Book 2 – Page 72

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Re: Book 2 – Page 72

Postby Sojiko » Sun Sep 18, 2011 9:43 am

BLANDCorporatio wrote:Read the update.
Why are you advising me to read the update when I've just quoted it word for word? I obviously just read it.


BLANDCorporatio wrote:Jack: "If we took the city now, it would no longer be a capital. The portal would close."
Antium: "Yes but that will happen at any moment anyway. As soon as the tower falls."

And Jack goes oops.
Yes.
Jack : city captures means portal closure
Antium : tower collapse will kill the king and end Jetson's side (which was your plan) and also close the portal.
Jack : Ooops, I didn't notice my clever idea would strand Parson on the other side (nota : he didn't know Parson was on his way back then)

But they are assuming that destroying the tower will kill Slately and that THIS is what will close the portal. Since we've learned Slately can survive that event, it means the tower falling will not necessarily close the portal. Because as Antium explained, they aren't done mopping up the dungeon and therefore taking the tower would not take the city.

BLANDCorporatio wrote:
Sojiko wrote:Why do people assume that the various characters AREN'T decked out in magical bling?

You have it backwards.
No I don't. You, however, are missing my point entirely.

BLANDCorporatio wrote:What some people (like me) are saying is "if a Dollamancer can make enough items to cover a King in awesome weaponry in one turn, how come it's not EVERYONE who's decked out in magical bling?"
And my comment : what makes you think this isn't already the case? It's possible that there's a limit on the amount of magical items units can use depending on level and some such, and that they often ARE maxed out. So churning out more items would allow more diversity but wouldn't considerably increase the power.

There are people asking "if A were true it would lead to B which is false, and therefore 1 is false" (a fine reasoning ad absurdum) and I am pointing out that as far as we know B actually IS true.
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Re: Book 2 – Page 72

Postby BLANDCorporatio » Sun Sep 18, 2011 10:07 am

Sojiko wrote:
BLANDCorporatio wrote:Read the update.
Why are you advising me to read the update when I've just quoted it word for word? I obviously just read it.

{And in fact in the very post you chose to pounce on I wrote:}

See point #2 above. He's not saying that they wouldn't need to capture the dungeon to finally grab the city, he's assuming the tower fall will kill Slately and end Jetson's side. If he survives the collapse this no longer holds true.


Ha-ha, oh man, that's what I get for being in contrarian mode. My bad, sorry for violently agreeing with you.

On the magical bling bit of violent agreement: fair enough, it's a fair question to ask what magical qualities the gear everyone is sporting has. Assuming it were magical, who made it? If it's the local Dollamancer, then presumably it comes cheaper than what may be purchased via MK. But what really got this debate started was Slately (low-levelled unit btw), all at once, receiving a boopton of items the likes of which we've rarely seen. They grant flight, increased defense, ranged Shockamancy attacks, make foolamancy useless ... and it seemed (seemed being the key word here) to be made at the drop of a hat before the drop of a tower.

Kinda equals or surpasses the Staff of Suckage and Ruthless Sword, for no apparent effort. And the thing is we have NOT seen bling the likes of which Slately appeared to obtain at a moment's notice crop up that often*. Given that, it's fair to assume B is in fact false, and we're no longer interested in establishing its veracity. We're interested to know why B is false.

*EDIT: ok, actually I may be wrong here, so let's get empirical. Hey everyone, lets try to make a list of all "obviously" magical items- not scrolls, not Arkentools- we've so far seen, and possible sources for them. I'll start.

Message Hats (presumably the bread-n-butter of Hatamancers)
Eyebooks, Eyemancer table (caster linkup)
Parson's Calculator, the Ruthless Sword and the Glasses (side effects of a summoning spell made by some caster linkup).
the Lobot Matchmaker (some caster linkup)
Magic Dust of Brainwashing (???)
Staff of Suckage (???)
Tesla bracer (???)
Magic Carpet (???)
Slately's new toys (which are: the flying armour, the Thinking cap, the Shocka scepter, the cape of negation) (Ace and/or Cubbins)

Not included in that list is Parson's new bling (example, Shredder claws) because we don't know what it does or whether its magical (could be a Fabrication artifact similar to the Hamstard armour). Also not included is Slately's new Signamancy because wtf.

There are probably more, so here's where y'all come in.

Notice how many of those appear to have been made by caster LINKS. Notice how many of those that aren't known to have been made by links are the handiwork of Ace and/or Cubbins.
The whole point of this is lost if you keep it a secret.
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Re: Book 2 – Page 72

Postby coyotenose » Sun Sep 18, 2011 10:27 am

BLANDCorporatio wrote:
coyotenose wrote:4. Enchanting magic items probably requires expensive, quality components. {snip}

5. Using magic items in combat could very well reduce experience awards. {snip}

6. Related to #5, artificially inflated units simply don't learn as much. They'll tend to rely on their strength of arms too much. {snip}

8. Is there a caster type that is good at ranged disenchanting? That would shut down mass magic item production strategies right quick.


