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Re: Two Birds with One Stone Suggestion
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What would you think of ways of destroying artifacts? Probably should be Fire. (This is specifically thematically linked towards destruction rather than disenchantment because we don't want to give this sort of ability to Astral magic.) You might also make a Blood magic Ritual that Curses an item and Horror Marks the person holding it. Just a few thoughts. Scott |
Re: Two Birds with One Stone Suggestion
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Re: Two Birds with One Stone Suggestion
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Whether SC's need to be toned down is debatable, but this spell would totally nerf them, IMHO. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I love the big honkin' armies! http://forum.shrapnelgames.com/images/icons/icon10.gif The massive battles are one of my favorite parts of the game! Quote:
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[ May 28, 2004, 04:29: Message edited by: LintMan ] |
Re: Two Birds with One Stone Suggestion
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But really, I still think the best solution would be to have some good high end water spells to make it worth saving up those water gems for. I'm thinking mainly of things like maybe a beneficial global effect spell (ie: along FotA or GoH lines), a non-ocean-based global effect spell (ie: doesn't just effect ocean or coastal provinces), some high-end amphib summons, some mid-range amphib summons that don't have gold upkeep cost (a huge downside to sea trolls!), a remote summon, and/or some powerful but pricey magic items. Some quick ideas: * "Harvest Rains" - increases supply in all provinces, according to dominion strength * "Fountain of Youth" - increases pop growth in all provinces, according to dom strength. (Hmm. I really like this one!) * "Weather Control" - caster specifies preferred heat/cold scale, and globally, all provinces are pushed towards it. (I'm thinking it'd be a weaker effect than Illwinter, but more flexible) * "Ice Castle" - It magically never completely melts, but its defense is based on province heat/cold scale. * "Sea Nymphs" - mid-high summon: amphib, awe +0, charm attack * "Summon giant crocodile(s)" - low-mid range summon, amphib, maybe comparable strength to nature lion or kithaironic lion spells. * "Summon Yeti" - mid or high-end thugish summon, possibly an SC-able chassis. * "Call Nessie" - high-end amphib summon, maybe comparable toughness/cost to Tarrasque * "Staff of Frost" - 40 water gem item, casts falling frost * "Helm of Liquid Form" - 80 water gem item, reduces all physical damage taken by 75% * "Staff of Speed" - 40-80 Water gem item, casts quickness on units up to say range 20, area 1-2 Just some ideas... I know I'd forge a lot less clams if I had stuff like this to use those water gems for. |
Re: Two Birds with One Stone Suggestion
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Just increasing the gem cost might be sufficient, too. Adjust the math that was done - seems like there must be a balance point. 20 Water gems? 40? 20 Water + 10 or 20 Astral? I sort of think 20 Water would blunt the problem, but I'd want to see the resulting change in the numbers that were done before. I would be happy to see another use or two for water gems, though I don't agree that there aren't good things to do with water gems - there are quite a few. The problem is that the clam hoard thing gets so powerful once the curve gets out of control. PvK |
Re: Two Birds with One Stone Suggestion
I like the idea of making clams unfavorable by introducing better waterspells. Heres my proposal:
The CURE. Cure all afflication on a single unit/leader. The cost should be quite high, of course. I do realize that this makes the SC problem worse, if there is one, but that could be cured with: Dry-freeze: Kill random unit, range 100, 100% success rate. That would make an effective counter to the one-SC attack (since defenders go first; for defenders summons would be an effective countermeasure) Man, would I like to be able to mod spell effects? :-) |
Re: Two Birds with One Stone Suggestion
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Clams on mages in the water should then have a better chance of their clams generating a pearl. Live wet clams are better than dry, dead, clams. http://forum.shrapnelgames.com/images/icons/icon12.gif Maybe a 75/25 weighting. That way Atlantis still gets its benefit, while land nations have some reason for building clams, but not to the point of absurdity, since the clams would get to a point of diminishing returns. Hmmm. Maybe if magic items could be deconstructed, recovering say, 10-50% of the gems that went in? |
Re: Two Birds with One Stone Suggestion
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The weather control might also give a 10% protection against certain special events and spells (flood, tornado, rains) |
Re: Two Birds with One Stone Suggestion
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10W10S, OTOH, hands the Clams to Rlyeh. Not just Rlyeh, but Arco and Pythium (Arco more than Pythium, though). Atlantis doesn't lose that much, thanks to the Deep Seers. Caelum loses out, unless they play with a Pretender made to make Clams. Tien Chi would use their Jade Emperor. Another possible solution is to have the Clam automatically graft to the forger. This sort of makes use of Gandalf's idea, but takes it further. Clearly, if Clams are unremovable (and auto-attach to Forger), then the number of Clams a given player can have, max, is twice the number of Mages able to Forge the Clam (barring bizarre Misc. slots). A weird effect of this is to make the Robe of the Sea more useful, as a Water-1 mage with it could Forge 2 Clams, as opposed to only the one if they had a Water Bracelet. Of course, the most radical idea I have is to simply make the Pearls unremovable (you'd probably want to do this to all items/Pretenders that auto-produce Gems/Pearls). Those items would then change from an investment opportunity to more of a battlefield-enhancer. If this was done, I'd hope to see at least one gem-producing item per path (except probably blood slaves... though that would fix the Blood Sacrifice problem). I note that this thread has completely derailed from its original intent. Ah well; I guess it happens. Does anyone think the item-destruction ideas are good? Scott |
Re: Two Birds with One Stone Suggestion
Clams only work when equipped on mages?
Rationale: Magic flows more strongly around a mage, the clam uses this energy to create astral pearls. Effect: Stops Scouts and other cheap things being able to hold clams. Makes upkeep for dedicated clam holders more expensive, while still keeping clams just as useful for mages to carry around to supply them with gems in the field. Would help a bit? I think? |
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