ATLANTISv2 atl-design-digest #26 From: csd@microplex.com (Christian Daudt) Date: Tue, 30 May 1995 00:00:00 +0000 I thought I was going to get thousands of responses asking me to keep this digest (maybe I just wanted to massage my ego ;-)) But I received enough responses, so I'll keep the digest going. ---------------------------------------------------------- From: Bean <ATLANTIS@bluebean.demon.co.uk> Date: Tue, 23 May 1995 22:02:06 +0000 Subject: Re: The Times > About the Times, it has gotten pretty darned huge. I probably at the > least should offer people the option of not getting it sent. Maybe > I should do something to split it up. .... One useful split would be to take off the non-English language sections and make them a separate document - there's been quite a lot of Spanish recently (at least I think it's Spanish). Anyone who understands both languages could subscribe to both versions - those of us that don't would save bandwidth and time. ---- Bean. Email atlantis@bluebean.demon.co.uk ---------------------------------------------------------- Date: Wed, 24 May 95 15:42:57 EST From: francis@nemesis.iic.uam.es Subject: atl: experience. I love the methods for increase skill levels (study and teach) but I miss a third way to do it. The experience. I think experience is the most common way in real world to learn anything. So I propose this new rule in the game: - One month working with some skill gives you three more days of training in that skill. In this way one year working gives you the same (yes, a bit more) knowledge that one month studying. There are a few exceptions to this rule: - Combat: the increase is by battle. One won battle gives you 4 days while a losses one only 1 day (yes, you can learn from the errors). - Stealth: Similar to combat. One successful assassination/thievery gives you 4/3 days while a unsuccessful one gives you 1/0. - Riding: I'm not sure here. If the only purpose of riding is to give a bonus in combat then experience work in the same form than Combat. If no, same as other skills. - Tax: gives no experience. - Magic skill: There is no grow in days of training, however casting a spell increases its power. For example, fireflash dazzle 2-50 enemies. With experience it can dazzle 3-51 and so on (or 2-51 or 3-50. I'm not sure). This is the most difficult skill to change because only Geoff knows the full spell list. I think this is a good idea and very easy to code, I think so. What do you think about it? Geoff? P.D.- I agree with the changes proposed by Geoff to the orders parser. Hasta pronto...........................Francis O O L ~-~ `"' ---------------------------------------------------------- Date: Wed, 24 May 1995 11:48:03 -0400 (EDT) From: "Joshua Mosher (JE 1996)" <mosherj@minerva.cis.yale.edu> Subject: Re: atl: experience. Using experience to gain skill was how the original Atlantis worked. Geoff changed it at the beginning of the playtest, which caused a small stir on the design list. Geoff explained himself by saying that experience had not helped factions all that much and that it caused lots of housekeeping problems. E.g. it was very hard to efficiently combine units when one had 150 days of study and the other had 80. I was a little sad to see the change, but on consideration (especially given the skill limits for normal units), I think it's for the best. Your system would be much to messy I'm afraid. It would leave lots of units with useless days of study that would make it extremely hard to combine units. Atlantis 1.1 at least gave units nice round 10 days of study for experience. Other comments? Josh Mosher ---------------------------------------------------------- Subject: More skills and Items Date: Fri, 26 May 1995 19:58:59 -0700 From: Anson Winsor <apwinsor@span.CS.UNLV.EDU> As I read this, I realized we need a new skill: TOOLMAKER The toolmaker functions like armor and weaponsmith, but makes only tools, some of which can be used for combat. These are all great suggestions, I have more suggestions attached to the end of this message. >From: Jay Luo <yaj@cc.gatech.edu> > >I'd like to suggest adding some items to diversify what products can be made: > >Item: Axe. Skill: Weaponsmith. Material: Iron. >A man with an Axe gets +1 to his Combat and Lumberjack skills. > >Item: Hammer. Skill: Weaponsmith. Material: Iron. >A man with a Hammer gets +1 to his Combat and Carpenter skills. > Should also help in Toolmaker and shipbuilding and Building >Item: Pick. Skill: Weaponsmith. Material: Iron. >A man with a Pick gets +1 to his Quarrying and Mining skills. > >Item: Spear. Skill: Weaponsmith. Material: Iron. >A man with a Spear gets +1 to his Combat and Hunting skills. > Then, a bow should add +1 for hunting