Care to explain what evidence there is for any of those ideas?


4. Slately's regalia is easy to enchant, but we see no sign that the rank and file have any magic items, even minor ones, and we have reason to believe that they do not, simply because it has never been referenced and magic items are considered worth mentioning. That Slately is so easy to equip, and yet magic items are considered significant, suggests a difference between the units that is relevant to the matter at hand. The most plausible relevant difference is either the type of gear on the units or the duration of the enchantments. We've seen no hint of temporary magic item enchantments, but we know there is a difference in gear quality. Slately's raiments are obviously of royal quality (I shouldn't have to say why it's obvious); his low-level units would be wearing much the same outfits as those in which they popped. This also fits perfectly into normal tropes about magic items, that is, either that the quality of the base item limits the quality of the enchantment, or that only high-quality items can be enchanted at all.

6. You, as an adult, would not learn very much about fighting by punching children.

5. Related to #6, certain elements of Erfworld are actualized concepts. If you only get into battles where you punch children, you won't earn as much experience. You might enjoy the hell out of yourself, but only your ability to stoop for long periods will be tested. We have reason to think that Erfworlders do NOT casually equip magic items on common units. One of many reasonable theories as to why is that a real-world concept (combat experience) that translates into an Erfworld concept (numerical Experience) is in play.

8. I asked if there was a type like that. Just a theory question.

And about 8, no it wouldn't. Compare and contrast Earth, where we have this enchantment called life, and these wonderful ranged disenchanters called weapons. Nonetheless, wars happen (which sometimes include such tactics like human waves) and the population increases anyway.


The proverb "Don't put all your eggs in one basket" sums up what effect a Caster with a relevant disenchanting spell would have on a stack of level 1 Pikers that have been artificially inflated by magic items to the equivalent of level 3. The fact that Erfworld units know to engage and disable warlords and casters supports the point, which we all understand: sometimes the enemy's strength lies in bonuses; when that's true, you attack the bonuses.

Ranged weapons shut down human waves pretty quickly. The fact that we can reorganize and even pop more doesn't negate the battlefield advantage.

coyotenose wrote:7. There are probably tradeoffs when switching in magic items.


Yes there probably are, if any TBS in existence is any indication. Have your hero wield the Claw of Bethrezen will make them a lightning fast melee powerhouse, but prevents them from turning struck enemies into chickens, which they would be able to do if the used the Witch Staff instead (but if they used that, they wouldn't get the speed and attack bonus). So what? Have your selection of items, think about how to use it- it's basic tactics.


Individual characters choosing between Specials is not the same thing as a stack weakening its strongest points for a minor boost to its weakest ones. Erf is about largeer-scale actions more often than not. In your analogy, the units available to a side ARE its selection of items, and the leadership is the hero switching in when and where to use them. It's unreasonable for a stack to train in several types of combat and carry around gear for each, which is what most would end up having to do. Are there a lot of TBS games where the heroes have wagon trains to carry their selections of specialized armor and weapons? I reckon a Hat Magician attached to a stack could serve that function on Erf, but that's a waste of a Caster no matter how strong the stack.

You could argue that Jetstone (our big example) could have its units in the city take turns retreating to the armory to be reequipped, but their strategy in this case is far more efficient: they have defensive spells that can be directed as needed.
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Re: Book 2 – Page 72

Postby BLANDCorporatio » Sun Sep 18, 2011 10:50 am

coyotenose wrote:4. Slately's regalia is easy to enchant, but we see no sign that the rank and file have any magic items, even minor ones, and we have reason to believe that they do not, simply because it has never been referenced and magic items are considered worth mentioning.


We agree here.

coyotenose wrote:That Slately is so easy to equip, and yet magic items are considered significant, suggests a difference between the units that is relevant to the matter at hand. The most plausible relevant difference is either the type of gear on the units or the duration of the enchantments. We've seen no hint of temporary magic item enchantments, but we know there is a difference in gear quality. Slately's raiments are obviously of royal quality (I shouldn't have to say why it's obvious)


Alas, you should state why it's obvious(ly relevant). For instance, nobody would fight a war in hermine and silks. Slately's gear, while more than adequate at the task of preventing Flash effect from seeing his Kingly toned boday, is not meant for war. Why would it be better than a Piker's pike as a basis for enchantment?

Also, that's not the only difference. I've stated another possibility (the items existed and were fitted to the regalia).

coyotenose wrote:6. You, as an adult, would not learn very much about fighting by punching children.


Yes, but I as an adult would get just as much experience shooting people's heads off with a PSG or with an AK-47**. The difference is one of them allows me to shoot from further away, and also allows me the "benefit" of seeing their faces before I put the extra hole in. Now that is experience.

No game restricts experience earned by items used. Because just like in real life war, it matters that the job get done.

In fact, better equipment may well mean more experience because of increased survivability. This is certainly the case in games.

