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What Would You Like To See In Daimyo Wars (part2)
Topic Started: Nov 3 2009, 03:57 AM (476 Views)
ScottyD
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So then, Me and Regent are working on getting SWCJ released. However it is currently a mess so nothing is concrete at the moment. I want to know what you guys would like to see in the game? Any type of features? Weather you agree with defections? If you want Stats and how to use them? Any other whacky idea? Etc etc....


One thing I have come up with is getting rid of Ronins. Since the site has not had much activity recently, I feel it would be a good idea to dispose of Ronins, It cuts about 10 spots. However dont threat, since I am going to try and incorporate every character from Samurai Warriors/Sengoku Basara in the game. I shall do this by adding Sub officers that would be earned through out the game.




Thoughts...?
Edited by ScottyD, Nov 3 2009, 04:19 AM.
:x

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Lady of Rude
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I think something that could make things easier if you allow 1 player to control an entire clan. I think its bad when there is 6 active players and all of them are in 1 clan. This way even if there is only a 1/2 dozen players, there are at least an equal amount of clans that are active instead of 1 or 2
Edited by Lady of Rude, Nov 3 2009, 04:14 AM.

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ScottyD
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Muzzles is my delicious piece of Orange
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Well "Lone Clans" from previous games will still be in, Its a possibility there will be quite alot actually. But with doing it with all clans your going to have the same problem. Random inactive clans dotted everywhere.
:x

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ScottyD
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---
Edited by ScottyD, Nov 3 2009, 04:20 AM.
:x

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Lady of Rude
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That might be fine but as of right now, there isn't enough people to fill out a full roster. Even these mini battles can't get a full roster when there is only 10 playable slots. If would not be wise to count on alot of people when people are notorious for either dropping out part way or just not signing up. I think it would be better to keep this small and expand as needed over keep it large only to have to scale it down later

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EternalXDream
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I agree with Lady of Rude about starting relatively small. Maybe expanding upon that if possible. Another problem is character selection. Daimyo Wars is an example. That was a great game (still is), but character selection is another thing. I would have been a character of the Azai, Saito, so on and so forth. Or as Lady of Rude said before, having the players seize the leadership of a clan and organize it. Once the leaderships role fill up, new players can take the choice of a general under the clan and the leader of the clan can give that PC the choice of leading the PC and NPC generals into their own little battle while the Daimyo takes care of another battle. Hmmm.

Edit -
I don't know whether or not that would cure some problems because if a leader of a clan goes inactive.. O_O ..that would spell victory in the name of an active clan attacking them. That would be unfair to other clans unless an inactive clan leader is replaced by a Mod for the battle while another Battle Mod takes the role of seeing it through.. which leads to Mod activity or inactivity.
Edited by EternalXDream, Nov 3 2009, 05:41 AM.
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ScottyD
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Well no matter what we will get inactivity some were. Its all about the hype of the game to get its interest, plus the game play its self. Thats why I made this topic so you could post ideas that would make the game interesting. At the moment we have a mixture of fully playable clans and clans that only one person takes control off. Depending on how much interest there is, is when things will shift, making the game larger or smaller.

Also all playable characters will be in the game one way or another. So if you want to play Azai thats fine, Same with Saito.
:x

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The White wolf of the East
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Hmm...The Only things I want so far in SWCJ...Are Duels*Never did before*,Navel Battle*Again Never Did Before*and Fair Skills...Not Powerful but yet not to Weak...and for a Plot twist...Just Maybe,maybe CAS...Create A Samurai...But only let like four or five people do it and that it....
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EternalXDream
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Sounds good to me! :wub:

With character/clan selection aside, it goes onto the next thing which is the details of the civil phase to the battle phase. I don't know if this was recommended but during the battle phase, some battles move along faster than other battles.. which leads to over excessive payments of gold during a time period unless gold is only earned at the beginning of each civil phase (depending on how many areas you own, or however it is done) where people do their thing for buying stuff, ect. If not, a clan who was not attacked and not attacking, will have hellava lot of gold at the expense of battles taking forever and lead to unfair advantage during the next battle phase.