also. >Item: Sickle. Skill: Weaponsmith. Material: Iron. >A man with a Sickle gets +1 to his Combat and Herb lore skills. > >Item: Leather armor. Skill: Armorer. Material: Fur. >A man with Leather armor has a 1 in 6 chance of surviving a wound. >An Armorer can make 2 fur into 2 leather armor for each level of skill >he has (i.e., twice as easy to make). > As it stands, it is nearly always better to make a sword than chainmail. Leather armor could then be used by the front line troops and not be without any armor as it is currently too costly to equip them with things made of iron. >Item: Shield. Skill: Armorer. Material: Wood. >A man with a Shield gets an additional 1 in 6 chance of surviving a wound; >this is cumulative with any Armor the man has (e.g., a man with Chain Armor >and Shield has a 1 in 2 chance of surviving). > It might be best to make a shield use 1 wood and 1 iron. Otherwise it is too cheap to make for the effect it would have in the game. >Structure: Stage. Skill: Building. Material: 5 Wood. Capacity: 5 men. >A Stage provides no defensive protection, but gives all men in it +1 to their >Entertainment skill. > >Structure: Mineshaft. Skill: Building. Material: 10 Wood. Capacity: 10 men. >A Mineshaft provides no defensive protection, but gives all men in it +1 to >their Mining and Quarrying skills. > Mineshaft should give a +1 in defensive protection. >Structure: Workshop. Skill: Building. Material: 10 Stone. Capacity: 10 men. >A Workshop provides no defensive protection, but gives all men in it +1 to >their Armorer and Weaponsmith skills. > > > >Comments: >Most of the items and structures in existence right now are chiefly for >affecting combat in some way (i.e., weapons, armors and fortifications). >Some of these items are still weapons, but double as tools which help >Trade factions produce; likewise, it gives Trade factions a reason to >build things for themselves rather than for War factions. This is true, all seems geared for combat and support for combat. We need more that will be just for Trade. Here is a list of further items I think would benefit the game. Need Toolmaker to gain skill levels to produce some of these items. Item: Net. Skill: Toolmaking 1. Material: Herbs. Gives a +1 on fishing skill. Item: saw. Skill: Toolmaker 2. Material: Iron. Gives +1 for Lumberjack and Carpenter and Shipbuilding Can be used in conjuction with Hammer and Axe. Item: Shovel. Skill: Toolmaking 1. Material: Iron and Wood. Gives a +1 for Herb Hunting, Quarring, and Mining Can be used in conjunction with Pickaxe and Sickle. Item: Handcart. Skill: Carpenter 3. Material: Wood. Gives carrying capacity of extra 25, but requires one man to push it at walking speeds. Structure: Docks. Skill: Building. Material: 10 Wood. Capacity: 1 ship. No defensive bonus. Adds +1 to the shipbuilding skills of ship being built in the Docks. Structure: Corral. Skill: Building. Material: 5 Wood. Capacity: 5 men. No defensive bonus. Adds +1 to Horse Training. Skill: Mining 2 allows miner to mine silver ore. Silver ore should be very scarce, 5 ore to a mine, and mines scarce too. Skill: Silversmith 1 allows turning 1 silver ore into 100 silver. Skill: Silversmith 3 allows silversmith to make 1 Mithril out of 1 iron and 1 silver ore. Magic needs more Spells. Spells at every level perhaps and More combinations at every level. Different spells available when Mage learns a mutlitude of foundations not just limited to 2 foundations. It would be great to know a new spell because you know 3 foundations. And fantastic if you know all 7 foundations. Mage should increase effectiveness in production of items as he gains higher levels of a spells foundation requirements. For instance: enchant wagon should produce 5 wagons if Mage is level 5. This way, it would give incentive to continue studying more. You know you could gain more spells. You know you will increase effectiveness in producing items as your skills increase. What do you think, Geoff? Anson Winsor ---------------------------------------------------------- Date: Fri, 26 May 1995 22:04:05 -0400 From: xuequin@unix.asb.com (Mark Reid) Subject: Atlantis 2.0 :orders submission I want to say that I think all the proposed changes are good, even though I feel guilty that some of them are needed in part because of me. I've only been in the game for four turns and I've had to bother Geoff twice for lost turn reports and such. Obviously, anyone running a game this huge (and a newlywed as well) doesn't need that. But since the problems I've had have all had to do with my mail accounts and software (once my fault and once my provider's), I know that there's one other change that would keep nebbishes like me out of the GM's hair. So if a