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Originally posted by Norfleet:
The fire resistance is irrelevant. The flaming weapons are magical and penetrate the ethereal defense with only line troops.
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<font size="2" face="sans-serif, arial, verdana">So a strength 9 unit with a spear is supposed to kill a unit with more than 20 protection that has soul vortex, breath of winter, and a charcoal shield before they end up dead?
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Petrify always paralyzes, and after 4 or 5 turns, you'll just cast it again and freeze your opponent again. There's no save against petrify.
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<font size="2" face="sans-serif, arial, verdana">So what? Your troops are dead anyways. The triple damage shield makes sure of that.
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The VQ is exceptionally weak against this because its base stats are unimpressive.
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<font size="2" face="sans-serif, arial, verdana">Her hitpoints are unimpressive in neutral dominion. Everything else is top of the line.
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The enemy pretender, especially if a goodly 400-500 points have been invested into making it godly, SHOULD require a great deal of effort to kill!
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<font size="2" face="sans-serif, arial, verdana">It should be no more difficult than the army that those points could have supported.
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There's a world of difference between even a low-end VQ, and a 500-point combat-tweaked anything. Is it unreasonable to expect that you should have to put together an actual force designed to kill it, rather than simply expecting to be able to win anything by dogpiling troops at it?
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<font size="2" face="sans-serif, arial, verdana">Yes, that is unreasonable, since every single nation must be able to deal with it. Where's your solution for Pangaea?
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Yes, perhaps, but only in the underpoweredness of water magic. This is not really relevant to the clams themselves: it is water magic that is weak.
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<font size="2" face="sans-serif, arial, verdana">You are continually trying to dodge the point. You've admitted that they are the best use of water gems, and that's enough to make them unbalanced.
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This is grossly exaggering the case: It is impossible to completely and totally ignore something in its entireity and expect to do well. Gem-producing items are obviously an important component of the game, as is anything that enhances one's income.
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<font size="2" face="sans-serif, arial, verdana">More dodging the point. There are no income enhancing items other than the gem producing ones.
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Zero vs 100 is a gross exaggeration: Of course you're going to lose, if you've completely neglected your revenue stream.
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<font size="2" face="sans-serif, arial, verdana">Thanks for illustrating the imbalance once again. No nation should _ever_ have to build a specific item in order to compete.
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On the other hand, fighting, say, 50 against 100, is a perfectly doable thing. If you have nothing, and he has everything, though, it's going to be nearly impossible....but even then, I will fight to win, or die trying.
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<font size="2" face="sans-serif, arial, verdana">Let me make this perfectly clear. If you are required to build a certain item in massive quantities just to prevent someone else from winning automatically when they have done so then there is a serious balance problem.
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Wrong. A lone VQ cannot be everywhere at once.
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<font size="2" face="sans-serif, arial, verdana">More of your bull**** I see. She doesn't need to be everywhere at once. She only needs cloud trapeze to wipe out an army per turn.
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A lone VQ cannot siege worth a damn. You're going to still have to do better than a single VQ alone.
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<font size="2" face="sans-serif, arial, verdana">Not for defense against normal troops you don't. And most nations mages won't be able to hurt her either, so they are out of the picture as well. Looks like that matches up quite nicely with the build no troops vs building a lot of troops argument.
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In one of our more recent game, in fact, I sank your army with absolutely no VQ involvement whatsoever, at which point you apparently gave up and went AI.
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<font size="2" face="sans-serif, arial, verdana">The Machaka game? I gave up because it's obvious that there was no point in playing against an Ermor that had no opposition in its expansion from the players that were nearby to its start position.
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The fact of the matter is that troops fill an important function at all points in the game, but that role changes, and so too must your army composition.
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<font size="2" face="sans-serif, arial, verdana">Troops should _never_ become just cannon fodder for SCs.
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I entirely fail to see why you hold "territory" as some sacred cow.
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<font size="2" face="sans-serif, arial, verdana">Because the game is about controlling the world.
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Territory is only one of many components to an empire, and hardly the most important one. It is not some sacred cow where the only thing that matters is having the most of it: Just as you can win without having the most income generating items, you can win without having the most territory.
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<font size="2" face="sans-serif, arial, verdana">I'm getting really tired of your hypocrisy. WHy don't you actually play a game where you build no clams, and don't use a VQ, instead of just claiming that they aren't necessary to win against someone who does. A person who expands at several times the rate of a clam hoarder, should reasonably expect to win.
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However, just as you cannot expect to win with NO territory, you cannot expect to win with no side income, for if everything you own is tied to territory, then once you start taking losses in territory, you are doomed as your efforts to resist grow steadily more feeble.
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<font size="2" face="sans-serif, arial, verdana">That's kind of the point.