About skills, I have looked over Daimyo Wars character skills. Most of them are fair and give an advantage during battle while others are rather useless in comparision (unless in a battle that stunts how the skill can be while some never come into use) For example, Ina's skill is used for defenses (which is a good reason to hire her for defensive battles) but during the final battles, you Do Not have the choice of doing a defensive battle so in turn, her skill doesn't provide anything while she can be ransacked by the enemy skills. Of course, that would not have happened if we continued the game as normal. So I guess that can't be a valid example. In other words, I would like to see skills and perks of generals balanced (no broken, or god skills). Not balanced like they do the same thing but as in, the skills could be balanced to where they are useful for the situation they were meant for. If only I could help work on it and know the details, I would have suggestions for certain things. For now, my suggestions are vague because I do not know much about this SWCJ. Another thing for skills, before releasing the product.. Let the potential players look over the skill/perk list and character list, and discuss what they think. Of course, some people will call a skill out as 'unfit' because -reason here-. But if the person can provide a valid reason for it and everyone agrees, the creators can take a look at it so it can be fixed before the actual game starts..instead of players upset later on when they finally notice it during a battle.

Edit -
I mentioned inactivity of players and Mods are as a problem during one of post in the past (I think). We can involve Battle Mods in the game in it as well, where they can be a general (or leader). So they can have fun as well, but the battles that Mod takes place in has to be directed by another Battle Mod for it to be considered fair. So the Battle Mod doesn't feel like the only reason they are here is to direct affairs but also become part of the community of players. Just a thought, though.
Edited by EternalXDream, Nov 3 2009, 06:18 AM.
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Rokusho
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I like the idea with 1 player to control an entire clan then you can fill officer or sub officer with players after all clan got a leader.

I dont know so much how SWCJ separate from Daimyo wars cause haven´t play the first version but I gladly helping if I can do so.
Ina
"Castle Defender" If Ina can use this skill to insure that no enemy troops can overrun any structures that she is defending for 3 turns.


Damage done to the evil shaped one, too massive to compare.
Balmung of the Azure Sky, Orca of the Azure Sea, together they gallop at full speed.
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EternalXDream
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About defections, I believe players should be able to do it. Of course, if there is Rank system or something of that sort - The leader of the force that the defector is going to can give him a higher rank. Which I think the higher someone rank is, the more troops they can command during battles but of course, having a cap on ranks. With the leader of clan paying higher gold cost per civil phase for uping his generals in rank. So that he can't boost someone to the highest rank and have the money to cap the troop amount in one turn.. that would lead to many problems. The Rank system can also give the leader of a clan to look over his able commanders. Giving higher ranks to useful players who showed high abilities during battle, so in turn - they can prove themselves even more as the battles go on while not so good players will not get higher ranks due to a lost battle or not capable of commanding so many troops. Yet, as the clans get larger, a higher rank for not-so-good players will increase anyway because of various reasons so that player doesn't feel like he's a bad player. :innocent: But putting forth effort will show.

As for Stats, the natural WAR can give an advantage in duels when someone confronts another general on the battlefield. The duel can be like a paper-rock-scissors (Attack-Defend-Special). With higher WAR generals having more HP and maybe more attack damage?

INT is solely based on the player's ability of assigning ploys, ect.. because I can play as the dumbest general in the Samurai Warriors period but play him out as a smarter person so INT is iffy unless it provides better success for a ploy and ploys damage more troops?

LDR could be for morale purposes and keeping the army together. A general with 13 LDR will have a hard time trying to keep his men from being confused after an ambush leading to losing more troops. While a 98 LDR general can keep his army together and thus losing less troops. Or something of that sort.

There is more Stats I can think of..but I'll leave it like that.