Same ideas apply to your argument on point 5.

EDIT: **: grossly oversimplified example, of course. Various weapons fill various tactical roles, all of which may be necessary. So that was probably not the best comparison. Still, the point is that the soldier with better gear doesn't take less experience than the one with poor gear. Replace body armour in that example. All else equal, who's likelier to live more?

coyotenose wrote:8. I asked if there was a type like that. Just a theory question.

The proverb "Don't put all your eggs in one basket" sums up what effect a Caster with a relevant disenchanting spell would have on a stack of level 1 Pikers that have been artificially inflated by magic items to the equivalent of level 3. The fact that Erfworld units know to engage and disable warlords and casters supports the point, which we all understand: sometimes the enemy's strength lies in bonuses; when that's true, you attack the bonuses.


So why not charge in without providing bonuses, warlords and good equipment to your units, since the enemy may disable it? I trust I need not explain why that's not a good idea. Look, if you have a L1 stack of Pikers on magical steroids, you just don't attack the Dispeller with them- unless they could take out the Dispeller while being their L1 selves anyway. Assuming the enemy even has a Dispeller.*

EDIT: *: and in the same vein, in all TBSs, "buffing" spells should be useless, because the enemy might dispell them. Right-o.

coyotenose wrote:Individual characters choosing between Specials {snip}


Those were actual items from the Disciples game. Well, the Witch Staff was named something else, I forgot, but that was pretty much the only difference. Both occupied a weapon slot.

And there was another point to that example: an item would not "weaken", not directly. It may prevent another from being used. So you have to chose the bonuses. Your idea that items must directly weaken some aspect of a unit is pure conjecture. Some items might do that, but that need not be the case in general. "Weakening" is just a result of opportunity cost. You can deck yourself in fireproof armour, but that prevents building up protection from Shock, say.

coyotenose wrote:It's unreasonable for a stack to train in several types of combat and carry around gear for each.


That's not what this is about. Less about retraining your Pikers to be Archers, more about providing your Pikers with Foola-Flash-proof helmets so that they don't get distracted by upskirts on the outskirts. Archers might benefit from such headgear as well.
The whole point of this is lost if you keep it a secret.
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Re: Book 2 – Page 72

Postby nth » Sun Sep 18, 2011 11:20 am

BLANDCorporatio wrote:nobody would fight a war in hermine and silks.


nobody except Tramennis...
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Re: Book 2 – Page 72

Postby Goshen » Sun Sep 18, 2011 1:18 pm

nth wrote:
BLANDCorporatio wrote:nobody would fight a war in hermine and silks.


nobody except Tramennis...

Wanda would if it had a lot of black and was aggressive-looking but sexy.
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Re: Book 2 – Page 72

Postby Digitality » Sun Sep 18, 2011 1:43 pm

Spiky wrote:
Kreistor wrote:Another, "trying to maintain the suspense" page. Sigh. King issues a challenge to son. Whoopie. Parson moves up to portal and Predicamancers arrive. Yawn. Sylvia sitll hasn't crashed the tower. Joy.

Stop it with the NOTHING HAPPENING already and make something HAPPEN! Nothing serious has changed in 12 pages! It's dragging and dragging, and the suspense is totally being lost!

Amen! Although I'd say far more than 12 pages.

I came here expecting to find posts like this. And only 1! In Book 1, this comic moved with the pace of an epic movie, jumping obvious plot points and referencing them later, showing us only what what necessary. It allowed us to fill things in ourselves, gave the forum something to discuss. Now, it's like we have to read every stray thought that might flit through the mind of any character ever introduced. And the discussion is reduced to bickering over how clothing works. What are we, 9 year old girls?

Ossomer has been floating there since November, 2010, or 26 pages. And I've lost count of how many times he whined 'I am honorable'. God, somebody kill him or muzzle him or something.

Page 68 was awesome though.


I have to agree with both of you. Coupled with the generally slow update process, what should be building suspense is dragging it out and killing it. If the comic were coming out at twice the pace, this wouldn't have been an issue, but waiting this long to reach any conflict resolution for a single event costs the story a large part of it's interesting factors.

However this update seems to bring it all to a head. It has the feel that things are about to happen again. If they don't I'll probably be reevaluating my interest in the comic personally.
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Re: Book 2 – Page 72

Postby Digitality » Sun Sep 18, 2011 1:58 pm

BLANDCorporatio wrote:
coyotenose wrote:That Slately is so easy to equip, and yet magic items are considered significant, suggests a difference between the units that is relevant to the matter at hand. The most plausible relevant difference is either the type of gear on the units or the duration of the enchantments. We've seen no hint of temporary magic item enchantments, but we know there is a difference in gear quality. Slately's raiments are obviously of royal quality (I shouldn't have to say why it's obvious)


Alas, you should state why it's obvious(ly relevant). For instance, nobody would fight a war in hermine and silks. Slately's gear, while more than adequate at the task of preventing Flash effect from seeing his Kingly toned boday, is not meant for war. Why would it be better than a Piker's pike as a basis for enchantment?

