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Messages - mongolian

#316
Units / War Elephant
November 09, 2008, 10:56:04 PM
i really really really appreciate having a moving tank unit in the game, but these 3 in combination are sick

- #1 Jumps anywhere within 3
- #2 Gets to hit within 2 after that = range of 5
- #3 HAS 2 ARMOR
- #4 HAS 8 HP.  

Ok..let's get this straight..how am I going to kill it fast and why is there going to be nothing I can do against it...
#317
Zatikon Discussion / Ranking system
November 09, 2008, 06:49:32 AM
This goes against my own desires, but the competitive players seem to be a minority on this game.  The focus of majority with a point system needs to focus on a hidden system.   On the otherhand, It's a very bad idea the current ranking system as if you play long enough, you realise there are only a few ranked which is a bad advertisement for this game.
#318
Zatikon Discussion / Change Log
November 09, 2008, 06:44:18 AM
Bravo on the new AI!  

I  still am saddened on the otherhand that 1 Heratic can spoil an entire army, if not dessimate most armies.  It isn't about the heretic being too powerful as much it is it just isn't fun playing Zatikon when 1 piece potentially spoils an entire army.
#319
Zatikon Discussion / Wishlist
November 09, 2008, 06:39:58 AM
Ugg..my post didn't post b4.  Anyhow... the goal should be to make premade mirror armies.  Don't limit yourself anyone type of game for these, but I think they all need to be carefully carved.  Ballistas+Catapults with Structures seems like a great idea meanwhile a summoner with almost anything seems like a bad idea.  Last but not least, if Zatikon were to create these mirror armies in a new mode, they can make any point value from $500-1500 to make it unique battles.

Re: feedback of the above setup posted.  As enjoyable as it is with skill, I've already recieved complaints that it is boring.  This kind of shocked me as I thought people would be playing this game to its closeness to chess.  The greater observation I gather from this idea, is that people just don't want to think.   This dilutes the annoyance of losing and reiterates why cooperative is so popular.  Hopefully, just take a grain of sand these comments, but a new mode really should occur in this game.
#320
Zatikon Discussion / How to get new players?
November 09, 2008, 06:33:40 AM
It Boggles my mind how this game "Trivian" does or did, but somehow that game got big or just had a huge advertising budget.  In any event, I've seen it advertised via yahoo mail.  This to me seems like the most amazing avenue of avertising place if Zatikon had a budget for hits.  If an even smaller budget existed, I would probablly focus on gamer websites like www.gamespy.com or similiar game portal sites.
#321
Zatikon Discussion / Tactical Chess Mode
November 08, 2008, 03:52:22 PM
Yes, mirror armies need to have the incentive to attack or for the most part or it isn't fun.  But don't be too quick about assessment garcia!  I could easily see a mirror deck with 1-4x ballista/catapult and then a 1 barracks. On the other hand, most units are bad choices for mirror armies (healers, summoners).  The other variable to play with in mirror armies is you are not limited to using 1000 pts.  So the creators could use 500 or 1500 pts.
#322
Zatikon Discussion / Tactical Chess Mode
November 08, 2008, 12:39:23 AM
After more play testing, I think the best solution to tactical chess is to have 6-10 set armies for the game to cycle through if it ever gets built into a game option.  Having "random" same armies will not the correct solution as each army needs to be well thought out.
#323
Zatikon Discussion / Zatikon reviews!
November 07, 2008, 11:15:37 PM
Here is a couple links from/to Zatikon:

A nice collection of good strategy games I've posted:
http://f2c.createforum.net/phpbb2/f2c-about64.html" target="_blank">Mongolian's Forum

Another strategy game (RISK): http://www.dominategame.com/website.php?page=discussion&id=7362&t=1226099476" target="_blank">Dominategame.com

Sanctum (another strategy game):
http://forums.nioga.net/viewtopic.php?f=39&t=2812
" target="_blank">Sanctum's Forum




