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Messages - Strongpoint

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2326
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 29, 2017, 07:41:03 pm »
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Symbiotic Blood Worms (1) - FallacyofUrist
Symbiotic Blood Worms, with Shaper Advantage (3) - Draignean, Blood Librarian, strongpoint
Choo-choo.

2327
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 29, 2017, 07:28:35 pm »
This kind of format is unnecessary, there are no ways to spend dice 4 and dice 5 in the design phase.

Note, that we have effectiveness advantage from the princess and if you want to use it, then you probably should include it in your vote proposal

2328
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 29, 2017, 06:18:17 pm »
How about some transportation? Our empire is growing larger and transporting everything on workers is not that practical. I think something like design below can work.

Wagons
Hive adopts its first major technological innovation: The wheel. Various types of wooden wagons are developed to aid in transportation of resources and troops. With no access to horses Hive uses its drones to move wagons both under and above the ground. Additionally, special semi-closed wagons are developed for spitters to increase both their mobility and their protection. (Design goals: increase food\timber\ore production, get a timber using variant of Spitter)

2329
Also, when dealing with AI bosses, don't waste your time if your starting hand is not what you need. Buttom right > restart as many times as necessary to get the nuts.


2330
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 29, 2017, 10:06:33 am »
Hunters wrecked them. They need to do a counter design. Hunters kill more than soldiers.

I propose to skip the design phase (this is not a vote yet). I want to de nat-effort spitters, give workers basic wooden weapons, upgrade ravanchers and relocate our reinforcements. Alternatively I am ready to support almost any design that uses wood, because we are sitting on a huge

I dislike development cycle proposal because it looks like - increase cost of hunters, workers and soldiers to get complexity\cost reduction for our elite units. No thanks.

2331
Shredder is definitely a contender for the card slot, but the deck doesn't really benefit much from the sticky-ness, so it's basically a 3 mana body that spawns a 1 mana body, and the deck would rather take its 3 mana body with 1 bonus mana now. The best case for shredder is a 3 mana body, whereas the blowout for stego is it gives 3 dudes poison or something which is worth much more. Shredder is a good card, but pally 4 mana slot is the single most competitive mana costed card in any curvestone deck.
What? The deck benefits a lot from stickiness, it has 4 different buffs that need a body on the board to do anything useful.
It has 4 different cards that give you dudes AND heropower that gives you a dude. Stegodon have more synergy.

There are no good shredder on 4, followed by turn 5 play. There are turn 3 muster or turn 3 lost in the jungles + heropower/2 drop followed by lightfused stegodon.

Even if we replace stegodon with something, there are better 4 mana options like the sword, the second keeper of uldaman or blessing of kings, consecration or even neutral stuff like defender of argus or cult master.

2332
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We learned that lesson when MC came out. It turns out paladin secrets are actually pretty decent when you don't have to worry about drawing them, and being able to select which secret you want for the situation is worth the 1 stat point under curve that knife juggler is. Minibot is a stupid card, and I don't think anyone is contesting that, and then there's just not enough room to fit KJ in.
I agree that hydrologist is a good card but... I still think that it is not the deck for it. We have no murloc synergy, we have no stonehill defenders, we have no tirion, there are even anti-synergy with divine favour. It value drops.

Potential tempo gained from Knife Juggler looks way more valuable for what this deck tries to do. Turn 1 Righteous defender, turn 2 knife juggler, turn 3 muster and the board is yours. Turn 3 juggler + lost in jungle or righteous defender is not something weak either.

2333
I would start with this list:
Code: [Select]
AAEBAZ8FBq8H+g6eEMkWucECiMcCDKcF9Q3qD+wP7Q/ZrgL/rwKzwQK4xwLZxwLjywKmzgIA
Lightfused stegodon can feel really underwhelming, it basically exists for the sole purpose of mustard - stego. You may want to drop a steg for tirion or a second keeper. Also divine favor vs solemn vigil is basically a "How am I feeling today" call. You've definitely got options for teching differently.
This is a quite aggresive version of dude paladin and I see little reason to go for hydrologists over knife jugglers. 

2334
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 27, 2017, 08:41:57 am »
Put some thought on this "shaped" bones idea

Chitin-wooden tools and weapons
Workers posses a variety of natural tools that are well suited for most tasks. Yet sometimes something more specialized is required. Creating a specialized drone for every manual task looked like a waste of time in the many eyes of the freshborn princess. No, she knew the answer. They must do something that her mother never considered. Create tools. Sure, workers already do some crude tools but stones and bones lack necessary properties. Princess found the solution. She proposed a new type of civilian only drone: Chitinsmiths. This new drone is a simplified worker with a new reinforced chitinous armor. But instead of using properties of the new type of chitin to create a matching armor, through careful manipulation of drone's movements, hormonal releases, symbiont effects,  and other means, new drones are capable to produce pieces of chitin of desired shape, density and hardness. As a proof of concepts, Princess starts with an axe, a tool for cutting trees and humans. Long(for a worker) wooden handle with a chitin axehead on top. Axehead has a sharp chitin blade on one side and a spike on the other. (Desired design effects: Better tools overall, increased timber production, new worker(axe) subtype of unit with some additional timber and manpower cost)

I don't like it much myself, I mostly want a way to use timber, not another way to spend food.