Also, that's not the only difference. I've stated another possibility (the items existed and were fitted to the regalia).



Given that Erf laws are generally strategy game rules, practical purpose of the equipment probably has little to do with it's power or quality. Not only is Slately's gear Royal in quality, it's the raiment of the king himself. We don't know for sure, but it's not a stretch to imagine that it has bonuses that make it superior to regular piker equipment. Royal units themselves already receive extra bonuses simply for having the designation of Royal.

One of those bonuses could be that it can hold stronger enchantments than lesser items.

On the point of magic item limiters, characters could have a limit on equipment slots, and the number those slots that can be magical in effect. Not just factored by level, but by designation. A side leader may have no such inhibitor, while a basic level 1 infantry may have a limit of zero.

That's just supposition though. The reality is that without more information on the rules, limits and effects of equipment in Erf, we can't really say a whole lot. Does a Piker actually need his pike to do his damage at all? Or is it just for thematic appearance and he can be just as effective throwing a punch as he is with sticking someone on the business end of his weapon?
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Re: Book 2 – Page 72

Postby coyotenose » Sun Sep 18, 2011 2:15 pm

Man, making sure quote blocks are all lined up right gets old fast...

BLANDCorporatio wrote:
coyotenose wrote:That Slately is so easy to equip, and yet magic items are considered significant, suggests a difference between the units that is relevant to the matter at hand. The most plausible relevant difference is either the type of gear on the units or the duration of the enchantments. We've seen no hint of temporary magic item enchantments, but we know there is a difference in gear quality. Slately's raiments are obviously of royal quality (I shouldn't have to say why it's obvious)


Alas, you should state why it's obvious(ly relevant). For instance, nobody would fight a war in hermine and silks. Slately's gear, while more than adequate at the task of preventing Flash effect from seeing his Kingly toned boday, is not meant for war. Why would it be better than a Piker's pike as a basis for enchantment?


I'm referring to the material quality and expense, not intended use. Magic items traditionally have to be studded with gems, or made from the purest possible metal, or crafted by the most ancient of dwarven masters before they're enchanted... you know the trope. The idea is that Slately's sceptre, while presumably crappy as a mace, may have qualities that make it more receptive to enchanting than a piker's weapon. Obviously what Slately is currently wearing and carrying isn't suited for enchantment as armor against weapons, but luckily, they're hunting pseudo-Caster units, and cloaks, crowns and sceptres are more associated with nonphysical enchantments in traditional fantasy lore.


coyotenose wrote:6. You, as an adult, would not learn very much about fighting by punching children.


Yes, but I as an adult would get just as much experience shooting people's heads off with a PSG or with an AK-47**. The difference is one of them allows me to shoot from further away, and also allows me the "benefit" of seeing their faces before I put the extra hole in. Now that is experience.


You wouldn't get any experience at punching, though. A stack of pikers outfitted to the teeth with magic won't learn how to fight better by wiping out another stack with no bonuses, and they won't learn how to be better pikers by using bows or guns. Certainly a stack of archers could get better as a ranged stack while using assault rifles. I don't know that anything in Erfworld specifically suggests that anything modifies experience, but another standard trope is that experience gained depends on the relative level of the combatants involved. It's a reasonable theory that piling on bonuses and making a unit effectively much higher in level reduces the numerical experience gained as well as the tactical experience.

In fact, better equipment may well mean more experience because of increased survivability. This is certainly the case in games.


This is a "All your eggs in one basket" deal again. Low-level units appear to have an expected high mortality rate on Erf, probably because there's so many combinations of ways to match up combatants and so many specials. If a single spell can essentially negate a stack, or heck, if a handful of archers can wipe out a stack of pikers at range (or be similarly shredded in melee), there isn't much incentive to artificially inflate troops, at expense, in a nonflexible fashion. "Flexible" being a warlord's roving bonus, for instance. This wouldn't be true except that the rules (and the ruling attitudes) don't place much value on individual lives.

Don't forget that Erf units prosper largely on special abilities. Weak units given bonuses to attack and defend lack the specials of naturally strong units. Investing in them is therefore arguably very inefficient.

I can equip a first-level D&D character with half a million gold pieces in magic items and he still won't be able to survive alongside a party in an adventure aimed at fifth-level characters, even though his total combat bonuses will probably be much higher than anyone else's. And he won't be resurrectable when he does die.

coyotenose wrote:The proverb "Don't put all your eggs in one basket" sums up what effect a Caster with a relevant disenchanting spell would have on a stack of level 1 Pikers that have been artificially inflated by magic items to the equivalent of level 3. The fact that Erfworld units know to engage and disable warlords and casters supports the point, which we all understand: sometimes the enemy's strength lies in bonuses; when that's true, you attack the bonuses.


