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-   -   Suggestion for new Oceana units (http://forum.shrapnelgames.com/showthread.php?t=39640)

Kristoffer O July 16th, 2008 08:20 AM

Re: Here there be mantas!
 
http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre July 16th, 2008 09:04 AM

Re: Here there be mantas!
 
I hereby fully endorse manatees!

We need manatees for MA Oceania!

chrispedersen July 16th, 2008 01:40 PM

Re: Suggestion for new Oceana units
 
Baalz,
Just as a comment: In the glory game, the oceania player cast burden of time - which was enormously effective strategy. So, whereas I formally empathized with the oceania position, I now see several new angles to play the race.

Twas a brilliant strategy, actually - all his units recuperate naturally.

johnarryn July 16th, 2008 02:56 PM

Re: Suggestion for new Oceana units
 
Certainly an interesting strategy on Oceania's part... as far as I know, they don't have national access to death, however, so they will pretty much have to take it on their pretender. Further, Burden of Time does have that nasty side effect of making everyone want to kill you.

I don't really think being able to cast BoT relatively unaffected if your pretender has fairly strong death magic in any way minimizes some of the other weaknesses Oceania has.

Wrana July 16th, 2008 02:57 PM

Re: Here there be NO mantas!
 
Quote:

All of that may or may not have some sort of basis in fact, Wrana, but absolutely none of it matters, seeing as how the manta would only be serving the purpose of inspiration.

This has no "basis" - it's just a fact! http://forum.shrapnelgames.com/images/smilies/happy.gif And inspiration is only a matter of point of view. Manta rays do not inspire me. Crocodiles are - and I particularly dislike anyone who was, as you say "toying with" them. Though they had graciously chosen to forgive him... http://forum.shrapnelgames.com/image...ies/tongue.gif And jellyfish would be both stylish and effective. http://forum.shrapnelgames.com/images/smilies/happy.gif
And I love to read old books - but they aren't always accurate... http://forum.shrapnelgames.com/images/smilies/frown.gif And the fish often called "the sea devil" is actually one of deep-sea ones: deep-sea angler or monkfish are English names, I believe. They look quite scary, but can't be effective troops in the game also. http://forum.shrapnelgames.com/images/smilies/wink.gif

Gandalf Parker July 16th, 2008 03:31 PM

or maybe....
 
I like the idea of Charybis (wandering whirlpool). Kindof like a water version of Eater of the Dead.

Global Warming spell?
All shore provinces become susceptable to hurricanes, flooding of inland water provinces, global food supplies go down, and maybe temperature shifts? National spell? global spell?

Riotous Reefs
Blocks all ship traffic. Seagoing Nations are docked, Mercs, equipment, etc. Also increases food supplies in water provinces.

Holy Water
Gives water a semi-blessing vs undead.
Not sure if this should be a global, national, or province or battlefield. The effect could be instant and major damage or something along the line of the thing in the game that keeps telling you that your undead units in a certain province have taken damage.

Coral Castle
Like the one creating the kelp castle but stronger

Humidity
(better name needed). Improves the abilities of amphibious while on land. Global? National? Battlefield?

Grindylows
These water demons were first mentioned in British folktales in the county of Yorkshire. Parents told their children stories of grindylows to prevent them from getting in the cold water in the area. Grindylows supposedly had long fingers that would drag children into the deep.
Lowers population in coastal provinces? Could be Oceanias initial action to less the power of nations keeping it from getting onto shore.

Wrana July 16th, 2008 04:37 PM

Re: or maybe....
 
Quote:

I like the idea of Charybis (wandering whirlpool). Kindof like a water version of Eater of the Dead.

Iirc it wasn't very wandering. But it could be good in any case.
Quote:

Global Warming spell?
All shore provinces become susceptable to hurricanes, flooding of inland water provinces, global food supplies go down, and maybe temperature shifts? National spell? global spell?

I would think it global by definition.. http://forum.shrapnelgames.com/images/smilies/happy.gif And probably national as well - it's not in style of most other nations...
Quote:

Riotous Reefs
Blocks all ship traffic. Seagoing Nations are docked, Mercs, equipment, etc. Also increases food supplies in water provinces.

