View Full Version : Serious Discussion: Game C Changes
Kloaked Spirit
3rd January 2009, 02:22 AM
Ok, it's been a long time since C games have been around. It seems that we will have the ability to start this game from scratch (variable wise.) So let's get this off on a serious note. We'll start this by setting realistic expectations.
I know there will be bugs within the C games themselves. While I will appreciate any and all bugs mentioned, I cannot give an ETA of when they'll be fixed. I know we will be having a new coder working on these games, but that doesn't mean things will happen immediately.
For a decent while, don't expect any of the C games to really be medal games where you can win donation codes. For the first bit, expect there to be a lot of changes, a lot of resets, and a lot of just "let's see how this works out." I will be using an accelerated token count so we can simulate full games within a short period. Also as a result of this, understand that resets will be pretty much on my time-table until we get the games at least medal worthy.
Any and all honest feedback will be appreciated. You guys will have a strong influence on setting it up. The more civil the discussion, and the more reasoning behind your statements, the better off everyone will be. I know that not everyone will be pleased by everything. But I expect that within this area, the comments will be respectful. If you need to bitch and complain, go to AIW.
On that note, for those that did play in the C games, take this thread as the place to discuss what you liked and what you didn't like. I figure since we have a little bit until we can get started, it'd be nice to try to get some sort of focus on how the people want the game to shape up, and possibly work from that intent. For those that never played the game, go ahead and make comments anyway on what you'd probably want to see within this game. Ask questions about it, and I'm sure someone will answer you so you can get a good idea about what to expect from these games.
For the statements, I'll even go first.
-------------------------
I understand that the intention of the C games was to create a gunner-oriented game. As a result, the emphasis was placed on having the most guns to get the highest net worth. While I think it's great to have a more gun-oriented game, I think having guns worth more than vests killed the game in the long run.
With the game being so gun-oriented, defense was impossible. As a result, there was no realistic reason to run junkies. This in turn killed off a good deal of worth gunning, and you were left with machinists and credit sellers.
I'd like to try to adjust this in a mixture of two ways. The first one that has the most immediate impact for little adjustment would be to change the worths of guns/vests. Secondly, we may need to do some adjusting to either gun vs vest weighting, cartel gunning bonus strength, and/or increased payouts for junks for taking the additional risk. We really need to get the junkie game to be viable, or we're back to just the two main ways of winning.
Ok, now your turn.
siggins
3rd January 2009, 02:33 AM
Jacx can you maybe post the email I sent to you a long time ago about what i thought needed to be done to c games. I know I spent alot of time on that awhile ago and that would be a good basis to start at i think.
I had adjusted the bennies from carts and their defence and attack bonuses to make running junkies, more of a viable strat.
I think we need to keep guns worth more then vests although you have some good points in there. The point of c games as you said was to intice more worth gunners. As long as you can have a type of cartel running junks that is able to protect themselves I think it would be ok to have guns worth more still.
maybe make theft go down even lower so junkies can get an even bigger jump if they are succesfull. Like allow theft to 75% More to come later.....
:thumbs:
Jacx
3rd January 2009, 02:43 AM
it was something like this:...however this is part of what u wrote...i need to find the full list.
Drugs:
Drug Benefits:
Each drug in C games has a different benefit, they are as follows.
Crystal Meth: Junkies train twice as fast if they are training while on Crystal Meth.
LSD: LSD is easy to make in labs, your lab can yield 50% more LSD than other drugs.
Cocaine: Junkies love cocaine... when paid with this; they work 35% harder (35% more money from junkies).
Heroin: Junkie value heroin a little more than other drugs, they'll only expect 65% pay if it's in heroin.
Special K: When carrying Special K, every once in a while, you take a little sample. Each unit of Special K in your coat is equal to having drank 2 shakes.
Marijuana: There's not better way to study then with a little Marijuana in your system. For every 500 units in your coat, you can earn an extra 1 credits per turn from the University.
