auboy105

Anyone else think its a mistake to let the game end when your wizard dies?

Anyone else think its a mistake to let the game end when your wizard dies?

This was a big gripe in AOW Shadow Magic! You could kill off the AI's really quickly! :(

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Reply #101 Top

Well, it would certainly add an interesting question to game strategy.  Should you try to spearhead an assassination attempt before whittling down your opponent's Empire, or should you take out his entire powerbase before finishing off the enemy Channeler.

Other factors that could influence your decision (in regards to fallen factions joining other factions) would include:

-are you already at war with your opponent's ally (who I assume would inherit the assassinted Channeler's cities) = if you kill the Channeler, even though you'd end up fighting the same # of cities, you would only have 1 Channeler opposing you

-Perhaps you can manipulate/manuever one of your allies/opponent's enemies into killing them = you might have a shot at inhereting the defeated faction's empire.

 

Still, I would prefer it if defeated factions became neutral with a grudge towards the side that beat them.

Reply #102 Top

Well, it seems like we are all agreed on the fact that we all would like to see the game end when the channeler dies, but that there must be an abundance of opportunities for the channeler to have recourse.  As for what happens after the channeler dies, I somewhat like the city conversion idea, but with a few ammendments.  Personally, I don't see how city conversion to an arbitrary ally really makes all that much sense.

If most of the cities were built by the channeler and were not simply conquered, they should sustain a nation of their own with a new non-magical leader.  If they were loyal to the recently passed channeler, then they maintain a grudge and perhaps some of his/her more loyal heroes lead armies on a campaign of "vengeance" against you, breaking away from their former faction and razing whatever cities of yours that they come across until their bloodlust is satiated.  If they were not loyal to their previous faction and perhaps were the aggressors in the war (forced to do battle with you by their tyrannical channeler) then maybe they might hastily sign a peace treaty.

Cities that were conquered by the deceased channeler would more than likely launch revolts in an effort to reunite with their former faction or declare independance for themselves alltogether.

Reply #103 Top

Here's another suggestion to chew on.

 

If a Channeler kills another Channeler in direct combat, the victorious Channeler should get a tiny fraction of the defeated Channeler's essence.  Just a little something that might encourage (reward) people to take a chance on leader versus leader combat.

Reply #104 Top

Quoting Demiansky, reply 20

Quoting pigeonpigeon, reply 18


Quoting Demiansky,
reply 16

I know it sounds spiffy and novel to have the game end when the channeler dies, but I think this will be fatal to the game.  The biggest problem with the original Age of Wonders is the ease of which the game promptly ended.  You would walk into a dungeon or take a wrong turn and be up to your nose in enemies, even if you were proceeding with relative caution.  From the sounds of it, channelers are expected to be proactive when plunging dungeons or attacking opponents.  If this is the case, they will have to succeed in pretty much every battle or the game will be over.  I'm the kind of person that doesn't load his game when I lose a battle or unfortunate things happen, so I would be having to start a new game every other time I sent my channeler to a dungeon (and I don't a game should revolve around loading).  On the same token, I don't want to have to send my channeler to a distant corner of the map to keep him safe while my opponents rake in masses of power with their own channelers.


Eh. I've never played the original Age of Wonders, but I have played AoW:SM. From your post I get the impression that wizards in the original were more combat-worthy than in Shadow Magic, but I think Stardock has something more in mind. Channelers are supposed to, if you hoard their power, be godlike and capable of single-handedly besting even entire armies. I don't think you'll have many opportunities to lose your channeler in the early game unless you really try to. And even afterwards I don't think it'll be so easy and I'm sure you'll be able to take countermeasures, like the ability to teleport out of danger, or use simulacra, or sauron-like measures like imbuing an item with essence in order to preserve your channeler even in the event of death.

Basically, if you focus on making your channeler powerful rather than making him more of a general support for your kingdom, your channeler will probably pretty safe if you're at all cautious. I'm very much in favor of the game ending when your channeler dies, but I'm kind of assuming that that implies channelers aren't going to be falling left and right.

That's exactly what I don't want to see: Channelers that have such flagrantly powerful abilities on the battlefield that you lose out heftily if you don't have them constantly on the war path, leading your best armies.  I think a lot of people are stuck on the single epic scene of the blood soaked demi-god channeler wading through the ranks of paltry enemy soldiers and aren't really seeing the full ramifications.  And I think one of the reasons why most people aren't averse to the idea of "Channelers die = lose game" is because they'll just haphazardly send their channelers into every battle that they think they might remotely win and load their game if he/she dies (and in some cases, try the same battle over and over again until they eek out a victory).  This will result in an artificially powerful channeler for the player because of all the narrow battles turned to victories vs the opponent's channeler who must play conservatively. 

