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-   -   Learning to love Resources (http://forum.shrapnelgames.com/showthread.php?t=37057)

Torin December 7th, 2007 08:27 PM

Re: Learning to love Resources
 
Maybe a new summon spell that summons a mage that has more forge bonus the bigger the production scale.

mathusalem December 8th, 2007 06:17 AM

Re: Learning to love Resources
 
it's a good idea to index the forge bonus on the production scale !

Twan December 8th, 2007 09:25 AM

Re: Learning to love Resources
 
+5% forge bonus per scale would give a good endgame interest to production (and boost a lot Ulm).

Or changing dwarven hammer efficiency with production (ie bonus = 40 with prod 3 - 5% per scale under 3).



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calmon December 8th, 2007 04:22 PM

Re: Learning to love Resources
 
I also like the idea with the forge bonus. It would fit perfect for a productivity scale.

The devs would need to implement a negative value icon for the sloth scales or just lower the dawrven hammer bonus like twan said.

5% / scale should be fine.

This would make productivity different to the order scale and enables more good different builds!

DrPraetorious December 8th, 2007 04:38 PM

Re: Learning to love Resources
 
I think you'd implement this as a scale-dependent bonus to *foo* on particular *units*, rather than a global forge bonus for productivity.

So like the philosopher gets +1 RP / sloth, you could give a unit +5% forge bonus / productivity, something like that.

cleveland December 8th, 2007 08:57 PM

Re: Learning to love Resources
 
Forge lord + hammer of cyclops + prod3 = 90% gem cost reduction. Throw in a Forge for 95%...

Twan December 9th, 2007 08:31 AM

Re: Learning to love Resources
 
The bonus can be reserved to dwarven hammer, or the hammer of cyclops removed, this random loot never done anything good for balance anyway.
A cap can also be added (ie 50%, making a production forge bonus less powerful for units having already one).

But I see nothing bad with forge lord + production boosting forge, it would just become a logical choice if you take him, it's like ghost king or immortal + high dominion, mother of monster + high nature on her, lord of the wild + turmoil, prince of death with dominion and high death for max awe/fear combo etc... Many pretenders become better with some design choices to increase their special powers.


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