Ecstasy: These pills are so small; you can fit 5 times as many units in your coat compared to other drugs.
Cartel Types (C GAMES ONLY!)
Note the Basic cart size in C is 8 members.
League-max 8 members
Members must give 24 hours notice to leave
Members get a 400% bonus on all goods recieved from other cartel members
The cartel bonus when attacking is 80% weaker
The cartel bonus when defending is 10% weaker
Gang- max 16 members
Cartel can have 8 more members than the maximum size
Members get a 95% reduction on all goods recieved from other cartel members
The cartel bonus when attacking is 15% stronger
The cartel bonus when defending is 5% stronger
Members must give 24 hours notice to leave
Gunner- max 12 members
Cartel can have 4 more members than the maximum size
The cartel bonus when attacking is 60% stronger
The cartel bonus when defending is 50% weaker
Members must give 24 hours notice to leave
Commercialist- max 12 members
Cartel can have 4 more members than the maximum size
Members get a 300% bonus on junkie and lab goods recieved from other cartel members
Members get a 95% reduction on all factory goods recieved from other cartel members
The cartel bonus when attacking is 20% weaker
The cartel bonus when defending is 20% stronger
Members must give 24 hours notice to leave
Industrialist- max 10 members
Cartel can have 2 more members than the maximum size
Members get a 300% bonus on all factory goods recieved from other cartel members
Members get a 95% reduction on junkie and lab goods recieved from other cartel members
The cartel bonus when defending is 25% stronger
Members must give 24 hours notice to leave
Cult
Members must give 24 hours notice to leave
Cartel can have 8 more members than the maximum size
Now as u see this is a large change from the normal games. In v1 there was some issues with the math which i think was resolved but not coded in and obviously never added to v2. However the game with both the different style carts on offer plus the effect of drugs gave a whole new multitude of different strategies that of course excited the players....its not the same old game, it would take a year of playing to learn all the new strats that can be used.
Kloaked Spirit
3rd January 2009, 02:56 AM
We'd need to cut down on the league's machinist bonus. That or code in a major sabotage penalty for those that get hit by thugs to drastically reduce the rate of payoff. Otherwise Industrial cartels have no purpose.
10000 vests produced by 10 people = 100,000 vests produced * .01 * 3 = 3,000 for the cartel bonus.
10000 vests produced by 8 people = 80,000 vests produced * .01 * 4 = 3,200 for the cartel bonus.
I'm fine with the bonus for junkies as you can see they have a reduced defense and this compensates for it.
Edit: I'd have to see how the current gun formula is for this game, and how the cartel gunning/defense bonuses play into it. We may need to make adjustments to that as well.
We couldn't do theft to 75% unless we were willing to make changes to the resale value at Val-Mart, which is 80% of value. Otherwise you'd just get 75% theft, and buy/sell over and over again for profits until you maxed out your worth at whatever value that'd be.
Diezel
3rd January 2009, 03:05 AM
Ern i apolgys for crashing your party but can some one explain this to me ,whats this about leagues and stuff ?
Kloaked Spirit
3rd January 2009, 03:18 AM
Ern i apolgys for crashing your party but can some one explain this to me ,whats this about leagues and stuff ?
It's fine. I know that a lot of newer players out here never got to experience the C games, so they never got to experience the major changes. There were plenty of significant changes between A/B games and C games. Some of them included different bonuses for the drugs you were using to pay junkies, being able to resell guns/vests at Val-Mart, and the fact that there were various cartel types that you could set up in join.
The 6 cartels listed in Jacx's post were the different types of cartels you could create. Each type of cartel had their own benefits and weaknesses. For example, the gunning cartel allowed for a significant gunning bonus and yet be only 8 people in the cartel while gangs could get slightly higher defense, higher offense, and have 16 people in it. So on and so forth.