I quite like corall-based ideas, but are you sure it can be accomplished (especially as mod)?
Quote:

Holy Water
Gives water a semi-blessing vs undead.
Not sure if this should be a global, national, or province or battlefield. The effect could be instant and major damage or something along the line of the thing in the game that keeps telling you that your undead units in a certain province have taken damage.

There are some similar effects. Global could be like an existing Purgatory, for example... Defense against undead could be especially good for Oceania as thay are the most common way to enter seas for other nations. On the other hand, Oceania's theme is different from Marignon - undead-burning holy water is probably more for Inquisition theme...
Quote:

Coral Castle
Like the one creating the kelp castle but stronger

Yes, corals able to build something on land are quite popular in SF - and it's thematic. I would include maybe some other variations on this theme - monsters enhancing PD or just generic monsters (not necessarily immovable, though generally so), coral houses built which allow either to increase population growth or income/resources, etc., etc.
Quote:

Humidity
(better name needed). Improves the abilities of amphibious while on land. Global? National? Battlefield?

I think it's more of battlefield one. Global rise in humidity should have many other effects so it should in any case be high-level game-winner costing a lot...
Quote:

Grindylows
These water demons were first mentioned in British folktales in the county of Yorkshire. Parents told their children stories of grindylows to prevent them from getting in the cold water in the area. Grindylows supposedly had long fingers that would drag children into the deep.
Lowers population in coastal provinces? Could be Oceanias initial action to less the power of nations keeping it from getting onto shore.

Don't understand this one. I think it would probably cause land nation to scrap something together to beat you up, rather than have them evacuate coastal provinces... And Water spells causing harmful events already exist... http://forum.shrapnelgames.com/image...s/confused.gif

Tifone July 16th, 2008 04:38 PM

Re: or maybe....
 
Well for the "Storm on the Sea" subtheme, or "Raging Ocean" or whatever you want to call it, I agree with Wrana that some "pack of jellyfishes" summon (a simple one, with a couple of poisoning attacks) and a manta (maybe not a real one, but what about a BIG one? http://forum.shrapnelgames.com/images/smilies/wink.gif ) would be imaginative and inspiring http://forum.shrapnelgames.com/images/smilies/wink.gif

chrispedersen July 16th, 2008 05:20 PM

Re: or maybe....
 
Why not give oceania's top mage a 'forge' bonus toward casting hurricane, rain of toads,

Or, give each mage a different forge bonus.

Lastly, why not give them a "part water" command, which would give them sailing. This should allow them to "skip" the first water terrain, allowing them to strat move 2.

That should be all the change they need to ... rock.

HoneyBadger July 16th, 2008 05:29 PM

Re: or maybe....
 
My point, Wrana, is that this is about suggestions for a game based on mythology and imagination, so whether or not rays are the vicous scourge of the ocean, or nature's equivalent of the Care Bear, doesn't really have any bearing on the conversation. They look cool. They could potentially kill a man-(and so could a donkey! Ever heard the expression, "kicks like a mule"? That's because those animals tend to kick people, and the people kicked have a habit of dying) That's all that's required of them.

To give you an example of how it works: An ostrich is a potentially more vicious and dangerous animal than a tarantula, but you don't see Machaka riding around on gigantic ostriches, do you?

Gandalf Parker July 16th, 2008 05:46 PM

Re: or maybe....
 
Deer kill more people in the US than bears, sharks, and rattlesnakes combined

thejeff July 16th, 2008 06:26 PM

Re: or maybe....
 
That's just cause there are more deer.

And the deer rarely come out of it well...

HoneyBadger July 16th, 2008 07:27 PM

Re: or maybe....
 
They're not deer, they're moose in disguise!

Chris_Byler July 16th, 2008 08:39 PM

Re: or maybe....
 
Quote:

Gandalf Parker said:
I like the idea of Charybis (wandering whirlpool). Kindof like a water version of Eater of the Dead.

Global Warming spell?
All shore provinces become susceptable to hurricanes, flooding of inland water provinces, global food supplies go down, and maybe temperature shifts? National spell? global spell?

Wrath of the Sea (or for literal warming, Second Sun, but that's a fire spell for obvious reasons).

Quote:

Riotous Reefs
Blocks all ship traffic. Seagoing Nations are docked, Mercs, equipment, etc. Also increases food supplies in water provinces.

Partially duplicates Sea of Ice.

