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Re: How to solve castling effect?
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it. I will take Odin against a VQ anyday. VQ is better against masses of crap, but against SC and thugs, including a VQ, Odin is significantly better. And both ARE brittle against a squad designed and scripted to take them out. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think you are missing the point Tuidjy. We are not talking about single battles. We are talking about the war. The war in which the player is defending completely castled dominion. Sure, you are correct, the Odin maybe as strong or even stronger than VQ in single battle against certain opponents. But the thing is every time you are using him you are risking to lose him, or even if you win you are risking to get nasty battle afflictions. Few affliction can easely cripple AllFather. A single death will hurt him a lot, since to be a strong SC he have to rely on several magaic pathes, which he will lose with death. None of this matter at all to VQ. So she can just keep attacking armies who are trying to storm her fully castled dominion indeffiently, wearing them down or just wiping them out straight away, without any risk to herself. When/if AllFather dies, his castled dominion defense is shattered. When VQ dies it doesn't mean anything to her. That's why the first case is "brittle", unlike the second case. Do you see what I mean? [ May 27, 2004, 00:31: Message edited by: Stormbinder ] |
Re: How to solve castling effect?
So if I'm hearing things correctly, and I might not be, the problem comes in immortal Supercombatants and/or Ermor, where castles that you take over have no use.
Does any problem NOT spawn from SCs and Ermor? |
Re: How to solve castling effect?
The easiest way to solve the castlting problem (if it is indeed a problem) would be to charge a maintence fee for the castle.
One of the main reasons I build a castle now is in the increased income. You plop a wizards tower down on a province generating 100 coins and it has paid for itself in 20 turns. Plus you get a recruiting center and protection from raids. If I had to pay 15 gold a turn instead of receiving it, I would build far fewer fortresses. I don't actually support this change but it would solve the problem. I like investing in infrastrucute that pays dividends down the road. |
Re: How to solve castling effect?
I believe raising the gem cost and path level required of all SCs summoning spell, and nerfing some pretenders should be nice too ...
Added to the issue about the Ghost Rider. I'd improve the effect of scales too ... Rabe idea is good too. [ May 26, 2004, 12:20: Message edited by: Cohen ] |
Re: How to solve castling effect?
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Re: How to solve castling effect?
This is someone who builds a castle in every province AND boosts the defence over 20 AND builds units in that province? If not then I would think that Pangaea, and maybe Man, would be the response.
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Re: How to solve castling effect?
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1) A temple in an independent province (or an enemy-held province) is marked as "abandoned" (or as someone else suggested: "damaged", and does not generate dominion checks until the temple owner restores control, or it is destroyed by the new province owner. 2) The temple works as normal in an independent province (and maybe even in an enemy-held one). I don't think either of these options is unreasonable (though I prefer #1). Of course, either of these would require a bit of coding on Illwinter's part (with #2 likely a bit easier), but nothing that seems to me (as a programmer myself) that it would be particularly hard/complex to do. |
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[ May 27, 2004, 04:32: Message edited by: Norfleet ] |
Re: How to solve castling effect?
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