Leagues were known for having the highest bonus payouts from cartel contributions for everything. In this game, being in a league meant that you got 400% of the normal cartel benefits (which in C games included guns/vests produced by machines.) However they had reduced defense, so they were more vulnerable to gunner attacks. So people did the smart thing and just did all of their gun press/machining in the league cartels so they'd get the highest possible bonuses for them, and then all merge into a gang/cult in the end game.
Edit: I made an edit to this post and the OP to state that if you haven't played the C games and don't know what we're really talking about, go ahead and still ask questions about how the game was or provide input on how you feel it should be.
Diezel
3rd January 2009, 03:28 AM
It's fine. I know that a lot of newer players out here never got to experience the C games, so they never got to experience the major changes. There were plenty of significant changes between A/B games and C games. Some of them included different bonuses for the drugs you were using to pay junkies, being able to resell guns/vests at Val-Mart, and the fact that there were various cartel types that you could set up in join.
The 6 cartels listed in Jacx's post were the different types of cartels you could create. Each type of cartel had their own benefits and weaknesses. For example, the gunning cartel allowed for a significant gunning bonus and yet be only 8 people in the cartel while gangs could get slightly higher defense, higher offense, and have 16 people in it. So on and so forth.
Leagues were known for having the highest bonus payouts from cartel contributions for everything. In this game, being in a league meant that you got 400% of the normal cartel benefits (which in C games included guns/vests produced by machines.) However they had reduced defense, so they were more vulnerable to gunner attacks. So people did the smart thing and just did all of their gun press/machining in the league cartels so they'd get the highest possible bonuses for them, and then all merge into a gang/cult in the end game.
Edit: I made an edit to this post and the OP to state that if you haven't played the C games and don't know what we're really talking about, go ahead and still ask questions about how the game was or provide input on how you feel it should be.
Ty ...it sounds awesome
siggins
3rd January 2009, 12:54 PM
Good point about resale of guns and theft we could adjust both to make it work. I remember going through each cartel type and adjusting each one's bennies for the cartel to make the game more fair for all. I think i was increasing the indrustrialist cart's bennies to make it the cart to play junkies in.
Im not sure if what jacx posted was the actual values or my adjusted ones that never got coded in.
I will make a long post later today hopefully about all my ideas. :thumbs:
Edit: For anyone that was not around to play C games and wants to have a break down of stuff Jacx put some earlier but here is my how to play guide.: http://forum.oddthought.com/c-games-archive/5562-c-game-information-guide-how-play.html
We we also wondering if it would be possible for gunners to win sewing machines and gun presses in jumps? This would cause machiners to be at risk as well as junkies,,, you would almost need to worth gun your way to victory every round. Could make things intereesting..... Or instead of winning these in jumps make it a thug task: Go rob players factory and you get some % of what they have each time. again more to come......
Kloaked Spirit
8th January 2009, 05:07 AM
Those looked like original values, or very slightly edited ones. I'll wait for the list of updated ones and take a look at them.
As far as coding it to win sewing machines/gun presses, that'll be something we can revisit once we get a coder that can add new features in.
siggins
10th January 2009, 07:13 PM
The more i think about the winning sewing machines and gun presses in jumps the less i like it, I think it is a great idea but if we do do it i think it should be a thug task.
Im having alot of family problems right now so it is going to be awhile till I have time to find my old notes......
Jacx
10th January 2009, 07:49 PM
I think this is it bud.
Hey rit, jacx, tim and anyone else involved in the coding. This is everything I feel needs to be changed and what would make the game a lot of fun. To start out everything will be worth more so scores are going to be much higher then they used to. I don’t see any problem with that though as long as everyone is higher and it is even.
First off we need to reduce the power of jumping so junkie strats have a chance. Or increase the benefit junkies get, or a combination there of.
Drug Benefits: Each drug in C games has a different benefit. They are as follows.
Crystal Meth: Junkies train twice as fast if they are training while on Crystal Meth.
