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Generic Chess Piece Creation System. This is a system for construction of pieces, using ideas from RPG games.[All Comments] [Add Comment or Rating]
Matthew wrote on Sat, Dec 5, 2015 10:19 PM UTC:Average ★★★
I appreciate the effort you put into this, but it's incredibly broken and
messy. Allow me to demonstrate: I create a piece called "Rifleman", since
it is like a more advanced version of the lance - Orthogonal forward (3),
repeat infinite (*5), dual strike move (*8), rifle capture (*3), doesn't
move (/2), single chance move (/4), kamikaze (/4) =10+3*5*8*3/2/4/4=21.25.
The FIDE army costs 110+150 (remember, the king has a *5 mod for being
royal)+2*(70+42+45)+8*15=694 points. 1 rifleman kills the king immediately
(start on e8, capture pawn on e2, capture king on e1). For total,
guaranteed wipeout of the FIDE forces 16 riflemen are required, costing 340
points total, not counting my royal piece, which might as well be immobile
(and that's overkill, I'm sure I could optimize the cost further).
I suggest making these changes: Make rifle capture/igui VERY costly (*5?);
lower kamikaze and single chance reduction to points (/3 each?); explain
powers more clearly, I didn't fully understand the system (WTF is poison
etc.). From what I do understand, they have great potential for abuse too
(a rank of passive burn lances...); metamorph means exactly what?; remove
INVULNERABILITY/can't be captured (for obvious reasons), or at least allow
it only with pieces which can't capture (like immobilizer, ghost) and
aren't royal; define promotes, reproduces, spins and spawner more clearly.
Oh, checkmate (almost) equals can't be captured, have you ever tried
checkmating a mere bishop? I'd suggest removing it, as it's essentially a
duplicate. Poisoned Shogi pawn rush might also be a tactic, so please nerf
it somehow (maybe only working on pieces of equal or lower value than the
poisoned piece?) Ah, so here is how the poison aura works. Strangely
enough, the poison aura is much cheaper than the poisoned modifier (*2 vs
*3, applies only to a part of the piece's cost). The most broken strategy
I can think of is using ranks of immobile pieces with a - 10 pts cost (1/4
bound, can't capture) with an ally-repelling poison aura king to launch
them into the enemy camp. A fix for lot of the broken builds I listed would
be introducing obstacles on the game board (so that you actually have to
purchase sideways moves). Despite all my critique, this is a great system,
and I can see you've put a lot of work into it. I think it certainly would
be more fun than e.g. Chu Shogi, although IMO it still needs some
development.

Andy Maxson wrote on Wed, Feb 28, 2007 05:16 AM UTC:Good ★★★★
the elephant alfil plus dabbaba is actually 1/4 bound. and isn't the zebra and antelope weaker than the knight? they are more akward. how about a hopper category? lot's of these pieces come from works of lim ther peng or adrian king

Corgi wrote on Fri, Dec 24, 2004 11:49 PM UTC:Excellent ★★★★★
I really like this!  I'm taking a whack at a chess variant themed off a
fiction series, and this really helps me figure out the value of the
pieces for balance.

However, two things I spotted that I think are errors - 'K' is being
used as the symbol/abbreviation for both Knight and King; and the King
(Radius 1) is valued at 20 in one spot then 30 in another.

In addition, shouldn't the basic King be worth more?  (3*4) for
orthogonal, (2*4) for diagonal = 12+8=20... then (2*2)/4 for the castling
move = 1... then (21*2)*5 for a Royal piece which can only be captured by
checkmate.  That's... [sheepishly pulls out calculator] 210.

Very practical page - thanks for sharing it.

Eco wrote on Sun, Jul 20, 2003 04:43 AM UTC:Excellent ★★★★★
I really like this one! But there are some things that need clarifying.

First off, how does the reproduction ability work? There's no explanation
of that other than 'spawns pieces.'

Also, is there any convention for pieces that can move in a particular
direction, say 3 spaces, but ONLY that many spaces?

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