So why not charge in without providing bonuses, warlords and good equipment to your units, since the enemy may disable it? I trust I need not explain why that's not a good idea. Look, if you have a L1 stack of Pikers on magical steroids, you just don't attack the Dispeller with them- unless they could take out the Dispeller while being their L1 selves anyway. Assuming the enemy even has a Dispeller.*

EDIT: *: and in the same vein, in all TBSs, "buffing" spells should be useless, because the enemy might dispell them. Right-o.


Nooo, buffing spells are naturally going to be temporary and thus of relatively low cost (otherwise why even have magic items). One of several reasons for such buffs is to make your enemy use up resources countering them. Having your enemy counter your equipment that you use all the time, train with, and depend on at a certain minimum level of functionality is a different animal.

I named Dispels as one of many theories why mass magic item production might be avoided, not as the sole or even a major one. Note that it was #8 among my thoughts. We have no evidence of any one overriding reason. It's probably a combination of elements. But I will still happily defend #8, because indefinitely artificially inflated units are not going to be able to handle deflation, are easier to deflate, and because the lost resources when they ARE deflated and defeated are probably much more painful.


coyotenose wrote:Individual characters choosing between Specials {snip}


And there was another point to that example: an item would not "weaken", not directly. It may prevent another from being used. So you have to chose the bonuses. Your idea that items must directly weaken some aspect of a unit is pure conjecture. Some items might do that, but that need not be the case in general. "Weakening" is just a result of opportunity cost. You can deck yourself in fireproof armour, but that prevents building up protection from Shock, say.


I'm pretty sure we're arguing the exact same thing there in different ways. You see it as trading bonuses opportunistically; I see it as reducing the unit's strong points for other bonuses, but feel that the logistics of making the tradeoff aren't reasonable. The units involved have their own "slots" for gear, yes, but the spare gear to trade in has to be stored somewhere or carried.

coyotenose wrote:It's unreasonable for a stack to train in several types of combat and carry around gear for each.


That's not what this is about. Less about retraining your Pikers to be Archers,


I don't mean things like switching from melee to ranged combat, which would be silly in a world of specialized units, but other, simpler changes:

Upgrading to magic gear seems to involve some significant changes to the gear over the "norm". Parson is wearing a bracer that is just about guaranteed to cut the crap out of him. Slately's crown is now higher and probably heavier. He has a big metal thing hanging on his back, and he's now sporting an unfamiliar weapon. His changes are pretty simple, but there's still a learning curve. Now imagine that in heavy armor. Units seem to have all their basic skills when they pop, but wearing armor, using a weapon (not only a particular weapon, but in a particular way), formation battles, individual combat, and more are all actually fairly specific skills. If the armor and weapon change, the unit has to be retrained, which takes time (which is money, really), and probably takes warlords off the battlefield.*

...more about providing your Pikers with Foola-Flash-proof helmets so that they don't get distracted by upskirts on the outskirts. Archers might benefit from such headgear as well.


Isn't that the flipside of prepping against Dispels? Should units be carrying around extra gear "just in case"?
While this is not automatically true, the Thinking Cap looks like piss-poor armor, and given its function, it SHOULD be. Slap one on a melee unit and you've reduced its survivability in the battles it's most likely to engage in. Prep a unit against all types of attacks and it will defend poorly against all of them. Prep it against a couple of types, and have a warlord switch it in and out as needed, and it'll do better.

*And it may take more actual upkeep, because the nonstandard gear might not auto-refresh each Turn. I'm not clear on that. If a low-level unit snags a quality weapon off a foe and trades up, does he have to maintain and repair it himself, or does it become "part" of him?
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Re: Book 2 – Page 72

Postby BrotherRool » Sun Sep 18, 2011 7:32 pm

Guys, I'm a little unsure why we're arguing this? It said in the text update that "Consider it!" snapped Slately, sending the Healomancer back on his heels. "What do you have to make me tougher?" he said to the Dollamancer.

"You?" Ace seemed taken aback by the question, but only for a moment. "Um, lots of stuff, Your Highness. And I can make things special for you. Kings should have special accessories. Are you really serious?"
---------

So its stated that this is stuff that's only possible because he's a King, otherwise you're stuck giving one weaker accessory that possible took longer to make to one guy among a crud tun of units.

So we're talking about being able to pimp out at ease one unit ever. And not all factions have dollmancers and of those that do, the idea of kitting out accessories hasn't occurred to them, as opposed to just building great siege units. Not only that the text update also mentioned that there was a lot of pride to overcome before a King was ready to trust his kingy stuff with someone else, which really doesn't happen that often.

So it's not like this is really imbalanced, it's just one unit, a unit that tends to avoid battle after a while, amongst whole armies and a unit that you would expect to have special protection in the first place, and the reason every King isn't so bedecked is that they either don't have the caster or hadn't even had the idea that it was possible before and used their casters to churn out units.