LSD: LSD is easy to make in labs, your lab can yield 50% more LSD than other drugs.
Cocaine: Junkies love cocaine... when paid with this; they work 35% harder (35% more money from junkies).
Heroin: Junkie value heroin a little more than other drugs, they'll only expect 65% pay if it's in heroin.
Special K: When carrying Special K, every once in a while, you take a little sample. Each unit of Special K in your coat is equal to having drank 2 shakes.
Marijuana: There's not better way to study then with a little Marijuana in your system. For every 500 units in your coat, you can earn an extra 1 credits per turn from the University.
Ecstasy: These pills are so small; you can fit 5 times as many units in your coat compared to other drugs.
Cartel Types: Normall cartel=8 members
League-max 8 members
Members must give 24 hours notice to leave
Members get a 400% bonus on all goods recieved from other cartel members
The cartel bonus when attacking is 80% weaker
The cartel bonus when defending is 10% weaker
Gang- max 16 members
Cartel can have 8 more members than the maximum size
Members get a 95% reduction on all goods recieved from other cartel members
The cartel bonus when attacking is 15% stronger
The cartel bonus when defending is 5% stronger
Members must give 24 hours notice to leave
Gunner- max 12 members
Cartel can have 4 more members than the maximum size
The cartel bonus when attacking is 60% stronger
The cartel bonus when defending is 50% weaker
Members must give 24 hours notice to leave
Commercialist- max 12 members
Cartel can have 4 more members than the maximum size
Members get a 300% bonus on junkie and lab goods recieved from other cartel members
Members get a 95% reduction on all factory goods recieved from other cartel members
The cartel bonus when attacking is 20% weaker
The cartel bonus when defending is 20% stronger
Members must give 24 hours notice to leave
Industrialist- max 10 members
Cartel can have 2 more members than the maximum size
Members get a 300% bonus on all factory goods recieved from other cartel members
Members get a 95% reduction on junkie and lab goods recieved from other cartel members
The cartel bonus when defending is 25% stronger
Members must give 24 hours notice to leave
Cult
Members must give 24 hours notice to leave
Cartel can have 8 more members than the maximum size
Worker Motivation- keep it the same.
As for drug selling I think there needs to be more emphasis put on this. So allow with each token 4 transactions and the max in each sale be equal to whatever the ice cream suit holds. If you get up enough and buy it you should be able to use it for something. Right now it is useless and there is no point in getting it. Since it also costs so much it should have a small effect on your worth so I propose:
Left number how much they hold, right how much they increase your worth. Same Cost. Coats smaller then these wont effect worth:
Trench Coat
192,000
$2,767,823
Redneck Overalls
384,000
$5,364,164
Ninja Robe
786,000
$8,110,990
The Magical Ice Cream Suit
1,536,000
$15,599,566
1 tokens every 8 min with a max of 190 tokens.
Be able to sell shakes for money, buy for $100 and then sell whenever you want for $20.
Be able to sell coats, Will reduce your worth by the same amount as you gained, but you will only receive 20% of the original cost back.
Of course have top 5 cartels by worth and top 5 based on average member worth.
The changes I outlined in the cartel benefits should give junkie players a better chance of getting through the gunners if in a good cartel. These ratios will probably need to be tweaked again to find the perfect ratios. Also require 24 hour notice to leave cartels. This requires cartels to be organized and on top of their shit.
Guns worth: $35
Vests worth: $30
Thugs worth: $26
All are bought for $1000 and can be sold for $800
Ill update as I get ideas from people.
Carping
10th January 2009, 08:18 PM
"C" games suck
Kloaked Spirit
10th January 2009, 08:42 PM
"C" games suck
And why is that? Any suggestions on making it better? I mean it's great that you have an opinion, and you're able to voice it. However there's more to the thread than just saying you have a dislike for the games.
