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Posts: 6/13
(11-Sep-2003 at 23:06)
new personalities - tips and guidelines

missing this post so I created it, maybe got some useful advise for everyone who's building some stuff.

Reason for personalities:
Personalities are added to the game to create a multiverse of strategies. Instead of a simple Dwarv-attacker you got now-a-days orc shepherds, warriors and mystics. Actually more, but lets focus on this ones.

Type of effects:
We see the dwarf-shepherd excel in other areas as the others. Mostly because you choose some kind of race and personality which works best around your strategy. If there were two different personalities that would allow you to get to your goal you'd most likely choose the one that gives you the most favorable bonusses. Therefore we need at least personalities without overlap or at least as less as possible since you'll choose always 'the best'. Also we don't want any must haves, personalities that give bonusses that are so absurd that no-one could say no, since that would just kill the idea of the entire personality concept.
In general there are two kinds of cathegories:
> new game concept
> unique (small) bonus which is usefull to (nearly) everyone.

Some quick examples:
New game concept: rogue (unique ops), freak (quit the calculator), general (or at least the first version who had as only one conquest). Unique bonus: warrior (cheaper and more mercs, also the upkeep bonus), shepherd (bonus bushels = less farms = free acres).


Array of effects:
Well this is a bit an unclear area, but cut short it is: be inventive. When you see currently many personalities it's lacking one of the above things which makes it s*ck. If it doesn't we move on to the next stage, how to make it work.
Most personalities have about two bonusses in 'different' areas. Short example: mystic, this one saves acres due the double effect -> extra banks for selfspellers and it gives extra mana, so you can cast more [looks weird at first, I know].
Also you need to bring it to balance. If we keep the current personalities in mind, a new personality should give:
-> 4% acre bonus for every race and every kind of player. and something special
-> 10% acre bonus for heavy 'abusers' at max and something totally different
-> or a total original bonus, this is hard to calc, as long as it doesn't make it THE PERSONALITY you're on the rigth way.


Check list personality:
> original (no = quit)
> unique game concept (must have = quit)
> unique bonus (bonus regards only T/M or attackers = quit)
> if the bonus regards a few players: bonus = max 10%
-> add small bonus
> if the bonus regards a lot of players: bonus = max 5%
-> add special bonus
#1  
View Public Profile Find more posts by DogrosK Add DogrosK to your Buddy List Reply with Quote
Posts: 166/264
(11-Sep-2003 at 23:50)
How about not creating any more new races/personalities since its obvious Mehul won't implement them?
#2  
View Public Profile Find more posts by Kaer Darius Add Kaer Darius to your Buddy List Reply with Quote
Posts: 33/43
(12-Sep-2003 at 00:51)
I've been trying to say that for a while...
#3  
View Public Profile Find more posts by Bagira Add Bagira to your Buddy List Reply with Quote
Posts: 151/317
(12-Sep-2003 at 01:36)
Quote:
(Originally posted by Kaer Darius)

How about not creating any more new races/personalities since its obvious Mehul won't implement them?
\



people dont make new races and personalitites actually thinking that it will get put into utopia. Rather most of us know that making these things is fun and is a way to show off our creativity and knowledge of how the game works.
#4  
View Public Profile Find more posts by Shocker250 Add Shocker250 to your Buddy List Reply with Quote
(Posted as bananasundae)
Posts: 222/569
(12-Sep-2003 at 06:20)


we create our own creative strats to suit the worst combos in the game.. thatx the interesting part

~don't ever argue with an idiot, because they'll drag you down to their level and beat you with experience~
#5  
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