number of people sometimes run into problems like mine, this might be worth doing: allowing a command to cc: the turn report to a second address. Natch, being a total ignoramous at UNIX, I don't know if this is hard to do or easy. And maybe unneeded. But I know that I could have rode out my problems (and actually diagnosed them) easier and without annoying Geoff if such an option were available. Thank you and mea culpa. ---------------------------------------------------------- From: yaj@cc.gatech.edu (Jay Luo) Subject: New item suggestions Date: Fri, 26 May 1995 20:59:00 -0400 (EDT) I'd like to suggest adding some items to diversify what products can be made: Item: Axe. Skill: Weaponsmith. Material: Iron. A man with an Axe gets +1 to his Combat and Lumberjack skills. Item: Hammer. Skill: Weaponsmith. Material: Iron. A man with a Hammer gets +1 to his Combat and Carpenter skills. Item: Pick. Skill: Weaponsmith. Material: Iron. A man with a Pick gets +1 to his Quarrying and Mining skills. Item: Spear. Skill: Weaponsmith. Material: Iron. A man with a Spear gets +1 to his Combat and Hunting skills. Item: Sickle. Skill: Weaponsmith. Material: Iron. A man with a Sickle gets +1 to his Combat and Herb lore skills. Item: Leather armor. Skill: Armorer. Material: Fur. A man with Leather armor has a 1 in 6 chance of surviving a wound. An Armorer can make 2 fur into 2 leather armor for each level of skill he has (i.e., twice as easy to make). Item: Shield. Skill: Armorer. Material: Wood. A man with a Shield gets an additional 1 in 6 chance of surviving a wound; this is cumulative with any Armor the man has (e.g., a man with Chain Armor and Shield has a 1 in 2 chance of surviving). Structure: Stage. Skill: Building. Material: 5 Wood. Capacity: 5 men. A Stage provides no defensive protection, but gives all men in it +1 to their Entertainment skill. Structure: Mineshaft. Skill: Building. Material: 10 Wood. Capacity: 10 men. A Mineshaft provides no defensive protection, but gives all men in it +1 to their Mining and Quarrying skills. Structure: Workshop. Skill: Building. Material: 10 Stone. Capacity: 10 men. A Workshop provides no defensive protection, but gives all men in it +1 to their Armorer and Weaponsmith skills. Comments: Most of the items and structures in existence right now are chiefly for affecting combat in some way (i.e., weapons, armors and fortifications). Some of these items are still weapons, but double as tools which help Trade factions produce; likewise, it gives Trade factions a reason to build things for themselves rather than for War factions. ---------------------------------------------------------- From: Bean <ATLANTIS@bluebean.demon.co.uk> Date: Sat, 27 May 1995 14:59:37 +0000 Subject: Re: New item suggestions I like the idea that most of these items are valuable for peaceful occupations as well as combat. > I'd like to suggest adding some items to diversify what products can be made: .... ---------------------------------------------------------- Subject: New item suggestions Date: Sat, 27 May 1995 14:34:46 -0700 From: Anson Winsor <apwinsor@span.CS.UNLV.EDU> Please lets hear more from you on the list what you think about these new items that can be used for other than combat purposes. From: Bean <ATLANTIS@bluebean.demon.co.uk> >I like the idea that most of these items are valuable for peaceful >occupations as well as combat. >> I'd like to suggest adding some items to diversify what products can be made: ---------------------------------------------------------- Date: Sat, 27 May 1995 16:35:42 -0800 From: jbaclask@adnetsol.com (Jeff Baclaski) Subject: Re: New item suggestions >I'd like to suggest adding some items to diversify what products can be made: > >Item: Axe.[stuff deleted] Good ideas...I would like to see some more objects that are not combat-oriented. I think that with the number of players in the game we can afford to make the economy a little more complex, so that more niches are available. Which objects would you phase in first? -jb Faction 548 EMS, Ltd ---------------------------------------------------------- From: Niclas Olofsson <m93nol@student.tdb.uu.se> Date: Sun, 28 May 1995 16:14:42 +0200 Subject: Re: New item suggestions Great skills and items. It makes Atlantis less a strategic WAR-game and more a fantasy game-world. I'd love to see it implemented! ---------------------------------------------------------- From: Geoff Dunbar <atlantis@rahul.net> Subject: Atlantis 2.0: atl-design list Date: Sun, 28 May 95 23:55:05 -0700 This is a weekly posting for the atl-design mailing list. This list is meant for anyone interested in the rules and design of Atlantis 2.0. The moderator of the Atlantis 2.0 game is on this list, so your