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Re: Is Ghost Riders too powerful ?
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Also lets not forget people that 'master enslave' means you have to place your commander in the battefield... which means something could kill him. --------- Graeme Dice... master enslave is a hundred times more difficult and dangerous to cast then ghost riders. Try and find a better match. [ January 07, 2004, 16:13: Message edited by: NTJedi ] |
Re: Is Ghost Riders too powerful ?
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You're not including the cost of researching to level 9 as compared to the level required for pale riders, which is at least 1500 research points. |
Re: Is Ghost Riders too powerful ?
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Also lets not forget people that 'master enslave' means you have to place your commander in the battefield... which means something could kill him. --------- Graeme Dice... master enslave is a hundred times more difficult and dangerous to cast then ghost riders. Try and find a better match. [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I got hit with it in a game in Dom 1 and was not impressed. One necromancer or a few monks was enough to dispense them. The wraith lord didn't stay but there could be a change in the combat AI. I don't know. Having two or three provinces going neutral is not good but as I said, if somebody got to Level 9 in a path, he could have done worse. Matches: "Horde from Hell" (30 Slaves) is not bad and you get to keep the troops afterwards. "Send Horror" (15 Slaves) is powerful and it's one level lower. "Send Lesser Horror" (9 Slaves) is less potent but you can make it up with number. "Arouse Hunger" (5 Gems) only gives you the lesser ghouls - but again, you can keep them. Ghouls are wonderful for defending seige. "Call of the Wild" (15 Gems) is expensive and you can only target forest in Dom 2. But it's just a Level 3 spell. "Tartarian Gate" (10 Gems): you can get a 100+ hps undead. If he wasn't feeble mind, you can even use a "Gift of Reason" to get his spell power. A better deal than harassing a single province to me. "Fire from Afar" (10 Gems). I wasn't impressed until I once got hit by the AI. It looks like nothing but you can easily lose your important and expensive mages from this spell. And it's only Level 3 Evocation! "Earth Attack" (5 Gems). Conjuration 8 and Earth 4. At the cost of 5 earth gems, you have like 80% probability of taking out one of your enemy's commander. Ghost Rider might be a good deal for its cost. But at the requirements of Death 4, which is not exactly easy except for the death nations (Ermor, Ctis, et al), and Conjuration 9, it's very hard to be overpowered. |
Re: Is Ghost Riders too powerful ?
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Ghost Rider might be a good deal for its cost. But at the requirements of Death 4, which is not exactly easy except for the death nations (Ermor, Ctis, et al), and Conjuration 9, it's very hard to be overpowered. [/QB][/quote] [ January 07, 2004, 18:26: Message edited by: NTJedi ] |
Re: Is Ghost Riders too powerful ?
It's a Conj 9 spell. They're supposed to be pretty darn powerful.
It's not a terribly strong army, however, and unlike Army of the Dead and similar spells, it only hurts one province per cast. If you can find weak provinces to knock over using remote summons, summons which let you keep the units are much more powerful because you can set taxes to 200%, up province defence if you like, and move the survivors to attack nearby weak provinces. In addition, you can't really combine Ghost Riders with any other simultaneous remote summons, e.g. Army of the Dead, because they're not friendly... but summons like Army of the Dead, Horde from Hell, Imprint Souls, Call of the Winds etc are *stackable*. You can safely mass-cast these other summons into one province if you like, trash the locals, and then disperse to cause more damage in subsequent turns if it seems appropriate, or keep 'em as a single deep-penetration force. |
Re: Is Ghost Riders too powerful ?
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Re: Is Ghost Riders too powerful ?
You really cannot compare lesser summons to a level 9 spell. It's a whole different game when the high level stuff is researched.
Ghost Riders is a great spell and it does do good work. I doubt anyone is arguing that's it's weak. However if you compare to other 9th level spells, you will find that the power level is not inappropriate. We are talking about the same level of research that brings us effects such as; Wish - Gems, Doom Horrors, you name it! Utterdark - The whole worlds income reduced by 90%! Flames from the Sky - Blows a chunk out of any army, anywhere. Arcane Nexus - I can always use a few hundred astral gems every turn. Yes Ghost Riders is strong and efficient, however we are talking about access to the most potent spells in creation. The most capable death casters in the world can send an impressive undead force to strike at your lands? Sounds about right to me. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Is Ghost Riders too powerful ?
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cheers Keir |
Re: Is Ghost Riders too powerful ?
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Plus those imps in NO WAY do as much damage as the ghost riders. Do some tests and you'll see... not to mention check the stats of those little imps. __________________________ APoger most of the spells you mentioned cannot target any province on the map... unlike ghost riders. Even flames from the sky will only kill a percentage... where ghost riders will destroy armies. Enemy armies will still be standing with five or seven casts of the spells you listed. With five or seven casts of ghost riders how many armies AND provinces would be lost... LOTS! my point is nothing destroys armies faster for the cost... and any level_4 death mage can do it. (unlike other spells at or below the level) [ January 07, 2004, 20:45: Message edited by: NTJedi ] |
Re: Is Ghost Riders too powerful ?
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I'm curious, do you tend to play on small maps with permanent alliances? That's the only way I can imagine games consistently having such low research. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I tend to play with no alliances or team games. As the years goes on most PBEM games I'm involved in include a fair number of players I've known since a teenager but who now live far away. As we play many games together ruthless stab in back type games are not the best way to go. There is also generally a feeling that if the game is as good as over then let the lead player win and get onto the next game as most if not all of us don't not enjoy playing monster sized games at all. Once the game goes far enough it becomes a MM nightmare and this is true of other PBEM games we played before finding Dom. While I do understand the phenomenon of shifting alliances keeping a game going for ever I have seldom experianced it even playing cut throat games of Stars! with total strangers. Maybe I'm just a bit to persuasive but I find with diplomacy the game ends much quicker. After over a decade of talking my to victory its been very refreshing to have no diplomacy and have to tough it out. Another reason why games I'm in are shorter is the way I play. I play very fast and aggressive. In Stars! I regularily exceded the economic targets necessary to be a monster race and combined this with extremely aggressive play generally attacking before my opponents thought it was possible. I would often get responses to my warnings I was looking to attack someone of the flavour of "you are an idiot - nobody wants an early war as it ruins their economy so sod off" - the following turn my nicely hidden fleet jumps into their HW which vanishes in a blaze of nucleur weapons. That is generally the end of discussion with that player. I tend to end games quick and thats why most of the games I am in don't reach level 9 magic. In Stars! I never used Nubians and many players made commments to me similar to yours Jasper - how come? Because the game ended before then. I've played enough games (I've been a multi-player addict for over 25 years) with a wide variety of settings and different Groups of players that I've come to the conclusion that this is generally the way it works when I'm playing. *shrugs* Cheers Keir |
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