Celina2008-06-17 03:28:16
I was really confused at first...then someone explained to me I might have to fight...so I was throwing together macros at the last minute.
The turn timer needs to be longer and the fight timer needs to be shorter.
And inquisition/chasm/basically any timed insta should be booted just like maze.
The turn timer needs to be longer and the fight timer needs to be shorter.
And inquisition/chasm/basically any timed insta should be booted just like maze.
Unknown2008-06-17 03:28:40
QUOTE(Doman @ Jun 16 2008, 10:22 PM) 522334
This, so, needs to be an ascendant trial.
YES.
Arix2008-06-17 03:29:40
Also, it's harder to trap people when they don't have to care about being in check
Maylea2008-06-17 03:43:04
QUOTE(Celina @ Jun 16 2008, 11:28 PM) 522337
I was really confused at first...then someone explained to me I might have to fight...so I was throwing together macros at the last minute.
The turn timer needs to be longer and the fight timer needs to be shorter.
And inquisition/chasm/basically any timed insta should be booted just like maze.
The turn timer needs to be longer and the fight timer needs to be shorter.
And inquisition/chasm/basically any timed insta should be booted just like maze.
Celina, our Battlechess guru wishes to send warm and fuzzy thanks your way for the constructive criticism (warm and fuzzies go for everyone, in fact). He's working right now to fix all the problems and adjust as necessary.
Currently the baseline for fights is roughly six minutes. The turn length limit is customizable right now for up to 255 seconds. Note that the turn length in the first game was chosen to be 60. If you think that's out of whack (if you want the ability to make turns longer than 255 seconds), let us know.
Or vote for my ingenius idea: BattleBombard!
Unknown2008-06-17 03:46:43
InfluenceChess would be interesting.
Shiri2008-06-17 03:53:59
QUOTE(Greleag @ Jun 17 2008, 04:46 AM) 522341
InfluenceChess would be interesting.
...how?
Celina2008-06-17 04:00:19
QUOTE(Maylea @ Jun 16 2008, 10:43 PM) 522340
Celina, our Battlechess guru wishes to send warm and fuzzy thanks your way for the constructive criticism (warm and fuzzies go for everyone, in fact). He's working right now to fix all the problems and adjust as necessary.
Currently the baseline for fights is roughly six minutes. The turn length limit is customizable right now for up to 255 seconds. Note that the turn length in the first game was chosen to be 60. If you think that's out of whack (if you want the ability to make turns longer than 255 seconds), let us know.
Or vote for my ingenius idea: BattleBombard!
Currently the baseline for fights is roughly six minutes. The turn length limit is customizable right now for up to 255 seconds. Note that the turn length in the first game was chosen to be 60. If you think that's out of whack (if you want the ability to make turns longer than 255 seconds), let us know.
Or vote for my ingenius idea: BattleBombard!
It is an awesome idea, and I think it was fun...even if massively confusing, which is mostly due to it being new. Kudos to whoever thought it up. The turns were just really short that game and Lin was really confused...so we'd time out before we figured out what to do, inversely, waiting for Izekeal and Bellarin to fight was really boring since we couldn't even watch.
I'd also like to suggest some way for the attacker to have buff over the defender. That way, Thoros/Shuyin can't just barrel through waves of attackers and charge the poor, scared king. Maybe something along the lines of...if someone attacks another piece, and the defender wins...the defender loses a chunk of health/mana/ego for each successful defense. Not for attacks. It might help balance things out!
Saran2008-06-17 04:06:31
http://www.youtube.com/watch?v=VsYnWQpnRUQ...feature=related
Yay now lusternia too can participate in the glory of cosplay chess
Yay now lusternia too can participate in the glory of cosplay chess
Shiri2008-06-17 04:07:09
QUOTE(Celina @ Jun 17 2008, 05:00 AM) 522344
It is an awesome idea, and I think it was fun...even if massively confusing, which is mostly due to it being new. Kudos to whoever thought it up. The turns were just really short that game and Lin was really confused...so we'd time out before we figured out what to do, inversely, waiting for Izekeal and Bellarin to fight was really boring since we couldn't even watch.
I'd also like to suggest some way for the attacker to have buff over the defender. That way, Thoros/Shuyin can't just barrel through waves of attackers and charge the poor, scared king. Maybe something along the lines of...if someone attacks another piece, and the defender wins...the defender loses a chunk of health/mana/ego for each successful defense. Not for attacks. It might help balance things out!
