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Re: Cost/Benefit for Castle types
Ugh. . . maybe you should try keeping the cost between 0 and 120.
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Re: Cost/Benefit for Castle types
Heh. But would you really ever buy a mountain citadel if it only costed 120 less than a watch tower?
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Re: Cost/Benefit for Castle types
Castle Type_______Points _Admin _Def. _Supply _Time _Cost
Mausoleum_________100 _ _ 20 ___ 25 ____ 25 __ 2 __ 300 Watch Tower________80 _ _ 10 ___ 50 ____ 25 __ 2 __ 300 Wizard's Tower_____120 _ _ 30 ___ 75 ___ 200 __ 2 __ 300 Fortress____________80 _ _ 30 __ 150 ___ 100 __ 3 __ 450 Hill Fortress_________40 _ _ 20 __ 250 ___ 100 __ 3 __ 450 Castle______________80 _ _ 40 __ 100 ___ 150 __ 3 __ 450 Fortified City_________40 _ _ 50 __ 100 ___ 500 __ 5 __ 750 Citadel______________60 _ _ 40 __ 200 ___ 100 __ 4 __ 600 Mountain Citadel_______0 _ _ 10 __ 350 ___ 150 __ 5 __ 750 Maybe |
Re: Cost/Benefit for Castle types
Hill fortress might be too valuable there - I think it has one of the best defensive layouts with that narrow corridor. Maybe make it 60 points too? Regardless, I think those numbers would make the nation castle choice a lot more difficult (in a good way). |
Re: Cost/Benefit for Castle types
I like this idea. It would be a great response to the madcastling conundrum.
BUT If you were implement it (were that even possible in dom2) you would simply be waltzing straight into the "ghost rider's are overpowered" holy war, because this effectively removes the only cost-effective defense to it. Were ghost riders somehow to not have an impact on this design decision tho: I think you have a great idea. |
Re: Cost/Benefit for Castle types
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Lots of FAST longdead horsemen(speed is what's really huge) The wraithlord leader(I've seen this fella win provinces in long battles even tho his horsemen died long ago.) Only 5 DeathGems ! (most Patrolling groups with province defense won't survive a double casting) Any of these suggestions for making the spell more balanced would be great: 1) Switch the wraithlord with a mummy 2) Increase the cost of gems from 5 to 8 3) Place a chance of failure or chance the spell hits some other random province |
Re: Cost/Benefit for Castle types
Talking of waltzing into the "ghost riders are overpowered" holy war...
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The important, balancing costs are the requirements for conjuration research level 9 and death 4. Quote:
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Sorry, has to be a wraithlord. Wraithlords are COOL. http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
The point is, level 9 magic is cheap, good and effective for a reason, and it should stay that way. Quote:
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Re: Cost/Benefit for Castle types
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---------- Review: There should not be one spell which provides such great power at such cheap cost especially when the computer AI does not use it. |
Re: Cost/Benefit for Castle types
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You know, a combined Horde from Hell and Ghost Riders in the same province at the same time would be even more difficult to defend against than casting either one twice, though usually either one alone gets the job done. |
Re: Cost/Benefit for Castle types
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Anyway ghost riders can be very powerful. Ghost riders slaughters PD, it can kill almost any lone SC ( there are a few that can kill unlimited Ghost riders but they are few ), and it can kill many conventional armies that are unprepared. I think D5 or D6 is a fine requirement. It substantially increases the investment. |
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