HiddenOne, on 07 January 2012 - 03:25 PM, said:
None taken. It is a very thorough but also very nice review and it confirms a lot of what I thought as well after the game.
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Yes. I fully agree and I will have to think on how to mobilise the market.
During design, I wanted the majority of dinari to come from the market, and I figured there was room for it - but perhaps not time. It is one of the reasons why I put the Houses of Agreement and the Khanates in this game: Houses generate some money and the Khanates I expected to resell their raiding proceeds.
I think there was around 45k in total available for purchases (if we reserve everything under 3k for player actions), but 15k of that went straight to a title
The solution I am seeking now is threefold:
- slightly increasing self-sufficiency: instead of producing 33% of the type of goods that you need for upgrades, I'll increase that percentage to 66% or 75% (although you'll still have to wait 1-2 days between upgrades if you don't play through the market to get the required quantities) as well producing slightly more goods, thus allowing a surplus for the market;
- making goods cheaper and prices more varied: 500 will be a standard instead of 1000;
- higher starting funds and more starting goods.
I will however attach goods consumption to abilities, decreasing dependency on dinari a bit but also draining your goods so that Raiding won't be devaluated as a mechanic, and P-S will probably not be selling almost any goods at all, all has to come from players, sticking instead to items et cetera.
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Next game, you'll each keep up your storage up to date, and trading will be done through H&M, which you'll each receive the password for. You post your own stuff on the market and cross it through when buying from others, then modifying your Storage and P-Ming P-S.
The same for contracts. This will also allow trading through all phases instead of being stuck to dawn to put stuff up.
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These will be modified so that you can ask for Z quantities of Good Y against price Z.
This should also help buyers since they can be proactive.
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Yup, it is a nice added punishment for living on the edge, and a way to blunt superior armies.
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A no-lynch day 1 would have made the game considerably easier for 'town'. Nepeth were intended to start fast and furious, and I was surprised and a bit alarmed at how many kills they got in... I think half of town had some protection and both Shin and JA could have taken care of most of their attackers - Shin by winning outright, JA by ninja-killing.
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Off-comms are very powerful, and they were used to amazing effect by some and to good but non-spectacular by others, but they weren't exactly free. What I should have done, is create a merchant "symp" who could cover the other three on thread. Let's not forget, D'riss expended significant resources and had to use a Retainer to talk, and Liosan expended 8000 dinari to talk
I am however not planning to reintroduce the Spycraft 'radio'... that was at much work if not more - as the market here
So yeah, thanks for giving me these infoes

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