ideas could actually become reality! To send a message to everyone on the list, send email to: atl-design@tango.rahul.net To subscribe or un-subscribe to this list, mail to atlantis@rahul.net. Make sure you specify exactly what you want me to do, because a lot of mail goes to this address. ---------------------------------------------------------- From: Lewis Haddow <9235367@arran.sms.ed.ac.uk> Date: Mon, 29 May 1995 10:59:00 +0000 Subject: Re: More skills and Items about these new suggestions: I think that Jay Luo's suggestions were mostly good. But let's not get carried away. Any new items should be simple (at the expense of a bit of realism). Concerning the silversmith idea - surely it would be a huge advantage to make silver, perhaps the most powerful item in the game. This sort of thing should be regulated. And the use of shovels, corrals and nets is adding unneccessary complexity, I think. In addition, items should best be made of only one raw material and assist now more than two skills. I agree that bows should be used in hunting. ---------------------------------------------------------- From: "D.J. McGaw" <u3djm@csc.liv.ac.uk> Subject: Re: More skills and Items Date: Tue, 30 May 1995 08:58:06 +0100 (BST) All good points. Keep 'em coming lads. One comment though, Anson, do you have a mage? If you don't then you should note that at higher levels in a foundation, you have the ability to gain more spells. It's that simple. Having mages produce more enchanted wagons at higher levels is a good idea, but implementing it would probably be an unecessary burden. The spells are greatas they stand.!!! Regards Dave > As I read this, I realized we need a new skill: TOOLMAKER > The toolmaker functions like armor and weaponsmith, but makes > only tools, some of which can be used for combat. > > These are all great suggestions, I have more suggestions attached to > the end of this message. > >>From: Jay Luo <yaj@cc.gatech.edu> >> >>I'd like to suggest adding some items to diversify what products can be made: >> >>Item: Axe. Skill: Weaponsmith. Material: Iron. >>A man with an Axe gets +1 to his Combat and Lumberjack skills. >> >>Item: Hammer. Skill: Weaponsmith. Material: Iron. >>A man with a Hammer gets +1 to his Combat and Carpenter skills. >> > > Should also help in Toolmaker and shipbuilding and Building > >>Item: Pick. Skill: Weaponsmith. Material: Iron. >>A man with a Pick gets +1 to his Quarrying and Mining skills. >> >>Item: Spear. Skill: Weaponsmith. Material: Iron. >>A man with a Spear gets +1 to his Combat and Hunting skills. >> > > Then, a bow should add +1 for hunting also. > >>Item: Sickle. Skill: Weaponsmith. Material: Iron. >>A man with a Sickle gets +1 to his Combat and Herb lore skills. >> >>Item: Leather armor. Skill: Armorer. Material: Fur. >>A man with Leather armor has a 1 in 6 chance of surviving a wound. >>An Armorer can make 2 fur into 2 leather armor for each level of skill >>he has (i.e., twice as easy to make). >> > > As it stands, it is nearly always better to make a sword than chainmail. > Leather armor could then be used by the front line troops and not be > without any armor as it is currently too costly to equip them with > things made of iron. > >>Item: Shield. Skill: Armorer. Material: Wood. >>A man with a Shield gets an additional 1 in 6 chance of surviving a wound; >>this is cumulative with any Armor the man has (e.g., a man with Chain Armor >>and Shield has a 1 in 2 chance of surviving). >> > > It might be best to make a shield use 1 wood and 1 iron. Otherwise it is > too cheap to make for the effect it would have in the game. > >>Structure: Stage. Skill: Building. Material: 5 Wood. Capacity: 5 men. >>A Stage provides no defensive protection, but gives all men in it +1 to their >>Entertainment skill. >> >>Structure: Mineshaft. Skill: Building. Material: 10 Wood. Capacity: 10 men. >>A Mineshaft provides no defensive protection, but gives all men in it +1 to >>their Mining and Quarrying skills. >> > > Mineshaft should give a +1 in defensive protection. > >>Structure: Workshop. Skill: Building. Material: 10 Stone. Capacity: 10 men. >>A Workshop provides no defensive protection, but gives all men in it +1 to >>their Armorer and Weaponsmith skills. >> >> >> >>Comments: >>Most of the items and structures in existence right now are chiefly for >>affecting combat in some way (i.e., weapons, armors and fortifications). >>Some of these items are still weapons, but double as tools which help >>Trade factions produce; likewise, it gives Trade factions a reason to >>build things for themselves rather than for War factions. > > This is true, all seems geared for combat and support for combat. > We need more that will be just for Trade. Here