There is a power issue IMO, in that there needs to be a rational explanation as to why Charlie doesn't just do this every other turn to someone (most likely GK right now), effectively crippling that side. Because that certainly seems like a feasible option in the absence of additional information.
SteveMB wrote:The question is getting Wanda to honor the offer. They could keep going back and forth: offer, honor, offer, honor....
Sorry*.
*no I'm not
Oberon wrote:I must have missed Vanna explaining all the details necessary to let the readers know that there is some logical reason why Charlie doesn't rule over a unified Erfworld. Not by a long shot.

Wonderful - I too enjoy the story immensely - the classic story of life on a chessboard but with a fresh spin. Along with its sibling comics in defining the roadmap of these new worlds of characters playing by rules - be they classic rpg or turn based fantasy.haviel wrote:Great update. I've had alot of fun so far,
For myself, I'm quite happy with the pace of the updates... I would also assert that faster is not always better.but I have a bone to pick now.... :/
The grueling pace of the storytelling; both the amount of updates per week, and the low amount of information in the story.
It's starting to become tedious, I really want to keep caring about the story, but the sheer amount of time between updates makes me lapse into apathy.
>snip<You have to have one image made for every text update, which (I think, though I'm uncertain) slows down the pace of the updates.
I guess I'm proposing that Rob skip the Images with each update
Personally, I feel a second text update might dilute the storyline. After all, the graphic novel to stand on its own without the text updates. Now, we are discussing a bridge page. It gives the story a change to catch a breath and get into its perspective. Now to a certain extent, all the text updates are bridges between the page updates so it can end up seeming an overlong time since anything "happened" I think you'll find that is not really the case when you get the final book in hand and read it.I'd be overjoyed with another text update, with or without a image.
I have no complaints about the story itself though. I really feel like people who complain that Erfwords Battle Machanic is Broken don't realize that Erfworld isn't a Game, Its a Game like Reality. Meaning its laws can be exploited without interest of fairness. Is it fair that we can split an atom and use that reaction to get enormous Energy? If our Reality were literally a Game of some kind, don't you think that atom splitting would be removed for Balancing issues?
Er, no. What Vanna said was:Walter wrote:The power requirement that has been revealed already is rough, it takes 2 turns of Vanna's juice.
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
I have addressed this many times now, and yet it somehow keeps coming up as a supposed limitation to Kingworld... According to the rules as we have seen them, all that "defensive" (off-turn) casting requires is that a non-allied unit be present, so that the off-turn side can be considered to be "in combat" or "in battlespace." This is just too easy to game. Refer to my prior posts for details.Ditto wrote:How about the idea that in order for the spell to work, you have to have a unit of the opposing team in the same hex as your turnamancer?There is a power issue IMO, in that there needs to be a rational explanation as to why Charlie doesn't just do this every other turn to someone (most likely GK right now), effectively crippling that side. Because that certainly seems like a feasible option in the absence of additional information.
The problem with this theory is that we have never been presented with even a hint that a sides turn can be divided up in this fashion. All we have seen is Turn Based Strategy Game mechanics, and none of those comply with any concept of a "fraction (quarter or whatever)" of a turn. A side has move for its units. It moves those it chooses to move, and then it ends turn. That's it.Ditto wrote:Or perhaps it's not an 'end your turn' button, but merely burns off a 'quarter' of your turn, so it's only useful against folks who are running out of relative time to perform actions?
No. Just....No. You're overlooking the incredibly potent impact that such a premature ending of turn can cause, as detailed within this exact sequence of events. GK, at the end of its natural turn, would have killed the Spacerock King, which would have eliminated all Spacerock units, and their infantry column would have joined the flying forces within Spacerock. Or at the very least the huge Spacerock column outside of Spacerock would have disbanded with the loss of their King, and the sole threat to the GK forces would have been the Haggar column. However, with the GK turn ended unnaturally, the GK forces are unnaturally split, and they are vulnerable in piecemeal. Yes, they can both defend. That is a trite point. The real point is that they have to defend separately, while if their turn had not been ended unnaturally they would have been defending together, or at least in a far better tactical position. This is the potency of Kingworld.Ditto wrote:Or that it's highly unusual that ending someone else's turn like that provides a great benefit, since the primary benefit is that the opponent's move drops to zero - they can still defend themselves and attack within their hex/battlespace.