What's worse is the way in which people will be able to exploit enemy channelers.  An AI will always have shortcomings, and regardless of how brilliant the development team is, there will be plenty of cheap opportunities to kill an opponent's channeler due to AI shortsightedness and abruptly end an otherwise gripping war. 

On the other hand, if you make it too easy for a channeler to ressurect or reconstitue after being killed in the field, than pretty much every battle you commit to will be in the shadow of your all-powerful channeler.

This matter will have to be dealt with tenderly.

Yes!

Yes!

and Yes!

Great Points!

Reply #105 Top

Quoting Sorceresss, reply 21

Quoting Paradoxnt, reply 19 I actually favor the 'Channeler dies = lose the game' concept.  It will certainly make players bond with their 'avatars' and improve game immersion. 
... As an option for those who would share your (very valid) conception of bonding & immersion. 

In some of my games, I could choose to experience that kind of bonding & immersion, and then, your "concept" would apply ... because I selected that option in the game setup. In some other game, I might not wish to "bond" and I might prefer to explore another style of gameplay.

What I really don't want is other people imposing their subjective conception of how the challenge should be. 

Game setup options, with variable victory/defeat alternatives.

This thread is interesting because of its analytical discussion of various options. 

 

Yep making this an option would solve one of the games biggest controversies!

Reply #106 Top

As an option would be nice.

I'm more curious as to what happens to a players (AI or human) empire when their avatar dies. Do all mines/cities/roads etc just vanish? Do the cities turn uncontrolled neutral, to be conquered or made into allies?

Reply #107 Top

I know in a few RTS games have the option to change victory conditions between "destroy all buildings" and "destroy all buildings AND units" before a player is removed from the game.  It isn't unreasable to think we could have several options for what counts as a player's "death" as well as the results of what happens when that occurs.

I know I'd be interested in a game type that allowed me to capture the master wizard tower and gain control of all said wizard's territory.

Reply #108 Top

I'd rather see something like the banishment system from the RTS Sacrifice. Once destroyed the channeler would return after a number of terms determined by a several factors. In order to completely destroy the channeler some ritual would have to be performed before the channeler reappears in the world (although in a weakened state: low health, low mana). The channeler would have to reappear at the place where the ritual needs to be performed so that if the channeler reappears the enemy would be able to quickly destroy him unless a large army of reinforcements has been summoned to protect the channeler.

Reply #109 Top

I don't know why nobody suggested this already, but here is a neat idea for allowing Channelers to return from death BUT with a penalty.

 

As with Master of Magic, allow a 'Spell of Return' to be cast to return a Channeler to life.

 

However, instead of Mana, the 'Spell of Return' costs ESSENSE!!!!  It even makes sense that the Channeler would use up some of his life force to return from the dead, right?

Reply #110 Top

Quoting Paradoxnt, reply 9
I don't know why nobody suggested this already, but here is a neat idea for allowing Channelers to return from death BUT with a penalty.

As with Master of Magic, allow a 'Spell of Return' to be cast to return a Channeler to life.

However, instead of Mana, the 'Spell of Return' costs ESSENSE!!!!  It even makes sense that the Channeler would use up some of his life force to return from the dead, right?

I don't want there to be any ways to posthumously resurrect your channeler. There should be measures that can be taken by your channeler ahead of time to guard against an untimely demise, but it should have to be done before death. These can include using simulacra, or casting a spell to automatically teleport your channeler out of harm if his health falls too low. Or he could pull a Sauron and imbue an object with part of his soul, so that if he is killed he will slowly regenerate. All of these methods should require essence.

But I really don't want to see ways of resurrecting your channeler after he has already died. If your channeler dies and you haven't already taken countermeasures, you lose.

Reply #111 Top

Channeler death should equal "game over man, GAME OVER!!". I personally wouldn't have my Channeler enter the field of battle unless...

A. I had no choice in the matter.

or 

B. I thought it was safe enough.

If I was foolish enough to throw my Channeler up against an enemy Channeler + a Dragon + an entire army I deserve to lose the game. If I was foolish enough to have my Channeler wander out deep into enemy territory all by his lonesome and he gets killed I had it coming. I do however agree nations that have been broken should be able to ally with other nations or be absorbed by the attacker. 

Reply #112 Top

Going on what Pigeonpigeon said, the Channeler could use some of his Essence to make a 'return to life portal' in case he dies somewhere along the way.

 

The balance here is:

 

Choice 1: Your Channeler will sacrifice a bit of his essence to make this 'get out of death free' card.

 

OR

 

Choice 2: Keep the Essense and make his Channeler a bit stronger (and a bit less likely to die) instead....but if he dies = game over!

