mead wrote:
I'm not sure I understand what you mean. What malus/bonus? Correct me if I'm wrong: You're saying a phantom's income should no longer be his own eco plus a bonus calculated as a percentage of combined innocent's income. Instead you want the phantom income to be some sort of weighted average of all innocents and all phantoms?
Statistics: Posted by Harpagon — 24 Oct 2012, 19:34
They dont have interest to hide in the current version. And I mean, if the mark price is very high, we could imagine the pala giving extra mass to other innos or things like that.. I have tested in phantom N when I was phantom and it worked prety wel (and if it is a pala giving them ress, they wont say anything so this should work even better).
Except with a t1 sera arty spam, this is very hard to pass through a wall of pds, shields, t2 arties, and tml, escpecialy if the others innos clean the phantom's air.
Well, I have one, which solve many problems I think.. I am afraid to be off topic but here it is :
Make the teams dependant from each others by making the importance of the phantom bonus bigger. For example the total income for a phantom should be : 0,4*phantom own production + 0,6*innos production or something like that. There would be a malus and a bonus.. (and delete the extra storages to avoid having phantoms poping a very early t4 from nowhere).
Statistics: Posted by mead — 24 Oct 2012, 07:12
mead wrote:
There are quite a few people who could make a good guess about me being paladin. There are fewer who as Phantoms could kill me when I am paladin.
mead wrote:
I've never seen a paladin hiding (his increased eco) deliberately. If he does, it might be difficult to tell, but then the phantoms have a significant advantage already. No need for marking if the paladin willingly gimps himself.
mead wrote:
Assuming Duck chooses to implement the cost formula mentioned in one of my previous posts, It is.
mead wrote:
This is where our experience differs. From what I've seen, it is virtually impossible to hold against a Phantom of equal (high) skill without either paladin bonus or significant support from other innocents. In the decisive phase of the game between minutes 15-30, a phantom can kill an innocent a lot faster than 3 normal innocents can kill a phantom.
mead wrote:
And these other ways are?
Statistics: Posted by Harpagon — 24 Oct 2012, 01:41
mead wrote:
Then there are those who are good as observing / guessing, but not so great at the actual game mechanics. For that kind of phantom, the marker represents a good chance to stand up against a paladin they would normally lose against.
Does that kind of player exist ?^^ It is pretty hard to see the difference between a good inno and a pala especialy if the pala tries to hide.
The price should be really high to compensate..
To summerize without examinating every situations. I think more you complicate the game/rules , more the noobs and beginners will feel lost and more they will penalyse the team they play in.
But in a game with 6 equaly skilled players, they dont (1 can hold during a lot of time while the 3 others focus on one phantom).
So, now the vet is fixed (or not but it is better) I think the super inno is not so great when there are other ways to rebalance the mod to have (more) interesting games even with assymetric teams..
Edit : Sorry to contradict you again but I am not enthousiastic with the volunteer thing for the only reason noobs never want to be phantoms.. I think you should better try it before release , you will probably get very unbalanced games with this function. (Can be good as an option turned off by default).
Statistics: Posted by mead — 24 Oct 2012, 00:54
mead wrote:
Then there are those who are good as observing / guessing, but not so great at the actual game mechanics. For that kind of phantom, the marker represents a good chance to stand up against a paladin they would normally lose against.
mead wrote:
And a noob paladin is even less of a problem for the marking system because if he is such a noob, why would a phantom bother marking him?
mead wrote:
Why do you think the paladin needs a nerf? Could you elaborate?
Statistics: Posted by Harpagon — 23 Oct 2012, 22:38
However, I think the pala need a nerf and the initial idea of the phantom marks (without penalty) can be a way to do it (but not the best).
Statistics: Posted by mead — 23 Oct 2012, 19:58
Statistics: Posted by Harpagon — 23 Oct 2012, 13:36
Statistics: Posted by mead — 21 Oct 2012, 18:41
Only for random guesses among 4 Innocents
However, the vast majority of games have bad players in them who any half-competent Phantom can easily steamroll within minutes of breaking. This leaves a very typical scenario of 2 Phantoms versus 2 Innocents and a Paladin.
The more serious issue is that the Phantom with the mark can just wait until one or more innocents are dead
It appears that at least some of the disagreement is based on a misunderstanding. When I proposed cost/penalties for using the mark, I meant there should EITHER be a significant upfront cost (30k or whatever) OR a severe bonus penalty for guessing wrong - not both.
What does your code do if there are multiple Paladins? It should remove the bonus only for the one marked, not the others?
Statistics: Posted by Duck_42 — 21 Oct 2012, 15:03
Statistically, that should exactly offset the "guessing" factor.
Statistics: Posted by mead — 21 Oct 2012, 13:14
Statistics: Posted by Duck_42 — 21 Oct 2012, 08:07
2. Revealing the Phantom means these things are completely useless until after the player has revealed themselves as a Phantom. I intentionally left out names in my the mark messages so that no one would know for sure who marked who. Including the names takes away a big part of the intrigue and mystery.
3. Penalizing the Phantom by nearly half of his Phantom income for an incorrect mark means that no reasonable Phantom will ever use a mark. That's way too much of a risk.
This would give the innocents (non-paladins) a huge incentive to actively deceive Phantoms in an attempt to get them to mark the wrong player.
As an innocent, if I can get a Phantom to mark me early in the game, the odds of the Phantoms winning go to practically zero (unless the other Phantom just happens to be really, really good).
So with all that in mind, if you were a Phantom would you ever use one of these things?
I agree some balancing will probably be necessary, but I don't want to make the cost so extreme as to render this feature useless.
So, I suggest we try the mod out as is and go from there. I think we'll both get a better idea of how much balancing is needed after we play it a bit.
Statistics: Posted by mead — 20 Oct 2012, 20:46
With both these variants, paladins will still learn not to reveal themselves publicly
Statistics: Posted by Duck_42 — 20 Oct 2012, 16:38
Statistics: Posted by mead — 20 Oct 2012, 13:02
While we're on the topic, what do you think a reasonable cost is? Keep in mind that any risk to the Phantom should not be so great as to dissuade the reasonable use of a mark. Also, I don't think there should be a penalty if the guess is correct.
Statistics: Posted by mead — 20 Oct 2012, 03:47