No idea what you just said, but: I think attacking mob pieces should be able to kill defending player pieces. Maybe enforce a minimum of players to prevent it getting too similar to regular chess, but it at least requires people to keep their thoros piece in check.
Karnagan2008-06-17 04:07:21
QUOTE(Shiri @ Jun 17 2008, 01:23 AM) 522343
...how?
Let me elaborate!
QUOTE
The dashing knight looks over the field. With a piercing glance, his slate grey eyes fall upon his liege, who nods and points to the far yonder. Charging over obstacles to fall upon a hapless pikeman, the knight unsheathes his sword and cuts the man down- verbally. In this heroic display of wordplay, the pikeman falls upon his knees, mortally wounded emotionally, before he departs from the field of battle- in a fainting spell.
*twitch* It doesn't WORK HISTORICALLY. That said, I suppose if you had to, simply use the same code we have for peaced revolts. First person to get shattered loses. Could make for interesting variations.
Revan2008-06-17 04:07:23
.......
So then just have Thoros/shuyin attack. Durr?
So then just have Thoros/shuyin attack. Durr?
Shiri2008-06-17 04:09:54
QUOTE(Revan @ Jun 17 2008, 05:07 AM) 522353
.......
So then just have Thoros/shuyin attack. Durr?
So then just have Thoros/shuyin attack. Durr?
Was that in response to me? No worries if not, but if so: well, obviously, but you can't just have a queen stomp around killing everything. If a queen takes a bishop being guarded by a rook, well, the rook is going to take the queen out. That's how it works in real chess. You strategise to use that kind of thing.
Revan2008-06-17 04:11:58
was in response to Celina
Estarra2008-06-17 04:41:26
The battlechess design was years old and originally called 'god chess' or 'divine chess' after the game of that name in the histories. Special thanks goes to Kolean, an ephemeral and volunteer coder who gamely took on what turned out to be a massive project! I'm really pleased with how it turned out and we may be tweaking it in the future. For those half-empties out there who think there's no strategy (blah blah), I think there's quite a bit of strategy. Who do you place where? You don't want to move those with demesnes often. And timed instakills? They can be thwarted if you're clever enough--but then again those who have such skills definitely have an advantage. Not everyone can rush the king, you are still limited by movement, and don't forget the time limit on fights which definitely favors the offensive piece!
Silvanus2008-06-17 04:50:54
Allow Kings to place people into positions, if it's not already like that. The two knights were Jigan and Visaeris against Shuyin and.. I don't even know it's already over.
Allowing the King to allow the people to play which piece lets more strategy happen and to avoid situations where you have some of your best players as Pawns, which are very limited in attack but would make a great defensive wall. All which goes into the strategy of letting Kings put people in places.
Allowing the King to allow the people to play which piece lets more strategy happen and to avoid situations where you have some of your best players as Pawns, which are very limited in attack but would make a great defensive wall. All which goes into the strategy of letting Kings put people in places.
Unknown2008-06-17 05:09:49
QUOTE(Greleag @ Jun 16 2008, 10:46 PM) 522341
InfluenceChess would be interesting.
http://youtube.com/watch?v=92vV3QGagck
DEE2008-06-17 06:15:52
Haven't played it, or done any research on it, but from what it sounds like, it should be that the defending piece should be in a significantly weakened state. For instance, their maximum HP is halved or something. It should be made so that if the defending piece actually wins, it'll be a very rare occurence. There's no point in calling a game chess, if it only resembles chess in the most trivial of ways, and doesn't have any of the strategy that makes chess chess.
Or perhaps, when every player joins, they take on the same form, of equal strength. They each have a few affliction giving skills, and a damaging one. Perhaps an instakill. And the defender is weakened.
Or perhaps, when every player joins, they take on the same form, of equal strength. They each have a few affliction giving skills, and a damaging one. Perhaps an instakill. And the defender is weakened.
Rauros2008-06-17 06:19:53
Sweet idea. Figures something awesome like this comes out when I decide to take a vacation for a few days.
Unknown2008-06-17 08:12:08
QUOTE(Shiri @ Jun 16 2008, 10:53 PM) 522343
...how?
Debating the players and influencing the mob chess peices.
New idea:
Miniatures chess. Each fight behaves like a miniatures ring fight.
Shiri2008-06-17 08:23:56
QUOTE(Greleag @ Jun 17 2008, 09:12 AM) 522426
Debating the players and influencing the mob chess peices.
New idea:
Miniatures chess. Each fight behaves like a miniatures ring fight.
New idea:
Miniatures chess. Each fight behaves like a miniatures ring fight.
Well, ok, but good luck getting enough people for that.