 2,000 Gold will be given to my Professor, so that he may begin his research on the knowledge of Metallurgy. The gathered Stone and 5,000 Gold will be used to begin construction of Roads in Engelburg; they will be fully laid in 2 seasons' time.




Resources & Economy:

Wood: 6,000 + (13,000 x 1.0) - 0 = 19,000
Stone: 5,000 + (4,000 x 1.0) - 3,000 = 6,000
Metal: 0 + (5,000 x 1.0) - 1,000 = 4,000
Hides: 0 + (0 x 1.0) - 0 = 0
Cloth: 0 + (0 x 1.0) - 0 = 0
Runes: 0 + (0 x 0.0) - 0 = 0
Horses: 0 + (0 x 0.0) - 0 = 0
Gems: 0 + (0 x 0.0) - 0 = 0

Gold: 7,250 + 15,000 (T) - 10,000 (U) - 7,000 (O) = 5,250


Military:

Training: None

Crown Infantry: 100
Spearmen: 225
Archers: 100
Crossbowmen: 0
Mages: 100
War-Monks: 0
Hobelars: 0
Lancers: 100

Siege Engines: 0
Ships: 0

Movement, Scouting, Attack:

Gregor Reinhardt | 225 Spearmen | BU --> WG (1 season)

Scouting: TA, HG

Agents:

Professors: 1 | Beginning research on Metallurgy
Diplomats: 1 | Idle
Spymasters: 1 | Idle
Missionaries: 1 | Idle


Empire:

BU: No region improvements
100 Crown Infantry | 100 Archers | 100 Mages | 100 Lancers


Construction & Research:

Building Roads: BU (2 seasons)

Researching Metallurgy (Engineering): 0 seasons





Quick question, do we want our starting settlements to already possess either A) Roads or B) an MTL?


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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:49 am

Nope and nope. I'll be sitting on a turn report for a little while since Veylantz will also be dropping by. (Excuses, excuses...)
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PostSubject: Re: SUPER ALPHA   Fri Aug 02, 2013 10:50 am

Alrighty. In that case, I will amend my turn slightly.
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PostSubject: Re: SUPER ALPHA   Thu Aug 08, 2013 10:04 pm

Veylantz, I'm waiting for your faction info! Post it here, I'll check it over, you do turn one, I check it over, you do turn 2, and we can get on with the alpha.
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