About the Player character's HP, HP is a good idea - I haven't thought of a way to replenish it after battles or during battles but if you wanted, I could think of a way in about 15 minutes. But PC's HP is a good way to make the player think more carefully of attacking other armies. Instead of just losing troops and the general be touchless until he is the last man standing (which in my opinion is weird, seeing thousands of troops killing other troops while the general isn't done for until the whole army is gone). It gives the PC the unique role. A general well-rounded in WAR will be seen trying to confronts armies head-to-head and try to duel the opposing general while a general/strategist will be seen plotting more often (due to INT skill) and keep from being targeted for a duel, so on and so forth. But that's just a thought. I could go on and on.. ;)

Another thing is, I would like to see more of a civil phase. Where people RP, plus like doing a task. Say a leader assigns someone to replenish a castle in their domain (with cost of gold), or recruit soldiers (with cost of gold, and depending on the recruiting general's LDR). Well, I dunno. I think defection should come at a cost, even though the other leader offers a higher rank, that defecting general's troops remain with that kingdom while the new leader has to put his gold out of his pockets to get more troops for the new officer of his kingdom. Or if the the defection occurs during battle, the defecting general loses a high percentages of troops.

Also, I thought maybe if we don't pause in between battle and civil phase (if it's a good idea), Let's say a large scale-battle of 7 vs 7 units is still going on while the 5 vs 2 battle is finished. The civil phase can occur on the set date. The leaders are both in the 7 pc vs 7 pc. With those leaders selection of a temp. second in command (someone who are remaining in the domain not attacking or defending) are in charge in their domain to give out out task and carry out task of using the desired gold. With one task given to a PC per civil phase.

I am sorry for the off-the-wall suggestions. Just wondering if any are good.
Edited by EternalXDream, Nov 3 2009, 11:01 AM.
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TengYt
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An idea would be to make it so skills/perks only have a relatively minor effect on battle, like providing little more than a short boost or increase in damage, for example. Some skills in previous games are really unbalanced and overpowered, especially any skill that allows invincibility or teleportation.

I agree that the first priority would be to get players for all the clan leaders. I think at first, only rulers will be available at sign up. After that, sign ups can be extended to vassals.
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ScottyD
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@EternalXDream:Thanks for the good response :) Skills, we are going to keep the Skills simple, One skill per character (I said maybe leaders should get two) The skills wont be over complicated and I am going to make sure that all skills have a clear description. I will try and get it so the skill tells you what is possible and what isnt possible, I dont want anyone trying to abuses any loop holes.
Defections? I have always been one for defections, I do like the idea but it is a canyon for Meta-Gaming. We have no system for how defections will work but I am sure we will come up with something. Maybe a good way would be to imply a point system, Like you have to score so many points to be eligible to defect, For example you would gain points if your leader sent you to a battle that favours the enemy greatly? (I made this topic for things like this. Its what you guys want.)
Stats, Stats are usually ignored when it comes to games like this, and people only bring them up when it suits them, I personally dont like Stats but I am not sure on Regents view on them? They may still be in and would probably be used like you stated if they were.


@WhiteWolf: Duels in battle are pretty tough, but I dont want to rule them out completely. A possible idea would be to have duel tournaments, with a nice little goodie bag for the winners.
Naval Battles, I really want them in since naval battles have not really been any part in a conquers game as of yet. Should it be a rarity in this game I will make a couple of events that are solely naval campaigns.

@Everyone else: I dont really want to make every clan just a one person thing, Its better when you work as a team imo. I may release the current roster planned and see what you guys think. Some may be cut later and what not, depending on how much interest the game gets. I think Ronins will be gone completely since people take them then join a clan kinda straight away, so they will just already be in clan/become subs that you can earn.

As it stands, clans that only have one or two officers that are playable in the Musou/Basara games will be Lone Clans. Shimazu for example.
Edited by ScottyD, Nov 3 2009, 03:17 PM.
:x

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cpt.POW
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what about you split little scenarios of japan like the unification of kyushu and stuff like they did for the scenarios in sw2 empires.
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Daimyo Wars
Ginchiyo Tachibana - "Lightning Queen" Ginchiyo can summon a thunder bolt that damages any units within 3 squares of the designated target
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ScottyD
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Muzzles is my delicious piece of Orange
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Right then. I want to use Shinobi's in this game, However I dont want them to be able to sneak into a enemy camp and assassinate them. There were a few ideas already there about using them in the next game, Like having them being able to sabotage Siege weapons, poison Rations etc etc. Or they could be used as like a super bodyguard type thing. Say when a officer is surrounded by troops the Shinobi can come in a fight off troops for a while so that the officer can try and escape.