I think the easiest way to start spend timber is a single revision like this.


Armed worker revision
Hive starts to arm its workers with wooden weapons to hit humans and parry their spears. There are no centralized production or predefined designs. It is something workers produces in their spare time between battles. Sometimes it is a mere club, sometimes it is a sharpened stick, sometimes a flat piece of used as shield. Occasionally more refined weapons are produced like stone maces, clubs with spikes made of recycled chitin or short spears that use trophy spearhead.

It should be totally doable as revision and will give some use to timber.

2335
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 25, 2017, 09:28:46 am »
Axes looks like an interesting option but

1) How effective stone axes for timber producing comparing to "The middle legs have serrated ridges that double as weapons and saws for cutting wood and butchering meat"?
2) Is stone axe anywhere effective against armor? I think it is essentially a mace but then a balance stone mace or spiked club look more effective
3) Workes still use their forward limbs for moving. I proposed bows earlier because they can be discarded before going melee. Holding and axe in combat will make them way less mobile

I see two practical ways of improving workers by using timber

Shields for workers
Workers are not optimized for combat just as humans are. To mitigate this weakness hive imitates human invention and introduces shields. Two wooden shields are attached to workers forelimbs using both existing barbs and ropes made from bark to fixate them. Designed to not impede movements much, they are relatively small but still can be used to block enemy spears or protect vulnerable body parts like eyes against ranged fire.

Hunting bows for workers
With influx of carnivorous drones Hive adapts bows as a tool for more efficient hunting. It is much more energy efficient to shoot game from the safe distance than chasing it. Nevertheless those simple hunting bows that use chitin or stone-tipped arrows find their way to the battlefield useful both in long-range volleys and night-time ambushes.

First tries to increase protection, second tries to get more food while adding some offensive power to workers



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Y'know, why are we using wood when we could be using engineered bones?
Future Theoretical Design: Osteourgy: We create designs for a drone that can modify it's own bones when ordered to telepathically. Exact technical process... I'm not sure about.

We can't improve wood, but we can improve bone.
Why? Well, It is simple
1) Complexity. Using wood is easy. We can get wooden stuff in one design. Getting what you propose will need way more time
2) Bones will have food cost. Wooden stuff have timber cost. We are sitting on a pile of 900 timber and it does nothing.
3) It is actually untrue that we can't modify wood. Our hive starts the road to modify other organism with modifying symbionts. Changing DNA of trees is not that far off from that.

2336
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 25, 2017, 04:33:20 am »
The fact that then we'll need to manually adjust the percentage differences between the two.
I see... You are assuming that we'll have to do something like this:

X% of budget > Unarmed workers - 1.1 manpower cost
Y% of budget > Armed workers 1.1 manpower cost, 1 timber cost

And micromanage that every turn. I expect a completely different thing.

X% of budget > Produce armed workers, when run out of timber, produce unarmed workers with manpower left.

It looks way more logical and similar to how league converts excessive manpower in slaves.
Do you really expect that Iituem will say "You tried to produce more armed workers than your timber allows you. Unspent manpower fizzles into nothingness."?

2337
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 25, 2017, 04:14:25 am »
I dislike using wood on workers because we don't have anywhere near enough wood to supply them, and I don't want to limit our worker numbers.
Yes we produce ~1800 workers per turn and have only 900 timber. But what stops us from having half of our workers using wood and half of our workers not using wood?

2338
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 25, 2017, 03:59:21 am »
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But the starting point is fundamental to technology. Humans cannot, for example, make guns. Humans + many many millennia of civilisation can build guns
Do you really think that in this game humans can't get gunpowder in few turns if they actively try?

Giant insects are impossible. Magic is impossible. Intelligent design of DNA is impossible. Rapid advancement of technology is impossible. All this is true in real life but not in the game.

2339
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 24, 2017, 06:55:12 pm »
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Just, the results would initially be less effective than the equivalent natural solution
I am relatively sure that the opposite is true. I see wood use as an immediate short term boost that will be outclassed by biological options later.

Let's say we develop basic bows. It is quite obvious that is a matter of time when workers, users of bows, will be phased of frontline service and bow may become a dead tech (not counting experience toward balistae or something like that) but it is an immediate boost to our current fighting force that costs us no or very little manpower (I think bugs may cause stuff like manpower used for production and stuff but this is a minor effect)


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I am tempted to do what we are good at, rather than copying the The Loaf at what they are good at.
Who said that we are worse at developing technology than humans? We have lower starting point but we are not more stupid. Our unique advantage is gene manipulation, their unique advantage is magic. We both can use technology and tactics

2340
Forum Games and Roleplaying / Re: Hive Race: The Hive
« on: August 24, 2017, 05:37:18 pm »
Is wooden armor really unpractical? It is quite cheap to strap a piece of wood over chitin and our drones are strong enough to not suffer from the additional weight. Humans tended to not use wood as armor because it is not flexible enough but it is less of a problem for our bugs.

I am still not sold that bows are a bad idea. Workers lose absolutely nothing from using bows. Bows give experience toward heavier stuff like ballistae.

Traps can work. Siege equipment can work. Why do we want to limit ourself only to natural weapons? Why do we want to limit ourself to food as a resource?

Also, dugout canoe's can be a way to start challenging seas

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