Quote:

Holy Water
Gives water a semi-blessing vs undead.
Not sure if this should be a global, national, or province or battlefield. The effect could be instant and major damage or something along the line of the thing in the game that keeps telling you that your undead units in a certain province have taken damage.

As a battlefield spell, it duplicates Cleansing Water; as a global it's a weaker version of Purgatory.

Quote:

Coral Castle
Like the one creating the kelp castle but stronger

Why not just improve the kelp castle? For that matter, why does it matter how strong the castle is? It's not like most nations are going to try to challenge Oceania in the water unless they already have a massively superior position. Their major problem is being over-nerfed on land.

Quote:

Humidity
(better name needed). Improves the abilities of amphibious while on land. Global? National? Battlefield?

What would be even better would be a reverse Thetis Blessing - allowing aquatic units to walk on land, and Oceanians to not transform to their weaker land forms. But either way, it'd probably be too high in the research tree to help at the stage of the game where you really need it. Awesome endgame spell for sea nations in general, though.

Quote:

Grindylows
These water demons were first mentioned in British folktales in the county of Yorkshire. Parents told their children stories of grindylows to prevent them from getting in the cold water in the area. Grindylows supposedly had long fingers that would drag children into the deep.
Lowers population in coastal provinces? Could be Oceanias initial action to less the power of nations keeping it from getting onto shore.

Sounds more like a unit than a spell - as an enchantment it would duplicate Lure of the Deep anyway.

Part of the problem here is that many of the powerful world-altering water spells have very high research requirements and therefore don't help Oceania when it most needs it: at the time when they have finished taking over all or almost all seas reachable from their start location, but now need to expand onto land to compete with the land nations. You just don't have access to Thau 7 or Ench 8 spells in the midgame (it wouldn't be the midgame if you did).


I think the biggest help would be to make many of their national units/mages less useless on land. Losing some water power to gain another path (air for sirens, nature or earth for capricorns, etc.) is reasonable - losing *all* paths and gaining *nothing* is horribly crippling. Basalt kings and starspawns don't have to put up with that crap - which is a large part of why *those* nations can put up quite a decent fight on dry land.

When MA Oceania's units come out of the water they have to face MA military technology: longbows, crossbows, pikes, lances. They're just not up to it.

Maybe a smaller version of the Asp Turtle, that they could group-summon (like wolves, tigers, etc., and at a similar research level) - something like an amphibious cave drake, statwise. Turtles are slow, and without the Asp Turtle's trample they wouldn't have much firepower, but if their shells acted like natural shields against missiles, they could provide some cover against the ranged weapons so common on land, and at least let your other units get into hand-to-fin combat.

Another possibility would be making sea serpents amphibious (like asp turtle, they could only be summoned in the sea, but then could go on land). They're just big snakes, so why shouldn't they be able to slither up on land like other snakes... Sea serpents are scary, poisonous and low research, they'd be a very nasty addition to any sea nation's land army, if you could.

Asp turtles themselves are quite cool, but too high research to help at the crucial time.

All amphibious/poor amphibious summons should be castable underwater unless there's a *really* good reason why they aren't. The fact that this isn't already true is particularly annoying when your mages get weaker on land.

Since the quickness nerf, water mages aren't as useful on the battlefield as they used to be. Maybe other water spells could be re-examined in light of that fact? A water mage on land will never have access to a booster spell like Summon Earthpower or Phoenix Power - you can't bring the right conditions with you via item like Air can.

JimMorrison July 17th, 2008 02:38 PM

Re: or maybe....
 
Amphibious Sea Serpents ++

A global that allows all aquatics onto land ++

HoneyBadger July 17th, 2008 06:06 PM

Re: or maybe....
 
JimMorrison: That global isn't a bad idea. There's something a bit fatalistic towards the oceanic nations about a late game spell that allows all the land units to go into the water, but not the reverse.

Tifone July 17th, 2008 08:07 PM

Re: or maybe....
 
Yep, mainly because Thetis' Blessing is mainly castable by underwater units, as they have tons of water gems, but those are the nations that really DON'T want, in the vast majority of the cases, to find in their peaceful seas hordes of knights and elephants http://forum.shrapnelgames.com/image...es/biggrin.gif

Wrana July 17th, 2008 09:09 PM

Re: or maybe....
 
Quote:

HoneyBadger:
To give you an example of how it works: An ostrich is a potentially more vicious and dangerous animal than a tarantula, but you don't see Machaka riding around on gigantic ostriches, do you?