Reply #113 Top

I would like to be able to spend resources, in preperation not at death, to do some magic that allows you to return, weakened, from death- but only once.  And a good bit of resouces/magic/w/e

Reply #114 Top

In the origional Master of Magic as long as you had another city you got a chance to come back. I remember killing some of the ai's and them coming back in like 10 turns and sometimes turning the tables on me and I almost lose. I surely don't think they should ruin this game right off by copying Triumphs pos game that if you kill the wizard the entire race loses. That was the most rediculous thing Triumph introduced. Once again I hope Stardock isn't that stupid. People want to conquer the ENTIRE race not just some wizard. I want to fight it out to the last burning city of mine or theirs.

For the love of grace at least MAKE IT AN OPTION for onboard or offboard wizards like AOW1 did it if you're going to implement this stupid idea of the wizard is ALL things great in this game. Personally I won't buy it if that's the way it works because I hated AOW:SM and AOW:II because of it.

Reply #115 Top

I think most of us prefer the idea of the Channeler being on the map and an actual unit!  Considering the game concept, I don't think it would be possible for the Channeler to not actually be present on the map.

 

Personally, I would like to be able to defeat an enemy Channeler without having to destroy every single last city of his.As for what should happen with the defeated Channeler's leftover cities and units, there are still discussions presently going on.

 

Personally, I would like to see the cities go neutral and have to be conquered.  Before a battle starts, maybe attacking players who are the same 'race' as the neutral city can get an option to buy out the garrison (like Age of Wonders).

 

Left over units should become neutral and can attack any forces that come into their range...except same race players can move by them unmolested (similar to Age of Wonders)

Reply #116 Top

No way that is the most stupid idea ever and that is why AOW series suks since AOW:II and why there is no AOW:III the series suks the game failed and everyone started playing something else. ;)

I implore stardock developers do not ruin this game as Triumph did making the wizard the central tactical feature of the game. It narrows the strategy choices down to just diplomatically make peace with the race you want to conquer. March 3 or more full stacks up to the enemy castle and then declare war and kill the wizard and destroy the entire race. The AI can just not play against this strategy and therefore it is what ruined the solo element of AOW:II and AOW:SM. All you have to do is go read the AOW forums on the worst thing about AOW and it's the AI as the number one reason. It just cannot defense with it's wizard the prime target. At least in MOM you had to conquer most all of the enemy property. On the other hand if you are going to implement this stupid idea at least make it where the AI wizard can come back to another castle/city after so many turns until ALL of his castles/cities are gone. That I can live with. ;)

Considering the game concept, I don't think it would be possible for the Channeler to not actually be present on the map.

Well that's pretty stupid because in AOW1 that was the OPTION every player had whether to have the channeler onboard or offboard. This way it gave everyone the choice they wanted. Either to conquer the entire map or just go kill the AI wizard and get all fuzzy cause they just beat the AI in 3 turns. lmfao.

Reply #117 Top

Sorry, which idea was the 'most stupid idea ever'?  Hehe. As you can see, I touched on a few things in my post.  I was hoping you could enlighten us all on what would make this the best game ever.

***PLEASE READ THIS DEVS***

As far as the 'use diplomacy-march troops next to enemy leader-delcare war = win!' strategy you spelled out, there is one important difference with Elemental.  Elemental will have actual Empire borders....marching your troops into an opponents territory might instantly end your peace treaty (although this might still be a strategic weakness for the AI if you can get them to become ALLIES).

Also, Elemental could have a faction 'reputation' that will influence how the AI sees you.  If you break a treaty and/or kill an opponent within a couple of turns of breaking the peace, the AI could be programmed to never make peace/alliance treaties with you again.

 

Oh, and while I loved AOW, I also hated AOW:II (everything epic and fun about the first one was somehow lost in the second one).  So we are agreed on that much.

Reply #118 Top

Oh, and while I loved AOW, I also hated AOW:II (everything epic and fun about the first one was somehow lost in the second one).  So we are agreed on that much.

 

Ahh good then you ain't half bad afterall. ;) AOW:II and AOW:SM were a sham and a waste of good programming time. Now about that RANDOM MAP GENERATOR for EWoM??? Don't do what Triumph did and leave it out until the 3rd remake. EWoM MUST HAVE a RANDOM CAMPAIGN MAP GENERATOR and random starting points just like MOM. ;) Lol I must sound like the spoilt brat that I was growing up cause I was the last child of the family and got everything I wanted. You should have heard my oldest brother scream when I got a GO-KART lol.

Reply #119 Top

I'd still prefer a succession system of some sort, but if we can't have that, I'm also still basically for dead channler=game over.

But I really like the idea of making an exception for channelers who want to do something in advance (i.e. make some at least moderately long-term investments) to give themselves a possible exception to this general rule.