Carping
10th January 2009, 08:50 PM
:offtopic: nope was just voicing my opinion. i cant win "C" games so therefore they suck, im sure many like them they just not my style :offtopic:
sorry to be an ass and post in your thread without valid reasons but they still suck :whistle:
JMouse
10th January 2009, 09:27 PM
well i love C games keep up the good work on bringing them back:) sorry carp but u cant be great at everything some ppl want to win too:P
Diezel
10th January 2009, 09:57 PM
well i love C games keep up the good work on bringing them back:) sorry carp but u cant be great at everything some ppl want to win too:P
We will dominate Jen ;)
siggins
12th January 2009, 08:29 PM
That was it Jacx, Everything that is in bold in that is what I changed... different from what it was. Anyword on when we will have a coder working on this game?
HAHAH carp..... you can have A games but ill take C games anyday....
T.c.a.
12th January 2009, 09:39 PM
C games were so awesome, even with their faults, cant wait for them to come back.
I loved the being able to sell guns and vests, will yous be leaving that in C games? That was probably one of my favourite parts about it lol
Kloaked Spirit
12th January 2009, 09:58 PM
Status of the new coder is unknown. I know it's in the works.
The selling of guns and vests will remain in there. For right now, you can expect all of the same major features/differences that made C games what it was. The variables around them may change some for balancing issues, which is what we'll be working on until we can get the coder to do more internal work (fixing bugs, new features, etc.)
HOODLUM
13th January 2009, 05:35 AM
C games :thumbs:
siggins
13th January 2009, 06:59 PM
any idea when we can get a test round going? even if it is everything the old version had with no changes made.
Jacx
13th January 2009, 07:01 PM
the different style cartels need coding in...im trying to get a date sorted
Brick
13th January 2009, 09:37 PM
Jacx eats babies.:eek:
siggins
23rd January 2009, 10:53 PM
Hw is this going? Can we expect a practice run at reset of A games?
Kloaked Spirit
24th January 2009, 01:47 AM
It still needs the cartel features coded into the panel for us to make any significant changes. Once that gets up, I can then expect to at least start doing trial runs. I can't give any meaningful ETA as I know Jacx has been really busy. You'll know about it as soon as I do, if not sooner should he post here directly.
herojuana
24th January 2009, 01:52 AM
i havnt played c games before, but thanks KS and jacx for getting it sorted :) i will take over them once they are running (just kidding)
siggins
2nd February 2009, 06:22 PM
bump
flopness
2nd February 2009, 06:56 PM
i never played the old c games but all the twists with the drugs and the diffrent kinds of cartels realy does bring a whole new light on the game. and the fact that you can buy and sell guns is also realy cool and would make for a much better worth gunning strat or mabey evin a good lab strat
also i woas woundering if there would be a black market in this room
BIGRICK
2nd February 2009, 07:54 PM
I enjoyed C Games and i use to run a great Worth Gunning strat, i could probably still do it too. I'll be happy to help out with testing once its up and runnign and also help a few people new to C games get into the swing of things.
Whatever you all say about the Noob, I look forward to seeing a strat from diezel which will most likely win the room :haha:
(Y)
aussiebitch
3rd February 2009, 01:56 AM
yes bring back the c games i think we should also have pro b1 and b2
Kloaked Spirit
4th February 2009, 11:25 PM
i never played the old c games but all the twists with the drugs and the diffrent kinds of cartels realy does bring a whole new light on the game. and the fact that you can buy and sell guns is also realy cool and would make for a much better worth gunning strat or mabey evin a good lab strat
also i woas woundering if there would be a black market in this room
There's a black market in C games.
Update status: Still nothing to report except more waiting. Sorry guys. :yawn:
Jacx
5th February 2009, 04:39 PM
OOOOh i do have a update actually, sorry KS been held up with other stuff and not got back to you on this.