Which is really a pity. http://forum.shrapnelgames.com/images/smilies/frown.gif But I keep hoping for EA or LA! http://forum.shrapnelgames.com/images/smilies/wink.gif
Quote:

Amphibious Sea Serpents ++

Agree. And turtles, too. Though, as it was already seen, "it's just a weaker Cave Drake".
Also, I think that the fact that Atlantians don't lose paths when they crawl on land, while Oceanians do, was meant to be - the Oceania was initially pictured as "the most water of water nations". I don't really know whether they are actually stronger in water than, say, Atlantis of the same era, but it looks like that was initial concept. Maybe it would be better to work around it (with summons, e.g.) than drop it outright. Another possibility could be some transformation-type spell which would preclude Capricorns, etc. losing paths - or change these...

rdonj July 18th, 2008 01:28 AM

Re: or maybe....
 
I've seen reverse Thetis' Blessings talked about a lot on these forums, but I don't really get the feeling that it's ever likely to be added. Especially since people really want a version you could cast relatively early.

What if, as an alternative, we got something like:
Flood. Floods a province for 1+x turns, allowing aquatic creatures to enter the province and gives poor amphibian modifiers to non-amphibious creatures. Costs 5w, pay one extra water gem per turn to make it last longer.


It wouldn't be nearly as powerful as a reverse thetis' blessing so it could be castable fairly early, probably by a mage with no more than 3 water... evocation 4/5?

Wrana July 18th, 2008 06:21 AM

Re: or maybe....
 
Would be good, but I get a hunch that it's impossible to mod. http://forum.shrapnelgames.com/images/smilies/frown.gif

Tifone July 18th, 2008 06:25 AM

Re: or maybe....
 
Mmh, this seemed me nice at a first glance, but surely I have some problems to conceptualize it... is it supposed to give all water units "amphibious" trait because they can breath here and there? or what?

Endoperez July 18th, 2008 07:20 AM

Re: or maybe....
 
It's easier to conceptualize as a global than as an item that only affects few troops. Water-breathing pills or a Manual of Water-Breathing? Fine. Amulet of the Fish -type "I'm in a bubble of water"? Hard to do on an army scale, except if you just flood and everyone non-amphibian gets Sailors' Death'ed.

As a global, though... just change the rules. All battlefields everywhere are affected by a Mist effect, because the very air is changed.

I really like the global idea. The only thing I'm not sure about is if Thetis' Blessing should work both ways, or if there should be a new global for underwater-to-land effect.

Sombre July 18th, 2008 07:29 AM

Re: or maybe....
 
I think Thetis' blessing should work both ways. That way if EA Rlyeh or EA Oceania wants to clamber up onto land using it they at least have to expose themselves to counterattack automatically.

Tifone July 18th, 2008 07:34 AM

Re: or maybe....
 
Now that idea of you seems to me the nicest Sombre. A Thetis' Blessing which becomes something you must consider very well before doing both as an underwater nation than as a land nation, because it can make you attack the enemy easily but even be counterattacked on your own territory! And it seems very fitting the Dominions 3 "magic mood", as many spells of this game affect everybody, empowering the enemy too, or damaging you too, and as side effects that must be considered carefully. Nice nice nice idea imho!!

P.S. In effect, the actual Thetis' Blessing as well as a reverse version seem a little too cheap and easy to me. But a version that has both the effects is so strategically interesting I can't find words for it http://forum.shrapnelgames.com/images/smilies/wink.gif

Chris_Byler July 18th, 2008 08:13 AM

Re: or maybe....
 
Actually USING Thetis Blessing (normal, the proposed reverse version, or the proposed 2-way version) makes you horribly vulnerable to having it dispelled, because whole armies of units (and possibly SCs too) drown/suffocate.

So that alone isn't going to solve the problems of water nations unable to compete on land (of which we seem to agree MA Oceania is the biggest example), especially given the high research requirement, and the fact that being a water nation doesn't necessarily give you tons of water gems to protect it from dispel.


A weaker cave drake that you could summon in your secure underwater labs and *then* take up on land would be a useful alternative to ice drakes that you need to capture a land lab (and put your mages in it) *before* summoning, and even then they're largely useless against a variety of cold-resistant races and units. (If it's weaker than a cave drake presumably it would also be cheaper.) Amphibious sea serpents would have the same benefit - the summoners can stay in the safety of the water, while someone else leads the beasts onto land, and unlike much of your battle magic, they don't rely on cold to be effective.