Thoughts?
:x

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Rokusho
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Sounds good so far.
Ina
"Castle Defender" If Ina can use this skill to insure that no enemy troops can overrun any structures that she is defending for 3 turns.


Damage done to the evil shaped one, too massive to compare.
Balmung of the Azure Sky, Orca of the Azure Sea, together they gallop at full speed.
In the depth of my bosom, your names shall remain.
You are none other than the descendants of Fianna.
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TengYt
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I was thinking, if you want to encourage RPing (and thus increase activity out of battles) you could get an impartial mod to offer bonuses to kingdoms with active RPers. Maybe you could even have prizes for the best RPers of the week or something.
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Rokusho
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I like that idea TengYt, but what kind of bonus do you think of?

RPing would also make the game more...live.
Ina
"Castle Defender" If Ina can use this skill to insure that no enemy troops can overrun any structures that she is defending for 3 turns.


Damage done to the evil shaped one, too massive to compare.
Balmung of the Azure Sky, Orca of the Azure Sea, together they gallop at full speed.
In the depth of my bosom, your names shall remain.
You are none other than the descendants of Fianna.
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TengYt
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I was thinking small rewards in gold. Maybe, whichever kingdom is deemed to have the best RPers over a month, could get a special reward like a decent item or something? Also, I was thinking, RP posts would be merited on quality, not just quantity, to save abuse by people spamming short and crappy in-character posts.
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Skyclaw726
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Maybe for have like a second-in-command of teh clan, so when the lord is inactive the second-in-command can take over that should help things...also not sure if anyone has said that...i didn't read it all
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Aiden
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Scale the game and troops down, the last few games have been complete clusterfucks with mass troops.

Armies of 5,000 plus men were HUGE, to have that as just your archers is overkill.

AS clans expand with officers/lands their threshhold for troops can go up.
Clan with 1 land and 4 officers- 5k troops.

Generals should be given a troop limit also, by lowering the numbers it forces people to be more careful and tactical.

Ex
(With 1 land held)
Leader 2k troops
Strategist- 1.5k troops
Generals- 1k troops
Subs/CAW- 500 troops.

Each addition land conquered
Leader/Strat may increase his army size by 250
Generals by 100
2k larger threshold per extra land acquired.

Example
Army total- 13k (Before upkeep)
A clan with 4 lands
Leader 3k troops
Strategist- 2.5k troops
Generals- 1.4k troops
Subs/CAW- 900 troops.

****************************
Also add a upkeep for bigger armies.
Example
Clans (as a whole) are limited to 5,000k troops before upkeep. 5/1 rations
6,000 troops they pay 25% of their taxes in upkeep. armies consume 4/1 rations. (4troops 1 ration)
7,000 50% armies consume 3/1 rations
8,000 75% 2/1
9,000 + they make no income for taxes. 1/1 rations.

Keep in mind a larger army needs to carry more supplies, so the bigger the army the more food they need and consume.

***************
It was touched on a little in Daimayo, but have battle phases and stop taxes until the battle phase is complete.

How the hell is a year going to advance in taxes if 2 battles do not even end. (Last DW game).

Characters without a player, should have their skill null until they have a player, it will prevent people from going in and relying strictly on the skills. Also unplayad characters should not be able to go on offensive campaigns.

*****
Keep the grid system, even if it is modified. It sets good precedent for battles to have consistency
Edited by Aiden, Nov 5 2009, 11:14 PM.
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bain_nick
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Please for the love that is pure and holy (or twisted and evil) please, no skills, no perks.

if you MUST have them, don't make them game breaking.
I'm looking at you Mr Honda can't be hurt for 3 turns.
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TengYt
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Maybe another idea for skills could be that there is a set list of skills and nothing unique to an officer. Sorta like in DT2, Kessen, etc. Before battle, each officer chooses one skill out of the list. They can use only that skill in that battle. For each battle, the players choose a new skill. All the skills would be balanced in power and none would have an effect that could drastically change the course of a battle. It would also add another strategic element, too, as player could choose whatever skill they think would give them the biggest advantage before battle. If the battle took place in a mountainous terrain, players might want to choose a skill that increases power on rocky terrain, for example.
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Strata
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Your involved?