Maybe you have found a Parsonesque loophole where Kings can then give their special stuff to other units after it's been made, but a dude only has so many Sceptres and Parsonesque people don't pre-date Parson

I know these kind of debates are part of the charm of post-3rd page comic discussions but I really am not sure what the issue is. Unless it's the actual mechanics of it, in which case. It's just Erfworld. Units pop, that doesn't make a lot of sense.
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Re: Book 2 – Page 72

Postby Housellama » Sun Sep 18, 2011 8:07 pm

Sojiko wrote:So instead of tower collapse being "very soon" it is now "very very soon", Jack does have his head out at the crucial time, and Parson walked up the stairs. That's pretty much everything new in here (that and text updates relevant to the story which get introduced in the comic, obligatory but nothing new for us).

I like this update, but it's basically saying "thank you for waiting, next update will have something new, promise!".


Are we reading the same comic? First of all, from my interpretation, that isn't "the tower will fall very soon", it's "the tower is falling now". That was the last blow. Boom, Crack, Crumble. Boom is the siege hitting again, Crack is the tower finally giving way and Crumble is the start of it's fall. The tower is no longer in a state of going to fall. It is in a state of currently falling.

Second, we learned something about the Decrypted. Ossomer is debatably the lowest loyaly Decrypted that we know of. And yet when offered the explicit chance to turn, he didn't say I won't, he said I can't. Specifically "It isn't possible." That's potential confirmation of forced loyalty to the Pliers.

Third, we see Maggie bargaining with the Thinkamancers. Anyone else curious about what sort of 'reasonable compromise' Maggie might have come to, especially with Parson out of earshot?

Fourth, we get a LOT of information about magic items that was parleyed into a rather good discussion about the creation, use and economics of magic items in Erfworld. We also see Slately fully resolved to combat, something we've never seen before. He's talked about it, but now it's definite that he's fully committed to kick some boop, and do it hard.

Finally... Anyone curious about WHY Jack stuck his head back out? Think about it. Jack's the closest to Parson in lateral thinking. Jack checked out the situation and then we haven't really heard from him again. He's had a bit of time to think, and that's dangerous. He's smiling too. That's also dangerous. Anyone else that he has a plan?

Seriously, I don't know why people have been saying that nothing's been happening. Not every scene is going to be an action scene. Sometimes you need slow bits to make the action bits that much more dramatic. Rob's been going slow and building up several different plotlines so that he can bring them all to a head at the same time. Everything's going to go down at once. It's called dramatic tension. It works better when you can read it, but guys, Rob's a good writer. He knows what he's doing. Give the man some credit and sit through the slow bits, because you can practically take it to the bank that he's going to pay it off in the end.
"All warfare is based on deception" - Sun Tzu, Chapter 1, Line 18, The Art of War

"The principle of strategy is to know ten thousand things by having one thing." - Miyamoto Musashi, The Book of Earth, Go Rin No Sho
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Re: Book 2 – Page 72

Postby drachefly » Sun Sep 18, 2011 10:06 pm

Housellama wrote:Are we reading the same comic? First of all, from my interpretation, that isn't "the tower will fall very soon", it's "the tower is falling now". That was the last blow. Boom, Crack, Crumble. Boom is the siege hitting again, Crack is the tower finally giving way and Crumble is the start of it's fall. The tower is no longer in a state of going to fall. It is in a state of currently falling.


I'd put this as 'We're being told we'll find out whether the tower is actually already falling next update.'

Housellama wrote:Finally... Anyone curious about WHY Jack stuck his head back out?


Yes!
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Re: Book 2 – Page 72

Postby multilis » Sun Sep 18, 2011 10:44 pm

drachefly wrote:
Housellama wrote:Finally... Anyone curious about WHY Jack stuck his head back out?
Yes!

Last we saw Jack just realised the need to hurry Parson into Jetstone before portal is gone. Jack is a foolomancer. Predictomancer has been busy telling Parson what is *going* to happen. Parson is thus back into position to make use of Jack. Other predictomancers also know what is *going* to happen, so they just got into position to be useful, including useful to Jack.
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Re: Book 2 – Page 72

Postby Housellama » Sun Sep 18, 2011 11:20 pm

multilis wrote:
drachefly wrote:
Housellama wrote:Finally... Anyone curious about WHY Jack stuck his head back out?
Yes!

Last we saw Jack just realised the need to hurry Parson into Jetstone before portal is gone.


Well, YES. But Jack also knows there is a large number of Thinkamancers impeding Parson's path. If it was EASY, Parson would already be there. Jack now knows realizes that time is of the utmost importance, but Jack is also smart enough to realize that telling Parson to hurry would be pointless. If Parson COULD hurry, he would already have been there. Parson ISN'T there, therefore Parson needs some form of assistance. Assistance Jack is in an ideal position to render. And since time IS of the utmost importance, Jack's aid is now potentially critical. So Jack needs to help Parson NOW.