Since most maps are mostly land, a nation that is severely disadvantaged on land is doomed, even if they have a secure powerbase in the water. (If their land disadvantage is that bad, any non-coastal province is equally secure against them.)

Wrana July 18th, 2008 11:44 AM

Re: or maybe....
 
Agree to Chris_Byler: summons/transforms are probably better. Sea snakes are excellent example. Considering turtles - I believe just the name of snapping-turtle is worth it. http://forum.shrapnelgames.com/images/smilies/happy.gif And crocodiles. http://forum.shrapnelgames.com/image...es/biggrin.gif Considering hyppopotams - I remembered them initially because the name means "sea horse" in Greek, so they can be freely hybridized with denisens of ancient bestiaries... http://forum.shrapnelgames.com/images/smilies/wink.gif
As for mantas - now I think that I see where they can be placed - they can be a theme of sadly absent LA Oceania!
By the way, spells which actually changed terrain type were among my favorites in old Master of Magic, but I'm almost sure that they can't be implemented under current engine. Which is a pity - gods and god-like magicians should have an ability to move or raise mountains... http://forum.shrapnelgames.com/images/smilies/frown.gif

Tifone July 18th, 2008 12:04 PM

Re: or maybe....
 
it is "river horse" http://forum.shrapnelgames.com/images/smilies/wink.gif

HoneyBadger July 18th, 2008 04:35 PM

Re: or maybe....
 
Do any current ocean units have Stealth? Because there's a whole lot of really weird deep-sea creatures that have remarkable stealth adaptations.

Wrana July 18th, 2008 04:44 PM

Re: or maybe....
 
Thanks, Tifone. My Greek is somewhat mishmash, I know. But the idea stands. http://forum.shrapnelgames.com/images/smilies/wink.gif
To HoneyBadger: unfortunately no, iirc. Except maybe some Bogarus summons. I agree that such should be present and can add much versatility to Oceania. Actually, even well-known octopuses have pretty effective camouflage system... http://forum.shrapnelgames.com/images/smilies/wink.gif

Tifone July 18th, 2008 09:30 PM

Re: or maybe....
 
Actually I've seen octopuses on tv and even in real life a couple of times scuba diving. They *instantly* change their colour according to the surface they're over, even when they're swimming at fast speed on different coloured surfaces, it's just amazing and very beautiful O.O

HoneyBadger July 19th, 2008 01:37 AM

Re: or maybe....
 
Ancient Kraken with stealth...now that would be a lot of fun.

HoneyBadger July 19th, 2008 02:34 AM

Re: or maybe....
 
How about a swarm of tiny, fast piranha for in-combat only, that only do 1 point of damage each, like underwater versions of Dragonflies.

HoneyBadger July 19th, 2008 02:47 AM

Re: or maybe....
 
Water elementals probably should gain a Stealth form as a water shape. There could also be more powerful creatures/summons that strictly come from mythology, such as Marids, river demons, and sea hags, that would be easy for the ocean-based nations to cast.

Since we're now also discussing spells, as well as units, maybe a set of spells could be created that are generic only to underwater nations, and inaccessible to others?

Endoperez July 19th, 2008 03:39 AM

Re: or maybe....
 
Also, Marids aren't linked to the sea. They were neutral regrading that, like Djinn, but were later (perhaps for D&D?) linked into water, probably because latin mare=sea.

Dr Praetorious tought me that, and to also read Wikipedia discussion pages.

Wrana July 19th, 2008 08:43 AM

Re: or maybe....
 
And yes, a set of spells unaccessible to other nations could surely be made. And I at least think that summons. etc., discussed in this thread are planned as such. However, iirc, spell can currently be restricted (by mod commands) to 3 nations only - so if you want to make it "underwater nations only" you should probably make 2-3 spells with varying names...

Endoperez July 19th, 2008 09:24 AM

Re: or maybe....
 
They can have the same name, even. Some vanilla spells already do that. Spells like Sloth of Bears, for example, which Ulm and Jotunheim of all or most ages have, IIRC. Or then it was Pack of Wolves and Vanheim/Jotunheim of most ages.