My pre-beta hope for the game is that channelers will face an ongoing, competing set of goals that entail demands for both mana and spell-casting time. In a fantasy game, Trying to Avoid Death No Matter What seems to be a reasonable goal. But work towards that goal should divert mana and casting time from other magical efforts. And if you're talking about Preparing to Avoid Death, I'd expect a per-turn 'preparedness' cost of some sort.

Reply #120 Top

Quoting psychoravin, reply 14
People want to conquer the ENTIRE race not just some wizard. I want to fight it out to the last burning city of mine or theirs.

You(Ya) and some others want but not everybody agrees. The effects of conquering the civilization by killing the wizard or by conquering all the cities are the same: You destroy them from the game as opponents. The only difference is that killing the channeler, his civilization is still there and what to do with it must be decided, which could end with them joining other forces, being indendant force,... In any case, just avoid killing the enemy channeler while you destroy his cities.;P

And if Stardock uses this system of "death = game over", they wouldn't be stupid.>_> Like they weren't stupid for not having multiplayer for Gal Civ II.

I'd vote for a toggle in skirmish so people can play it as they want but not for campaign. In the campaign you die you lose (would make sense based on the story after all). But for skirmish if should be an option like may other ideas that are being considered.

Then we can talk, as it has been already talked, about ways a channeler has to prevent his demise. And how he deserves to lose the game if he didn't take the measures to prevent death and/or he was a fool doing foolish things (we are going to suppose that it's not possible to have a random death by weaker creatures or something, that would be cheap).

Reply #121 Top

Well we don't know anything yet, but I tend to agree most with Swicord. I too, loved the discussions about a succession system but I think there are many ways to go about it also. Such as during artifact creation, a Channeler could imbue it with a decent amount of essence and give it to a hero. Upon the untimely death of said Channeler, the hero could then take that artifact to a specific area on the map... say the Fires of Seyrdris (See Elemental Suggestions/Ideas Post) and reincarnate him/her. However, no matter which ways its done, there are always going to be disagreements.

As for what would happen if an enemy Channeler were to be killed, I personal would like to see the game continue. Maybe the nation's cities could go neutral. However, I think it would be interesting that if the Channeler did not prepare for death either by way of a successor or imbued artifact, the nation would remain the same, but the lands in which his country resided would fade and slowly return to wasteland (thus unable to worked and hunger and death would ensue) as his essence which he imbued in the lands would leave the realm to follow him. And this would also start happening if the hero took too long to reincarnate the Channeler even if he had imbued an artifact. Idk, that kind of thing interests me but I don't know if it could work in a game

Just my two cents. Thanks for listening :grin:

Reply #122 Top

Quoting RisingLegend, reply 21
Well we don't know anything yet, but I tend to agree most with Swicord. I too, loved the discussions about a succession system but I think there are many ways to go about it also. Such as during artifact creation, a Channeler could imbue it with a decent amount of essence and give it to a hero. Upon the untimely death of said Channeler, the hero could then take that artifact to a specific area on the map... say the Fires of Seyrdris (See Elemental Suggestions/Ideas Post) and reincarnate him/her. However, no matter which ways its done, there are always going to be disagreements.

As for what would happen if an enemy Channeler were to be killed, I personal would like to see the game continue. Maybe the nation's cities could go neutral. However, I think it would be interesting that if the Channeler did not prepare for death either by way of a successor or imbued artifact, the nation would remain the same, but the lands in which his country resided would fade and slowly return to wasteland (thus unable to worked and hunger and death would ensue) as his essence which he imbued in the lands would leave the realm to follow him. And this would also start happening if the hero took too long to reincarnate the Channeler even if he had imbued an artifact. Idk, that kind of thing interests me but I don't know if it could work in a game

Just my two cents. Thanks for listening

Or they could just create Horcruxes (Horcruxi?) :-"

Reply #123 Top

My 2 cents:

Assassination: Kill the enemy Channeler.

Supremacy: Kill the Channeler, all cities, and all Champions.

Annihilation: Kill everything.

Sandbox: Never ends.

I just applied the SupCom settings.

 

:fox:

Reply #124 Top

Quoting Denryu, reply 22


Or they could just create Horcruxes (Horcruxi?)

Hey, whatever works ^_^ great idea by Rowling if you ask me, tho it shouldn't be an entirely evil thing to do... But maybe if you incorporated a sanity level of your channeler that I think Luckmann mentiioned in passing somewhere before.. ??

Reply #125 Top

Yes I think the game should end and that faction eliminated when their channeler dies.  This is a more forgiving victory condition, if you are behind. Because you always have the chance to win if you could just get to the channeler, even if out numbered.

 

that alone is a strong enough incentive to keep playing and keep fighting.