Cut to the MK. And Jack's head poking back through the portal, with him SMILING. Reason suggests to me that Jack is smiling because Jack has a plan.
"All warfare is based on deception" - Sun Tzu, Chapter 1, Line 18, The Art of War

"The principle of strategy is to know ten thousand things by having one thing." - Miyamoto Musashi, The Book of Earth, Go Rin No Sho
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Re: Book 2 – Page 72

Postby Lamech » Sun Sep 18, 2011 11:40 pm

This needs to be linked too. Stanley's knights are equiped with glowing axes. So yes, people do kit out there units with magic toys.
BLANDCorporatio wrote:Message Hats (presumably the bread-n-butter of Hatamancers)
Eyebooks, Eyemancer table (caster linkup)
Parson's Calculator, the Ruthless Sword and the Glasses (side effects of a summoning spell made by some caster linkup).
the Lobot Matchmaker (some caster linkup)
Magic Dust of Brainwashing (???)
Staff of Suckage (???)
Tesla bracer (???)
Magic Carpet (???)
Slately's new toys (which are: the flying armour, the Thinking cap, the Shocka scepter, the cape of negation) (Ace and/or Cubbins)

Furthermore Jillian was mentioned as dropping magic items when she got smacked down at the comic start. Since she only dropped her sword and hat, that makes the sword magical.
I strongly suspect that Ossomer, and Tram had the something similar to Slately's "negate one blast" cloak as neither of them went down to the archon blast. Presumably some of the magic items are like the Matchmaker, Jillian's sword or the staff of suckage, or Slately's new gear: Not obviously magical unless we are told they are magical. For crying out loud we didn't know the Staff of Suckage was magical until Jojo told us and we saw it used.
Hence, the answer to the question "why don't sides kit out units with magic toys?" is "They do. But the items aren't all obvious."
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Re: Book 2 – Page 72

Postby Balerion » Mon Sep 19, 2011 1:51 am

To put in my two cents on the magical item discussion:

The reason there are not mass-productions of magical items seems really clear to me. Lets look at the production capacity of a level 5 city:

"But twelve stacks of eight Pikers and eleven stacks of six Stabbers had now popped since Ansom fell." this is in 23 turns, from the summer updates. Assume that Ace can make 8 good magic items a turn. He could make one city's production of low level spam quality units slightly stronger. How big of a dent can he actually make in the problem of equipping the army? He is constantly falling behind his task, since he can only deal with one city production rate a turn. At the same time, units already equipped are not that much more likely to survive than those not; if those infantry, even with his items, run into a dragon, they are likely just as toast as those without magic items. Sometimes you can recover those items, but I would argue that is going to be the minority case. And what about deterioration over time? If the items get broken in battle (which does not seem impossible), you are losing more. If you were lucky, you might manage to equip 10% of your army, which i think is greatly overestimating what is likely to happen. Item bleed to other sides as you lose units is likely going to keep them around half as equipped as you, assuming the fighting is going about evenly.

You could toss in the dittomancer to help out, but now you have two casters, with their high upkeep, devoting their turns to this problem. Not only that, but the dittomancer is no longer making your farms make twice as much food, so your upkeep is rising compared to keeping him on other tasks.

For another problem, look at the logistics angle. You have one city with your dollamancer, tossing out items. But I want to give those items to a unit/stack that doesn't pop at that city. I now have to sidetrack my new units over to the dollamancer's city before I can deploy them to the field. This essentially adds another turn or two to their production time if I want to get them to the front right away, possibly more if it means they have to march in the wrong direction. Either that, or the units i can equip are a fraction of my full army.

We also have to remember that this is not a simple +1 bonus or whatever; most of the items described have a magic effect of some kind, either activated or passive. Can you imagine as the warlords try to keep track of which of their units have which specials? Even assuming a standardized set of items, there is going to be some kind of variation. Actually managing to use those items to their full potential would be a nightmare in the real-time same hex fighting. You lose a bunch of effectiveness right there, simply to the inability to micro all of these guys.

Against that, you could get cloth golems. Watching what those did to the GK column, I have to wonder if a decked out stack of pikers would win against a single cloth golem. You also have to wonder, after 100 turns of production either way, which option is going to give you a stronger enduring effect in the long term; the cloth heavies, or your magic items? I think the heavies suffer much less turnover, and after 100 turns of wear and tear will be the stronger option.

I will admit to making a bunch of assumptions in this; Ace's production rate, the bonus effect/usefulness, the difficulty of effectively using the items en masse in combat. But I think the fact that you are equipping the enemy too negates a lot of the advantage you would otherwise get, even if I am wrong on those assumptions. The logistics problem is one that will always exist regardless though. Just my thoughts on the matter.
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Re: Book 2 – Page 72

Postby Kreistor » Mon Sep 19, 2011 3:51 am

Balerion wrote:Against that, you could get cloth golems. Watching what those did to the GK column, I have to wonder if a decked out stack of pikers would win against a single cloth golem.