Right now a "something" is being coded and tested by a coder hired by us. Then more "somethings" are going to be done (yes its annoying ain't it), but to do these other "somethings" we will probably need more options which makes the likelihood of C games much much better as I think C games can cover these options.
Basically think of dws as a engine, the engine needs to do more for some projects lined up and C games provides some of these options thus the engine will be reworked.
got it...good, now bugger off and wait till we are done with the current project (you will know the current one...when u see it..soon!)!
siggins
6th February 2009, 04:34 PM
OOOOh i do have a update actually, sorry KS been held up with other stuff and not got back to you on this.
Right now a "something" is being coded and tested by a coder hired by us. Then more "somethings" are going to be done (yes its annoying ain't it), but to do these other "somethings" we will probably need more options which makes the likelihood of C games much much better as I think C games can cover these options.
Basically think of dws as a engine, the engine needs to do more for some projects lined up and C games provides some of these options thus the engine will be reworked.
got it...good, now bugger off and wait till we are done with the current project (you will know the current one...when u see it..soon!)!
You have me intrigued with the word "somethings"...... what are you up to.....
siggins
18th February 2009, 09:05 PM
:yawn: :P
Seabiscuit
18th February 2009, 09:35 PM
i cant wait. i loved c games, glad to see some works gonna go into them again. a feature that i would like to see added would be you could motivate junkies just like you could with your machine workers
Phillthy
15th March 2009, 06:30 AM
Their back
siggins
15th March 2009, 01:42 PM
Their back
Not yet,,..... you can sign up for c1 but it is just a normal A or B game.... doesnt have all of the C game changes..... hopefully those will be taking effect on the 18th..
supernova
21st March 2009, 03:31 AM
it was something like this:...however this is part of what u wrote...i need to find the full list.
Drugs:
Drug Benefits:
Each drug in C games has a different benefit, they are as follows.
Crystal Meth: Junkies train twice as fast if they are training while on Crystal Meth.
LSD: LSD is easy to make in labs, your lab can yield 50% more LSD than other drugs.
Cocaine: Junkies love cocaine... when paid with this; they work 35% harder (35% more money from junkies).
Heroin: Junkie value heroin a little more than other drugs, they'll only expect 65% pay if it's in heroin.
Special K: When carrying Special K, every once in a while, you take a little sample. Each unit of Special K in your coat is equal to having drank 2 shakes.
Marijuana: There's not better way to study then with a little Marijuana in your system. For every 500 units in your coat, you can earn an extra 1 credits per turn from the University.
Ecstasy: These pills are so small; you can fit 5 times as many units in your coat compared to other drugs.
.
I think heroin, one of the top notch drugs, is quite useless as it only gives about $10 benefit per junkie, while cocaine might be a bit overpowered - extra $100 per junkie, even without credits.
As for the others, I think they'll all come handy at one point or another, depending on the strat.
Mr Knuckles
29th March 2009, 01:15 PM
So is still the way the drugs are working or has it changed?????
Drugs:
Drug Benefits:
Each drug in C games has a different benefit, they are as follows.
Crystal Meth: Junkies train twice as fast if they are training while on Crystal Meth.
LSD: LSD is easy to make in labs, your lab can yield 50% more LSD than other drugs.
Cocaine: Junkies love cocaine... when paid with this; they work 35% harder (35% more money from junkies).
Heroin: Junkie value heroin a little more than other drugs, they'll only expect 65% pay if it's in heroin.
Special K: When carrying Special K, every once in a while, you take a little sample. Each unit of Special K in your coat is equal to having drank 2 shakes.
Marijuana: There's not better way to study then with a little Marijuana in your system. For every 500 units in your coat, you can earn an extra 1 credits per turn from the University.
Ecstasy: These pills are so small; you can fit 5 times as many units in your coat compared to other drugs.
Cartel Types (C GAMES ONLY!)
Diezel
29th March 2009, 02:06 PM
C games will be Diezel dominated this test round will prove it ;)
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