On Fri, May 21, 2010 at 7:12 PM, PossibleCrit <
pit...@gmail.com> wrote:
> Very nicely answered!
Thanks :)
> Actually, I hit the wall as you guessed I would. I must have just been
> lucky the first 3 times.
> I then did lose (my first game ever, out of 20 or so previous), and
> then lost again, fairly often. I guess I am, say, 5/10 on Hard.
> Maybe a collected high score? Turns, Neophytes, method, difficulty?
> Then again, maybe you already collect this, but don't display it.
> Investigators trashed me, and other cults completed the summoning. In
> all cases on losses, I couldn't say it was because of my playing (I
> couldn't see an error point) but rather a crippling start.
Yes, the other reports (and my experience ) indicate that removing
generators in radius 2 is too much. I'll fix that to radius 1 today
and see how playable that will be. Also it's probable that you've
played Hard on older v3pre2 version when it wasn't that hard - it was
fixed 2 days ago or so.
> Minor Annoyances
> It would be nice to have nodes that are 'lost' by a Cult (including
> enemies) with a light circle/pentagram of their color on the next
> turn, or some other indicator. I sometimes cannot see what I lost
> (especially when an enemy cult picks off one little node).
That's a good idea! I'll do that today.
> The buttons for using your Adepts are very small for no reason. There
> is no counter on how many 'Adepts' you have used out of your pool.
The A and W buttons are the same size as convert buttons - what do you mean?
Having a counter of used adepts is good, too.
> Awareness
> I tend to play conservatively until I get my first Adept, and ever
> after that keep my Awareness at 0, if possible. There seems very
> little compelling reason not to keep it there.
> Adepts lowering of awareness is the only 'guarantee' right now. You
> could randomize it.
No, randomizing is needed when you want to make the result potentially
harder. It's already balanced enough by the fact that an adept can
only do one action per turn.
> If societies' awareness brought something (applicants who want to
> join!) along with the bad, then it would be a consideration.
Um, how would that happen in the gameplay?
> War between Cults should affect Awareness strongly, so there is a
> reason to have peace. (And how do you declare peace? The other Cults
> will display a peace message sometimes)
That's a recent addition - cults will try to make peace when someone
start the final ritual - sort of to concetrate on the task of stopping
that.
Though cult diplomacy is a potential area for expansion in later versions :)
> I actually think Awareness shouldn't affect the final Summoning. Who
> cares if the world knows- they are too late! (As long as you
> succeed!).
> Rather, I would have the chance be based on the number of Priests, and
> start small (say, 33%) and with each failure, gain a bigger chance, so
> by the fifth try, you are getting to 80%, as you learn as a cult how
> to successfully complete it.
Well, awareness is not a passive number, it's an measure of the
humanity's active involvement. Basically when it's 80% for example,
you can't really concentrate on anything because humanity is against
you and is actively searching/making your life difficult.
Though the idea of improving the final ritual chance on each
consecutive try is interesting. I remember having to cast a ritual 3
or 4 times before succeeding before but I don't recall having that
problem now.
> [If each 'cult' had a different gain from Awareness, just a tiny bit
> of flavor, it could be interesting. I.E. Elder God has a small chance
> of getting Virgins to apply, Manipulators getting a bonus point of
> Persuasion, and so on.]
*sigh* Unique cult abilities is another big area to expand in the
future versions :) Though I shy away from that for now.
> Sometimes, though, you have no options. Is the Investigator is there
> to speed things up and stop slow, patient accretion?
More on that below.
> Investigators
> If the Investigator gets you early, you are crippled, with no way to
> fight back.
> Perhaps you should tie the inception of the Investigator (and success)
> to the sacrifice of Virgins. (Bodies turn up, and so on, that start/
> fuel the investigation).
> Until the Cult actually sacrifices someone, well, we're just weirdoes
> and not exactly evil.
> This way, you can always have a chance at getting an adept.
> Investigators become a mid-game problem.
I think you don't get it right about the investigators. Even if you
have one active, keep the awareness below 5% each turn and
investigator will not raise his willpower and has only a 25% chance of
revealing your followers. Also if you have only one adept in your
cult, investigator will not appear, no matter the awareness rating.
But of course one adept is not enough for normal expansion, so myself
I tend to have 2 or 3 lowering awareness each turn after gaining some
nodes.
> Lines and Power
> Add something like this : If there isn't a Priest or the Origin as
> part of a line of effect, you cannot take over a node. This way, if
> the Investigator (or an enemy Cult) cuts your line of supply, the
> orphaned/end points cannot be expanded from, until they are
> reconnected. Or, maybe they don't deliver resources? This would make
> extra connections between points valuable, and allow you to cripple a
> Cult by severing the lines to the bulk of their generators if they
> were so foolish as to overextend themselves.
Oh yeah, I remember about that one. This would take some coding skills
to implement the checking for separation (I'm lazy, yeah). Also it has
the same problems like the idea in your previous message - it will
lengthen the game more etc. More importantly it's not that kind of
connection. Those nodes won't lose their abilities when the link is
severed. The link is more of a social one, rather then a geographical
one, it's the other followers you know personally rather then someone
you rely upon.
> Long again! But I am playing a lot.
> M
Glad to hear that!