is a list of further > items I think would benefit the game. > > Need Toolmaker to gain skill levels to produce some of these items. > > Item: Net. Skill: Toolmaking 1. Material: Herbs. > Gives a +1 on fishing skill. > > Item: saw. Skill: Toolmaker 2. Material: Iron. > Gives +1 for Lumberjack and Carpenter and Shipbuilding > Can be used in conjuction with Hammer and Axe. > > Item: Shovel. Skill: Toolmaking 1. Material: Iron and Wood. > Gives a +1 for Herb Hunting, Quarring, and Mining > Can be used in conjunction with Pickaxe and Sickle. > > Item: Handcart. Skill: Carpenter 3. Material: Wood. > Gives carrying capacity of extra 25, but requires one man to push > it at walking speeds. > > Structure: Docks. Skill: Building. Material: 10 Wood. Capacity: 1 ship. > No defensive bonus. Adds +1 to the shipbuilding skills of ship being > built in the Docks. > > Structure: Corral. Skill: Building. Material: 5 Wood. Capacity: 5 men. > No defensive bonus. Adds +1 to Horse Training. > > Skill: Mining 2 allows miner to mine silver ore. > Silver ore should be very scarce, 5 ore to a mine, and mines scarce too. > > Skill: Silversmith 1 allows turning 1 silver ore into 100 silver. > > Skill: Silversmith 3 allows silversmith to make 1 Mithril out of 1 iron > and 1 silver ore. > > Magic needs more Spells. Spells at every level perhaps and > More combinations at every level. > Different spells available when Mage learns a mutlitude of foundations > not just limited to 2 foundations. It would be great to know a new > spell because you know 3 foundations. And fantastic if you know all > 7 foundations. > > Mage should increase effectiveness in production of items as he gains > higher levels of a spells foundation requirements. > For instance: enchant wagon should produce 5 wagons if Mage is level 5. > > This way, it would give incentive to continue studying more. > You know you could gain more spells. You know you will increase > effectiveness in producing items as your skills increase. > > What do you think, Geoff? > > Anson Winsor > ---------------------------------------------------------- Date: Tue, 30 May 95 08:05:09 PDT From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Re: Atlantis 2.0 :orders submission --Boundary-10651412-0-0 I want to say that I think all the proposed changes are good, even though I feel guilty that some of them are needed in part because of me. I've only been in the game for four turns and I've had to bother Geoff twice for lost turn reports and such. Obviously, anyone running a game this huge (and a newlywed as well) doesn't need that. Heh, I re-send at least 10 reports each week. So you're not the only one! Geoff --Boundary-10651412-0-0 X-Orcl-Content-Type: message/rfc822 Received: 26 May 1995 20:34:16 Sent: 26 May 1995 20:34:08 From:"Mark Reid" <owner-atl-design@tango.rahul.net> To: atl-design@tango.rahul.net Subject: Atlantis 2.0 :orders submission Reply-to: owner-atl-design@tango.rahul.net X-Orcl-Application: X-Sender: xuequin@unix.asb.com X-Orcl-Application: Mime-Version: 1.0 X-Orcl-Application: Content-Type: text/plain; charset="us-ascii" X-Orcl-Application: X-Mailer: <PC Eudora Version 1.4> I want to say that I think all the proposed changes are good, even though I feel guilty that some of them are needed in part because of me. I've only been in the game for four turns and I've had to bother Geoff twice for lost turn reports and such. Obviously, anyone running a game this huge (and a newlywed as well) doesn't need that. But since the problems I've had have all had to do with my mail accounts and software (once my fault and once my provider's), I know that there's one other change that would keep nebbishes like me out of the GM's hair. So if a number of people sometimes run into problems like mine, this might be worth doing: allowing a command to cc: the turn report to a second address. Natch, being a total ignoramous at UNIX, I don't know if this is hard to do or easy. And maybe unneeded. But I know that I could have rode out my problems (and actually diagnosed them) easier and without annoying Geoff if such an option were available. Thank you and mea culpa. --Boundary-10651412-0-0-- ---------------------------------------------------------- From: janeik@oslonett.no (Jan Eikeland) Subject: Birkebeiner Date: Tue, 30 May 1995 17:39:14 -0100 Talking about winterseason: Suggestion for new viking-skill: BIRKEBEINER. Thats a gang of viking very skilled at skiing. They could move very fast (far) in winterseasons (on a pair of ski). They were wearing a stock to keep balance and were very light armed. -je- ---------------------------- Email : janeik@oslonett.no Web : http://www.oslonett.no/home/janeik/ Radio : LA5RT Winfax: 47-22167708 Up