#324
Zatikon Discussion / Tactical Chess Mode
November 07, 2008, 11:03:02 PM
The main crowd of people is definitely interested in coop stuff, but i do get a minority of player who don't want to play constructed cause they don't like losing so badly (and fighting turn 3-4 kill decks) and they think random is too random.  I really love random mode and you were right Josiah because I love random for several reasons.  More importantly, I just think more game options/choices = more ability to become addicted to Zatikon.   If a mode was devoted to "chess", it may even draw in a seperate crowd, but then again, it may never be used much.
#325
Zatikon Discussion / Tactical Chess Mode
November 06, 2008, 05:44:26 PM
Please not the following considerations made for Tactical Chess Mode:
- No healing units
- No long range games
- Focus on simple units
- Ability to use on all skill levels
- Fun and enjoyable strategy
#326
Zatikon Discussion / Tactical Chess Mode
November 06, 2008, 05:41:33 PM
The idea of this thread is to come up with mirror 1000pt armies for players to fight 1v1 in constructed.  The idea is to hone player skills.  It's also fun to play the following version/deck bellow because it avoids cheesy units and focuses this "mode" more like a zatikon-chess, something I'm sure the game creators had in mind.   So, without further adieu, Garcia1000 and I introduce:

TACTICAL CHESS MODE
Both opponents will create the same 1000 pt deck listed deck below. (game played in constructed mode)

- 1 General
- 1 Tactician
- 1 Calvary
- 1 Rider
- 2 Footmen
- 1 Pikeman
- 1 Bowman
- 1 Ballista
- 1 Bezerker
- 1 Scout
- 1 Ranger
#327
Zatikon Discussion / Game Modes
November 06, 2008, 01:37:45 AM
Due to the popularity of Cooperative Mode, I was thinking adding another Cooperative mode.  Call it want you want, but the idea this:

Same as Cooperative mode, will be 2 players vs 1 AI.  The only difference is that the AI will have pre-setup armies already set up on the board.  The pre-setup boards will always contain structures in play.  Something like 2 Barracks or 2 towers.  Additionally, the Barracks may even start off in the center of the board vs. all the way in the back.  Then, the AI will get a lowered point value from its normal AI Cooperative mode to compensate.
#328
Zatikon Discussion / Wishlist
November 05, 2008, 03:04:46 AM
1v1 DRAFT
Draft Mode Works like this: Before your game begins, 10 cards will show up.  Both players choose from the 10 units seen on screen.  After each player chooses 1 card and then that card is removed from the selection. Then, the 2nd player will get to choose from the remaining units.  The same process continues until no units are left.  This will happen 2 times so that both players will be given the chance to go 1st/3rd/5th... and 2nd/4th/6th once each.  

Here is the breakdown of the Drafted cards:
- 2-4x units $50
- 2-4x units $100
- 2x units $150-200
- 2x units $250-350
#329
Zatikon Discussion / New Expansion Ideas
November 04, 2008, 05:23:18 PM
I'm sure there are plenty of ideas already in the works and overwhelming, but I just wanted to recap on a few clear ideas I would like to see occur to help expand options.

#1 IMMUNE UNITS.
More units immune to all affects like ballista/catapult/golem.  It's just really fun to have just plane jane units that aren't affected by all the crazyiness.

UNIT 1a - A $50-$100 soldier like unit immune to special affects.

UNIT 1b - A structure that summons something that is immune to special affects.

#2 FREE UNITS.
I don't mind if there is a cost to deploy a unit, but I really would like to see more free action units like the Ranger.

UNIT 2A - A $50 unit.  Power:2 Armor: 0. 1-2 to deploy. 3 actions.  Can ONLY poison a unit, does NOT unsummon. (actions dont cost anything)

UNIT 2B - THE RUNNER - 4 actions (actions dont cost anything), but can only attack once.  You fill in what details you want.

UNIT 2C - THE COWARD - 4-5 actions, can't attack.
#2 -
#330
Units / Lycanthrope
November 04, 2008, 05:19:55 PM
ooo nooo.. Lycanthrope is VERY powerful.  Far more then the knight for sure.  

Keep in mind it has the option to multitask into a long range unit or short range tank.  Then, if that plan fails, it heals it self automatically on transoformation.

As for the range debate.. my Lycanthrope will turn into a wolf and jump 6 spots, then at end of turn change into a werewolf.  How do you plan on killing it?   Here is the bottomline, the knight can't jump.  It can be easily blocked and small damage can accumulate.  If you want to kill the Lycanthrope, you MUST do it in 1 turn, which is very difficult.