Uhhhhhhhh,I feel sick.
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KingMuzzles
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What I'd like to see in the next SWCJ?
-Lets just say, I'd like my view to be a little less Strata.
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Kanetsugu Naoe"Uesugi Elder" All allied units are less susceptible to
enemy tactics for 3 turns and have an extra turn to avoid traps in those 3 turns (ambushes, pits, fire attacks, etc)
when they are targeted. If targeted on the 3rd turn of this skill, the targeted unit(s) of a trap
keep the skill's effect over the next turn

Belisarius Ferrante
Skill: This Shield, A Weapon!: Belisarius's unit receives a defense boost (x3) and becomes
the only target of all melee infantry of 2 chosen enemy units for 3 turns.
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ScottyD
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Well sorry guys, We couldnt continue making this game happen. We kinda got a slap on the wrist and a punch in the face from the previous staff. Looks like its gunna be a no show for this game. :(
:x

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TengYt
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Well, are the previous staff actually making a SWCJ game? Because if they're not, I don't see how they can veto you...

How much progress had you made? I guess if you still would like to make a game, you could use those ideas to work on something else.
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Lady of Rude
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We probably got more done in 3 weeks then they did in 2 years. Honestly between RL reasons and the excuse of "We're waiting for Samurai Warriors 3 and Sengoku Basara to come out is ridiculous. Will Samurai warriors tell you how to run the battles? Nope, Will Sengoku Basara tell them how to make maps? I doubt it. What are they really waiting for? At best maybe a few new characters but is that enough to stop ALL work on the game? I don't think so. Sure they don't want to do anything with it and they will do w/e to ensure no one else does. You want to wait for them to actually do something here, go ahead but I'm not wasting my time with it anymore.

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Divine Justice
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Ah, the sweet stench of a biased post.

Rude, please see what I said in the mod forum. Everyone else, as much as I'd like to refute the last post, I find it unlikely anyone will listen to me since I don't actually know any of you. It's my word against theirs, and I suppose anything I said would be seen as twisting the truth (how ironic), so frankly I'm not even going to bother.

All said and done, I thank you for your interest in SWCJ. I wish I had more time to get to know you guys, but at the moment I'm not so lucky. Oh well, I should be able to get some work done next month, maybe make a few blog posts as well. If not then sorry. Hopefully everyone will continue to play and enjoy Daimyo Wars in the meantime.
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The White wolf of the East
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Kinda of Confuse at the moment... :confused:,so let me get straight the old Mods making SWCJ just kick or remove the new Mod want to help make SWCJ...and now DJ is saying he going to keep on working SWCJ by himself or something and we may have to wait a couple months more for the game to come out....Is this correct???

I really Don't understand why is it taking so long it been almost or been 2 years since they started working on SWCJ...And there still no finish...Question DJ are you making SW4 back there...because it seems like...

*Note If it sounds like l'm taking out of my ass it's because I'm very Confuse and have very little information and understanding on what going with SWCJ*
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Divine Justice
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The Vermillion Bird
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No no, let me clear things up:

I haven't kicked anyone out, I've just stopped their takeover of our project. I've said that I wouldn't mind them helping if they still wish, I just don't like that outsiders suddenly decide they have the right to takeover something we've been working on for years. But I have absolutely no problems with any of them personally, it's mostly just the way they went about things. Like for starters they could have asked first before barging in like that.

Anyway, it's taking a while because we want it to be the best it can be. Yes we could just rush it out and have it done by the end of the month, but what would be the point in that? This will almost 100% be the last Conquer game I take part in, so I want it to be the best I can make it, end of story. And I will not have anyone rush it just because they think it's taking too long.