Chris_Byler July 19th, 2008 12:51 PM

Re: or maybe....
 
Actually, I think some of them might as well be made EA/MA Oceania only - Atlantis and R'lyeh don't seem to need the help, or at least, not as much. And it might be more thematic for them to have different ways of crawling up on land than Oceania does, anyway.

Changing Sea Serpents to amphibious wouldn't require changing the spell at all, only the monster.

Aezeal July 19th, 2008 01:07 PM

Re: or maybe....
 
Or a new Wyrm monster.. like the pretender but weaker as a medium level summons?

HoneyBadger July 20th, 2008 01:17 AM

Re: or maybe....
 
You and DrPraetorius are both absolutely correct, Endoperez. The meaning of the word 'Marid' in Arabic is debatable, I've seen where it means bad, disease, sickness, poison, etc. Or 'giant'. Or 'rebellion' (from the Arabic word 'Maradah', apparently). Or it can just be somebody's first name (I've seen this twice so far). Apparently, it's hard to define. What I do agree with is that Marids are associated with water because of the 'Mar' (mer) part of their name being the Latin word for 'Ocean'

But, all that said, I've always liked the D&D version of Marid. And I don't believe we have any in the game. Also, I was trying to think of some powerful summons of more mythological, and less fishy, origins. I'm all for going with the mythically correct though, when it comes to Dom3.

Wrana July 20th, 2008 10:37 AM

Re: or maybe....
 
Considering more mythological I would sooner look at some Chinese/Japanese dragons. Though they would probably look better in nations completely based on these mythologies. Oceania is mostly based on Greek mythology and classicistic art, after all. Though here we have the possibility to include more kinds of Nymphs and their relatives (Nereios the shapechanger comes to mind...), also dolphins (and Orcas already mentioned), plus Triton shell chariots (though these maybe would look more appropriate for EA?) and some other things. For one, I would add triton shell-blowers which would act as standarts (with possible additional effects of causing fear?).
Considering Marids - I would prefer to see them in separate nation. Though to be fair, I saw mentionings of Jihn being able to swim or appearing from sea. But this, I think, would be more indication of their general power rather than specific affinity to seas...
By the way, this discussion begins to repeat itself. Maybe we should begin to take some tasks each and work on it? Namely aiming for mod which would make Oceania competitive without becoming too strong? http://forum.shrapnelgames.com/images/smilies/wink.gif I can try to make Triton Chariots and shell-blowers, for example...

HoneyBadger July 20th, 2008 03:33 PM

Re: or maybe....
 
Not a bad idea, I could probably knock out some weird fish art, even on my work computer.

Tifone July 20th, 2008 04:20 PM

Summarizing
 
I would try to summarize what this "suggestions thread" has proposed at the present time.

Incipit:
MA Oceania would probably benefit thematically and in nation strenght from a slight improvement, hopefully towards an appealing "raging sea/storm" subtheme (tnx Baalz).

Valid proposals:

- More sea summons: giving the oceans a wider amount of natural, wild creatures to summons, like the land nations get. Just some things from a list including Orcas, jellyfishes, manta rays, a sea serpent, amphibious sea turtles (for an high protection longbows-crossbows counter to start conquering the land), swordfishes, narwales, barracudas, manatees (?)...
- 1/2 recruitable (coral?) chariot(s) lead by dolphins/ hyppocamps for an underwater shock force. (Spendios)
- Ichtycentaurs to become a good (possibly better on land than on sea) amphibious unit. (cleveland)
- Shell blower: this could be a national summon (as recruitables would be probably unbalanced) which acts as standard and can cast panic 1 or 2 times before going melee. (Wrana)
- Selkies. Those are the main piece of the raging sea/storm subtheme suggestions, as they would provide the "storm" (A/W strong mages) factor we're looking for http://forum.shrapnelgames.com/images/smilies/wink.gif (Baalz)

Somehow discarded suggestions + explanation:

- Scylla: it is already in game as the (lovely) Drakaina pretender
- Hyppos and crocodiles: Nice, but they live in swamps, so they better fit C'tis or the other "swamp-nations"
- Piranhas: nice suggestion but they live in rivers, not oceans
- Ammonites: I think everybody agreed they fit more as a death/water summon, nice but a little far from the air/water suggested subtheme.