Most games include the concept of "rock-paper-scissors" and Strategy games are no different. You are implying with the above statement that there is a direct hierarchy of untis... that there is an order of power such that Unit type 1 is weakest, Unit type 2 beats type 1, Unit type 3 beats 1 and 2, and so on, such that Unit type n beats unit types 1 through n-1. That is not how such games work (there are exceptions).

Most Strategy games are complex versions of Rock-paper-scissors. Let's take a real world example using the War of 1812 in Europe. Cavalry beats artillery (since Artie couldn't aim at fast moving horses). Artillery beats infantry in Square formation (all lined up for the cannonballs to knock down rows of men). Infantry in Square formation beat cavalry (pike square tactics using muskets... horse broke a Square only one single time in all of known history). However, if INfantry deployed in line, infantry beat artillery (cannon can only tkae out 1 or 2 men per ball, instead of a row of 4 or 5), but cavalry beat infantry (could get around the flanks and engage in melee). Rock-paper-scissors. And when all three were present in one place at one time... the infantry suffered.

Same in the Battle Bear case. Yes, pikers are probably going to get stomped by a Battle Bear, simply because it is huge and not vulnerable to needles being stuck into it. It's a pincushion. On the other hand, if it meets slasher infantry, it's legs will get all cut up and it will no longer be able to hold its stuffing in. Or if it meets a single mounted archer that can maintain distance, and is carrying flaming arrows. Cloth + fire = time for smores! Pikes are an adequate counter to sword-wielding enemies.

Dealing with the vulnerability of strategic assets like siege weapons can be an art. Remember Parson using dwagons to destroy Jetstone siege? Archers were placed with the siege precisely because they were vulnerable to an air assault. The reason why you need a force with a variety of units is to be able to respond to the unknown with a variety of tools, to limit losses. When your force becomes too monotonic, it becomes vulnerable to an enemy that tailors its forces to yours, by selecting cheaper units that win the rock-paper-scissors battle against yours. You can see that effect in Caesar's description of the trap laid for him by Carpool. Knowing Transylvito relied heaviy on air units, they loaded the city with anti-air defenses of all types... which were vulnerable to ground assault.

Too much variety can create significant problems, too. More of your army will be ineffective against more targetsWhen units tailored for specialties do not face that specialty, they sit on the sidelines. That's why infantry will always be the mainstay of any army. It can be given a variety of tools to deal with a variety of situations. A jet fighter pilot can't patrol the downtown core of a city. An infantryman can be given a pike to deal with horse, a sword to lay siege to a city, a shovel to build trenches that defend against ranged weapons. Infantry is flexible.

Anyway, my point is that picking one unit and figuring out if another unit can beat it doesn't mean teh winning unit is in general more powerful than the other. It may have weaknesses of its own that make it situationally useful against the selected unit, but not generally powerful compared to all units.
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Re: Book 2 – Page 72

Postby MarbitChow » Mon Sep 19, 2011 7:33 am

Kreistor wrote:Anyway, my point is that picking one unit and figuring out if another unit can beat it doesn't mean teh winning unit is in general more powerful than the other. It may have weaknesses of its own that make it situationally useful against the selected unit, but not generally powerful compared to all units.

While your examples are certainly true in the real world, RPG-style tactical games often have generic low-level units (typically swordsman) and exceedingly powerful units (which are costly to produce and/or maintain) that can mow down the low-levels under all circumstances, often because they are completely immune to non-magical attacks, but even having a significantly higher attack and defense rating would be enough to prevent normal units from being effective.

Also, seeing as how we have examples of normal units who have their entire arms eaten off by acid and still function 'normally', I'm going to say that I don't think slashing the stuffing out will be as effective as you hypothesize. Unless cloth golems have a specific "vulnerablity to fire" special, they wouldn't be more damaged by flaming arrows than any other unit would be, either. They may also know how to "stop, drop, and roll", which, given their size, may also be a form of attack... :D
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Re: Book 2 – Page 72

Postby Lamech » Mon Sep 19, 2011 9:39 am

I for one got the impression that Sizemore could make multiple golems per turn. Now another heavy unit, the gump takes 3 turns of a level 5 city to make: or enough production for 24 stabbers. So again for your big important chief warlords it makes sense to give magic items, but if you want to help Duke Adam Antium, its very possible he'll benefit a lot more from a Tankaroo than enchanted gear.
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Re: Book 2 – Page 72

Postby Vorteks » Mon Sep 19, 2011 11:29 am

coyotenose wrote:It's been established that eyebooks can be easily resized. That's far more likely to be a function of the specific item, which is otherwise unwieldy as it cannot be sheathed or worn and doesn't have a handle.


From http://www.erfworld.com/summer-update-2 ... anding.jpg :

"The thin checkered blanket he had added to the basket was far too small, and nonmagical, so it could not be resized."

Implication: magical blankets can be resized. Considering what we've seen with the eyebooks, it seems reasonable to me to assume magical items of all types can be resized.
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