That's how I feel in a nutshell. I don't really have the time to dedicate time to this game every day or even every week, but I'm not done with it by any means. I gave these guys permission to make Daimyo Wars for a reason. If you guys want a sengoku RPG, that's where it's at for now. Thank you
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ScottyD
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Muzzles is my delicious piece of Orange
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Some things to dispose of to make the game better

-Skills- You have WAY too many, some of them are really confusing and are not really new person friendly. Too many skills give too much ammunition to cause arguments. Keep it simple with one for Regular officers and maybe two for leaders.

-Perks- No perks period! They are usually broken.

-Being Good/Evil/Neutral- Though I think this idea is really good (Good for RP and such) I dont think mods will follow it too much, Its just a shit load of extra work for the mods to do, which will be one of the excuses for when the game stops, <<<We need no excuses for this, Get my drift?

-Stats- Never been taken into account so shouldnt really be in the game. Stats come from the player personally, by having better tactics and knowledge on battle formations or being able to lead a kingdom good. Stats are useless.

-Clans- I feel you have far too many. You will never be able to fill a game with a 50+ roster.

-Maps- Gridded, Blatant.


Everything is else is pretty cushty. Weather you listen or not (I doubt it), this is what the majority of players would want.
:x

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Divine Justice
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The Vermillion Bird
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Quote:
 
-Skills- You have WAY too many, some of them are really confusing and are not really new person friendly. Too many skills give too much ammunition to cause arguments. Keep it simple with one for Regular officers and maybe two for leaders.


I'd have to disagree with this. Maybe some sort of limiting factor such that you can only use 2 skills per battle or something, but there's no reason to cut down on them if we can come up with them. The simpler route can work, but I honestly believe the expanded route can as well, it just hasn't been done right in the past. In fact, I've never seen any problems with skills when they're well thought out, it's the perks that cause problems. And that's what I'm focusing on: making the skills more straightforward so that there can't be differences in opinions. They are what they are, no subjectivity left up to the mod or player.

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-Perks- No perks period! They are usually broken.


This has already been decided. Not only can they be broken, but they're just plain hard to keep track of. So if nothing else you can check that off your list.

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-Being Good/Evil/Neutral- Though I think this idea is really good (Good for RP and such) I dont think mods will follow it too much, Its just a shit load of extra work for the mods to do, which will be one of the excuses for when the game stops, <<<We need no excuses for this, Get my drift?


I'll admit, this was a late addition so it's not fully fleshed out. At this point it's by no means a concrete addition, but if possible I'd rather find a way to make it work than throw it away. But I do appreciate your thoughts on the matter, so this will be taken into account.

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-Stats- Never been taken into account so shouldnt really be in the game. Stats come from the player personally, by having better tactics and knowledge on battle formations or being able to lead a kingdom good. Stats are useless.


Stats aren't going to be handled in that way. Stats have nothing to do with whether plans succeed or whether your army can execute a formation or whatnot. They're strictly damage multipliers and nothing more. I've been thinking about a way to implement them without any real thought. If I can't achieve that then they'll be thrown away.

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-Clans- I feel you have far too many. You will never be able to fill a game with a 50+ roster.


I agree with this. However I still don't want to just start throwing them at the chopping block. Instead I feel it'd be better to make them all lone clans if it comes down to it, or at worst drop a few clans to complete NPC status.

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-Maps- Gridded, Blatant.


This was also decided quite a while ago, and I couldn't agree more. The old system wasn't rigid enough, there was far too much left up to the mod, far too much room for people to claim bias, and in fact far too much potential for there to be bias.

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Everything is else is pretty cushty. Weather you listen or not (I doubt it), this is what the majority of players would want.


I rather wish you would stop talking to me like I'm close-minded or something. I actually agree with most of what you posted on some level. I just think you're being too extreme about it. There's almost always a work-around. And if that work-around could lead to a game that's more open and accessible than a closed, restrictive one then I'm going to take the time to search for it. I repeat that this was never meant to be a short-term project like the other games. I fully intended from the start for this game to be in the work for a year or more. Good ideas don't pop up overnight, and I think as a whole we've made great progress in that area. And I'm extremely proud that this isn't going to be SWCJv2 all over again.
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ScottyD
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To be quite honest, I am not that annoyed with you for reacting the way you did (I would have done exactly the same) The thing that does annoy me is the shear ignorance coming from your staff. Numerous examples- Your staff made it pretty clear they didnt want to work with us, When players were asking about the game (Maybe a little impatient, but what does that matter) we get stupid comments from some of you, How clicky you group is all together, for a start none of you ever really come here, no one really knows you lot too well which is a shame. Your one of the admins right? Why not come here a bit more often, get to know everyone maybe. Ow yeah, I remember I tried to sign up for your previous game a good few years ago now, after trying to sign up I kinda just got laughed at, maybe because I dont post much over at KW:F I dunno?