General, IHMO quite nice, suggestion from different people:
- Thetis' Blessing working both ways: so strategically interesting i wouldn't bore anybody talking about it
http://forum.shrapnelgames.com/images/smilies/happy.gif

Peace

HoneyBadger July 20th, 2008 04:24 PM

Re: Summarizing
 
That bit about sea turtles gives me an idea-how about a giant sea turtle with a ballista built onto/into it's back? Since ballistas would probably be pretty effective in the water.

Tifone July 20th, 2008 04:46 PM

Re: Summarizing
 
Mmh nice, but goes against the assumption that in Dominions 3 there aren't battlefield siege-weapons (I know ballista isn't exactly a siege weapon, but you know what I mean)... or there should be even the normal ballistas for land armies and so why not catapults throwing flying shards? And catapults throwing cows? And trebutchets? And trebutches throwing Greek fire? And trebutches throwing zombies for LA Ermor? And we don't finish anymore ^^

I was really gonna say this was nice and thematic, HoneyBadger, believe me, but this logical flaw came to my mind so... dunno http://forum.shrapnelgames.com/images/smilies/frown.gif

Wrana July 20th, 2008 05:09 PM

Re: Summarizing
 
A turtle with ballista I would also think more of LA unit. Just snapper or something like old AD&D Dragon Turtle which breathed heated steam may be more... eh, on equal footing with all else.
There was also a thought about some "storm-demons" (summons, units or commanders), but I'm not very sure where we should steal them from. :embarassed:

Tifone July 20th, 2008 05:13 PM

Re: Summarizing
 
Yeah there was that one but I thought it has not been developed. How should they be different from the /actually existing/ storm demons? And aren't demons mostly blood summons? Maybe some big Storm Triton or such would be more fitting, even if we've plenty of tritons...

HoneyBadger July 20th, 2008 05:24 PM

Re: Summarizing
 
Well, there is that, but the flaw in that line of logic for me, is that there really should be some more seige engines available, possibly as Construction summons. Especially since we already have the ever popular chariots for many different nations.

I can see where large seige engines might be out of bounds though, but not small mobile ones, that would have tactical advantages. These have already been added to mods (Rhinox in Sombre's excellent Warhammer Ogres), so it's certainly not unestablished as a practice.

Also, I'd be very doubtful of any seige engine in the Dom3 universe that would be capable of performing as well as magic. Atleast better than a very low power spell like Flying Shards. In which case, for balance purposes, it should really be there to fill a gap in that nation's power structure, and wouldn't be as versatile, and probably cost a lot more resources than, a mage, to be feasable.

But that really can be an issue for a separate thread, and doesn't necessarily need to be dealt with here.

HoneyBadger July 20th, 2008 05:26 PM

Re: Summarizing
 
Maybe icthys mounted on giant snapping turtles? Crocs could probably serve as pretty good mounts too.

JimMorrison July 20th, 2008 06:13 PM

Re: Summarizing
 
Quote:

Tifone said:
Yeah there was that one but I thought it has not been developed. How should they be different from the /actually existing/ storm demons? And aren't demons mostly blood summons? Maybe some big Storm Triton or such would be more fitting, even if we've plenty of tritons...

Unfortunately, "Demon" is a very subjective and wide reaching concept, that has in terms of game mechanics, been narrowed to a specific meaning.

There are a couple of nations who have demons summonable outside of blood, but I would think that for Oceania, you aren't even looking for "demons", per se. Something like Storm Nymphs or something, playful chaotic spirits who inhabit large bodies of water - who have little concern for mortal life, and who delight in causing mayhem more than harm, but don't really see a moral dilemna in people dying because they've gone and sunk another ship - it was too much fun to care. http://forum.shrapnelgames.com/image...ies/tongue.gif

Obviously aside from just not being demons, they'd also be different from the actual demons in weapon selection. They should have a Water Strike ability probably, and perhaps have a single target Sailors' Death ability for out of water. I'm not married to those spells, just throwing them out there to get the ball rolling. http://forum.shrapnelgames.com/images/smilies/wink.gif

HoneyBadger July 20th, 2008 06:19 PM

Re: Summarizing
 
Yeah, the demon tag just means a non-undead unit that's adversely affected by holy spells. My Partha mod will include "demons" that are just humans of the "untouchable" class (and thanks to JimMorrison for that inspiration http://forum.shrapnelgames.com/images/smilies/happy.gif ).


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