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Re: Should the Slave Collar make you Mindless?
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You can also use a slave collar on thugs which have horrible MR anyway, like a caveman commander. |
Re: Should the Slave Collar make you Mindless?
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A Captain Caveman? :p And I believe it's 1/5. |
Re: Should the Slave Collar make you Mindless?
In my current solo game, the merc Günter Blukraft was wearing a Slave Collar when I hired him.
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Re: Should the Slave Collar make you Mindless?
Might be nice if it made the unit immune to Awe/Fear effects? Or maybe just add a "rose-tinted glasses" helmet to the game 8)
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Re: Should the Slave Collar make you Mindless?
I'm pretty sure that having a 30 moral would effectively make you immune to awe and standard fear checks. I'm not sure if it prevents moral damage though. So I suppose the slave collar already fulfills your request.
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Re: Should the Slave Collar make you Mindless?
... what I envision:
Commanders on the battlefield should route immediately if wounded. Without any morale check involved, no matter how low the sustained damage is. Unless, of course, they're - immortal and in friendly dominion - berserk - mindless This would have the following effects .. at least I hope so. Open for discussion .. - make SCs quite a bit more difficult to build and risky to use - give use to seldom-used items: Berserker Pelt, Slave Collar etc. - give a little bit more survivability to human commanders and -especially- heros Slave Collar should be changed to give "mindless" tag instead of "feebleminded" Basically, I see little use -and sense- in a feebleminding Slave Collar, but quite some -thematically- use if with the changes above. Oh, and regarding spellcasting .. I don't see where an enslaved mind is unable to cast the formulaic magic spells in the Dominions universe. A big hit to the research ability should be in order, though. I think these changes should be quite easy programming-wise, but sadly we cannot test them via modding .. Whaddoyou think ? |
Re: Should the Slave Collar make you Mindless?
@ Arralen,
I always appreciate reading about someones ideas, so your one too ^_^ But as you ask waddusthink, excuse me but I think this wouldn't make sense. A Wyrm with 900+ hitpoints running away for a scratch got from a lucky slinger? :o Seems unthematic - what kind of useless high-hitpoints SCs would those be? I want my commanders and heroes to fight epicly to the bitter end for me! And why really a commander would run away for just a wound? And why soldiers don't so too? I think i.e. flyers would become extremely overpowered also - they attack rear and if they start just scratching the even most powerful commanders, all the huge army routes? I think the way it works now is ok as it is, with routing and fear and morale mechanics and all that stuff. ;) just my opinion of course |
Re: Should the Slave Collar make you Mindless?
Even though I tend to dislike SC's, and like my human commanders to stay alive, I wouldn't want all commanders to rout when injured. I would like more control over what causes specific troops and commanders to withdraw, but then, I like to micromanage combats. AI tweaks for routing would be welcome.
As for the Slave Collar, yes I have almost never used it because of the feeblemind effect. I'd suggest just removing that effect, if anything. The cost and slot use seem like enough of a disadvantage to me, and while feeblemind is interesting I'm not sure it makes sense and I do think it tends to add up to an extremely niche item. |
Re: Should the Slave Collar make you Mindless?
It might be interesting if commanders would always run at 75% though. Unless Mindless or Immortal of course. But discretion IS the greatest part of valor, and all that.
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Re: Should the Slave Collar make you Mindless?
On the long-running question of human surviveability, it strikes me that if human commanders (commanders only) were given a 1 hp. firstform, it would make them a good deal more surviveable, while at the same time not altering their overall Hp.
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