You say ideas dont come over night, which to some extent is true, but 3 years is taking the piss a little bit. If you had done the above maybe we wouldnt have took to this like we did, since we would known of your activity and workings on the game. In all fairness we got told a while back you had given up on this site.
:x

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Divine Justice
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The Vermillion Bird
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To be honest I can't blame them for not wanting to work with you though. Again, I think if you'd have asked it'd be a different story, but when you barge in like you own the place people get a little defensive.

I used to come more often when I had more time. That said, it comes in cycles really. Some points in my life I do have the time some I don't. That can't be helped really, unfortunately. I think the same could be said for the rest of the staff for the most part. We're all off at university or work these days, so we don't really have as much time for these games. But that doesn't mean we're done with them. I still have every intention of finishing what I started, I just can't say for sure exactly when it'll happen.

Anyway, I'm not really sure what it is you're talking about in the next part. Was it SWCJv2 or Shitennoh that you're talking about. Whatever the case, I'm even less sure that I was around at that point in time, because I don't recall anyone laughing at anyone for signing up unless they just blatantly didn't read the signup thread or whichever it was at the time that said who was available and who isn't.

3 years may seem like a long time yes, but tons of games take that long or longer to be fully conceptualized, let alone become a finished product. I'm not trying to say a conquer game is anywhere near the amount of work that a real video game takes--more that this isn't our full-time job or whatnot so it becomes comparable when we have other obligations in our lives.

Anyway, I'm not sure who would have told you that I had no interest in this site. I've said to several of my closer friends here that I want to finish SWCJv3, so I can't see it being any of them. Because of that, whoever you heard this from isn't a very reliable source. Like I said earlier though, I really have nothing against any of you guys personally and really wouldn't mind working with you if the other staff have no problems with it.
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Sol Badguy
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Heaven or Hell? Lets Rock!
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To Add to DJ, and to clear somethings further, while sounding rude, but not trying to be.

Who do you think made this site, id wager 90% of the swcj staff were involved, so its everyone not knowing us, not the other way around, low point i know, but that fact remains.

As for our actual inactivity, again, i believe at least 5 or 6 of the staff are in their first years of university, a tough time, Myself, I shipped off to the military shortly after the project got underway, as of right now i could be deployed to Afghanistan at anytime in a matter of days.

baring all this, you see it starts to add up, and very rarely to we have time to congregate, but thats the way we do things, we've been together for almost 3 years now as a group, and we wanna keep it that way, Ive got no problem with you guys helping! it brings new views! great! but when i make one of my infrequent trips here and see all this new stuff from people i dont know, its kinda like in school and your the bully that stole my candy =/


And for DJ being done, Nah, he's just a ninja, i bet you heard from Shuma that he was gone, the Loli-God mumbles deceiving things in his boredom...
"What you didnt see in DW, Ma Chaos painful struggle with erectile disfunction!"
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ScottyD
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I have changed the topic title since we may be creating a Daimyo Wars volume 3. We shall still use all the ideas we currently had as well as working on new fresh ideas. The quicker you guys shot out cool ideas for the game the quicker we can get it done.

Carry on...
Edited by ScottyD, Nov 20 2009, 03:05 PM.
:x

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Lady of Rude
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*Disturbia*
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Vol. 3 technically Scotty. :P
Edited by Lady of Rude, Nov 20 2009, 01:29 PM.