Charlie is NOT Stanley. Stanley, down to his last city, was still arguing with his Commander Wanda "Is this about strategy still?" Be serious, please. Charlie has been shown to be a shrewd operator, on par with Parson for a grasp of how to work the rules to his advantage. If Charlie can end a sides turn with no other cost than the hiring of a Turnamancer (something he does regularly, according to decrypted Archons), then Charlie should be the ruler of Erfworld. Charlescomm has a potent, highly mobile (they have always arrived on the turn they have been needed, in whatever numbers were necessary), flying, special enriched, army. As the facts have been presented to the reader, it's is very hard to make the case that this force, combined with Kingworld, would not be enough to seat Charlie as the Erfworld emperor.Reclaimer wrote:Also, if a coalition came after him (Which it would, if he was trying to take over [See also: Stanley]), they could break alliance to get separate turns, and he can only stop one Side at a time.
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
multilis wrote:As soon as 1/3 of your army get into his hex, he ends your turn, slaughters them, then pulls his "big fat stack" out of range, and stays out of range till he has juice to end your turn again.
Oberon wrote:The problem with this theory is that we have never been presented with even a hint that a sides turn can be divided up in this fashion. All we have seen is Turn Based Strategy Game mechanics, and none of those comply with any concept of a "fraction (quarter or whatever)" of a turn. A side has move for its units. It moves those it chooses to move, and then it ends turn. That's it.
splintermute wrote:multilis wrote:As soon as 1/3 of your army get into his hex, he ends your turn, slaughters them, then pulls his "big fat stack" out of range, and stays out of range till he has juice to end your turn again.
I don't think there's any way KingWorld could work like this. Time is relative from hex to hex (see summer updates) and units moving relative to other units have a distended time perception - crossing a hex boundary places you in a new time "zone". However KingWorld ends "time" at a single consensual perceptual timepoint that encompasses an entire side. Since inter-hex movement can appear simultaneous and/or instantaneous (which might account for the high-move archons' apparent ability to "teleport") to a fixed observer, if KingWorld were cast during a "movement" phase the results would be wildly unpredictable.
It's much more likely that KingWorld can only be cast at a perceptual timepoint at which none of the target side's units are in the process of moving between hexes - i.e. they may still have move left, but they're stationary pending further orders, such as waiting to engage in battle or waiting to respond to the outcome of a battle in another hex - the way GK was here.


Umm... yeah, see we don't know how much juice a caster can have at one time and how much they can recover per turn. So for example Vanna might be able to have three times as much juice as she gets per turn, so we know of absolutly no reason why the spell couldn't have used two turns of Vanna's juice. And we do have support that "two turns" reffered to Vanna's juice since it was in response to a question about her juice, and most people don't give answer questions with statements that don't matter; in fact we have nearly as much support for the "two turns" being from Vanna's own juice as "low" refering to Vanna's own juice.Oberon wrote:Er, no. What Vanna said was:Walter wrote:The power requirement that has been revealed already is rough, it takes 2 turns of Vanna's juice.
Jillian: "How's your juice?"
Vanna: "Low. That spell cost two turns' worth, basically."
Vanna never referenced her own juice beyond saying that it was "low", that it was two turns of Vanna's juice is your own addition, and it is speculative and without support. We have what appears to be mutually exclusive statements. A caster can not both spend an entire turns juice and continue to cast, much less two turns juice. Vanna also says that she has juice enough to attempt a ranged turn of a high level unit. What we have here is a statement which says that although Kingworld spent "basically" two turns juice in the casting, Vanna still has enough juice to be able to attempt to cast potent spells. In other words, we do not see a real cost for Kingworld, at all. And unless we see some limits to Charlie due to this casting, Kingworld will be a free spell. A cost without impact is not a cost.
Lamech wrote:Umm... yeah, see we don't know how much juice a caster can have at one time and how much they can recover per turn. So for example Vanna might be able to have three times as much juice as she gets per turn, so we know of absolutly no reason why the spell couldn't have used two turns of Vanna's juice. And we do have support that "two turns" reffered to Vanna's juice since it was in response to a question about her juice, and most people don't give answer questions with statements that don't matter; in fact we have nearly as much support for the "two turns" being from Vanna's own juice as "low" refering to Vanna's own juice.
Oberon wrote: {which webcomic embeds music?}


Lamech wrote:Umm... yeah, see we don't know how much juice a caster can have at one time and how much they can recover per turn. So for example Vanna might be able to have three times as much juice as she gets per turn, so we know of absolutly no reason why the spell couldn't have used two turns of Vanna's juice. And we do have support that "two turns" reffered to Vanna's juice since it was in response to a question about her juice, and most people don't give answer questions with statements that don't matter; in fact we have nearly as much support for the "two turns" being from Vanna's own juice as "low" refering to Vanna's own juice.Oberon wrote:Er, no. What Vanna said was:Walter wrote:The power requirement that has been revealed already is rough, it takes 2 turns of Vanna's juice.
Jillian: "How's your juice?"
Vanna: "Low. That spell cost two turns' worth, basically."
Vanna never referenced her own juice beyond saying that it was "low", that it was two turns of Vanna's juice is your own addition, and it is speculative and without support. We have what appears to be mutually exclusive statements. A caster can not both spend an entire turns juice and continue to cast, much less two turns juice. Vanna also says that she has juice enough to attempt a ranged turn of a high level unit. What we have here is a statement which says that although Kingworld spent "basically" two turns juice in the casting, Vanna still has enough juice to be able to attempt to cast potent spells. In other words, we do not see a real cost for Kingworld, at all. And unless we see some limits to Charlie due to this casting, Kingworld will be a free spell. A cost without impact is not a cost.
We have what appears to be mutually exclusive statements. A caster can not both spend an entire turns juice and continue to cast, much less two turns juice. Vanna also says that she has juice enough to attempt a ranged turn of a high level unit. What we have here is a statement which says that although Kingworld spent "basically" two turns juice in the casting, Vanna still has enough juice to be able to attempt to cast potent spells. In other words, we do not see a real cost for Kingworld, at all. And unless we see some limits to Charlie due to this casting, Kingworld will be a free spell. A cost without impact is not a cost.[
SteveMB wrote:The question is getting Wanda to honor the offer. They could keep going back and forth: offer, honor, offer, honor....
Sorry*.
*no I'm not
Oberon wrote:Er, no. What Vanna said was:Walter wrote:The power requirement that has been revealed already is rough, it takes 2 turns of Vanna's juice.
Jillian: "How's your juice?"
Vanna: "Low. That spell cost two turns' worth, basically."
Vanna never referenced her own juice beyond saying that it was "low", that it was two turns of Vanna's juice is your own addition, and it is speculative and without support. We have what appears to be mutually exclusive statements. A caster can not both spend an entire turns juice and continue to cast, much less two turns juice. Vanna also says that she has juice enough to attempt a ranged turn of a high level unit. What we have here is a statement which says that although Kingworld spent "basically" two turns juice in the casting, Vanna still has enough juice to be able to attempt to cast potent spells. In other words, we do not see a real cost for Kingworld, at all. And unless we see some limits to Charlie due to this casting, Kingworld will be a free spell. A cost without impact is not a cost.

Ditto wrote:The cost to Charlie is his attention. As we saw with the eyemancer link-up in book one, dealing with linked casters outside of their primary purpose/speciality can be damaging. This is confirmed with Charlie mind-flicking King Slately when he tried to badger Vanna during the text update. Charlie maintaining the link-up presumably drains his focus and abilities to be Mr. Telecom for that duration.
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