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ScottyD
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Ow yeah. I forgot about the first game. Lol
:x

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cpt.POW
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how about you have a poll so people can choose what clans they want in
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Daimyo Wars
Ginchiyo Tachibana - "Lightning Queen" Ginchiyo can summon a thunder bolt that damages any units within 3 squares of the designated target
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ScottyD
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The clans are sorted. I want to know what type of features you want in the game? We have had to start from scratch pretty much. We shall keep the standard system from the previous DW but with a few changes, like I say we have nothing really atm, a few ideas but nothing concrete.
:x

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TengYt
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If you're including ronin/mercenaries, I suggest including a rule that players can only sign up to be one if all clan spots are filled first.

For troops, a simple and clear rock-paper-scissors system works in my opinion. For example, swordsmen > spearmen > cavalry > swordsmen. Ranged units would be seperate from the "triangle", but will be almost useless in melee combat.
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Lady of Rude
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*Disturbia*
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I am considering Ronin, but there will be changes to them and the rules concerning them, if they're kept for this version.

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ScottyD
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I want to try and get a good system for using Shinobi, since I think they will be a good addition to the game, however I dont want people fearing to RP because they might get assassinated. Maybe we should give bonuses for people who RP more. I dunno yet.

:x

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The White wolf of the East
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What I want in Daimyo War 3.0...are the Following...


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Hmm...The Only things I want so far in SWCJ...Are Duels*Never did before*,Navel Battle*Again Never Did Before*and Fair Skills...Not Powerful but yet not to Weak...and for a Plot twist...Just Maybe,maybe CAS...Create A Samurai...But only let like four or five people do it and that it....


Just Thought I restate it once more for Flavor...I'd also Like BrotherHood or Marriage bonus...Like what was in DWCC 3.5

Specail Units for each of the Clans or just the Major Clans...

Events there were none in the last Daimyo so Events battle could be Fun...

And can we get the Return of Personal Sub-Officers like in DWCC 3....


Hmm...That I can think of at the moment...
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Thank You Miss Golden Rose...And those who make Great Sigs for us...and the Mods that are on this site who work hard for free...Thank You
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Hell Raiser
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I think something which could be helpful is.. that you can research weaponary and stuff because im sure Rilfes didn't get made out of thin air so for Example:

Oda Researches Gunpowder (Complete:???) and should have a gold penalty maybe people won't like it is just a idea.

No NPC clans because they rarely did anything at all in the second version and they had planning halls why? if ya going to do a NPC clan they'll need to do something instead of being a idle useless clan.

Shinobi could act as spies.. so if a Shinobi successfully infiltrates a clan they could get information from the clan just a little.

I think that the Emperor/Shogunate should award clans/Daimyo's for doing certain things like lots of roleplay, in events.. the awards could be like given titles from the Emperor, extra gold income for this turn, give imperial soldiers and so on.

I like Wolf's idea about the Create a samurai but if you look at DWCCRW no one hardly signed up for the given characters.. maybe a cap for CAS if you do implement it. Ronins could be like Sub-officers and you could hire them for a turn or something so technically NPC officers in Daimyo Wars 2 I though that the sub officers weren't need since people did want to sign for a character to play and most of em liked the Sub officers. I also think we should have a cap on how much troops a Daimyo has because im sure they didn't have thousands of people for one Daimyo maybe once you get more lands that would increase.
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ScottyD
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In response to the posts above.

Duelling-I want Duels in. Not in battles however. I think Duelling will be events. Maybe hold a few Duelling tournaments and players get prizes.

Shinobi's-Defiantly going to use them, I dont have any solid ideas as to how yet, but I will defiantly put them in.

NPC- Not to sure what we will do here. Every character that is playable in SW/SB will be in the game. I think we will put characters in reserve incase the game gets alot of interest, If not they will become subs.

Sub Officers-Since there is going to be alot of people that we cant fit in, I reckon we will turn them into subs, I want to use subs as prizes for people taking part in events, I want at least one event each chapter, that way the people who didnt get sent to battle will not be bored.

Special Units- We came with some special units for SWCJ for the clans who didnt have any, so we shall use them plus make more. Each clan shall have its own and they will have a clear advantage and disadvantage.
:x

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Strata
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Scotty's so desperate to make a game,kinda like our first date...everything was rushed.
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