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-   -   Should the Slave Collar make you Mindless? (http://forum.shrapnelgames.com/showthread.php?t=40385)

Arralen September 3rd, 2008 05:58 AM

Re: Should the Slave Collar make you Mindless?
 
Quote:

Originally Posted by JimMorrison (Post 635931)
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.

Sounds better than "as soon as damaged" .. but 75% might still too much for SCs/Gods, but too low for humans. Actually, every fixed value would be less than ideal, be it a %age or a fixed number of remaining hitpoints ... .

New suggestion:
Check at start of battle for max. damage per hit the enemies can do .. e.g.:
STR 30
DAM (weap) 10
dice roll 2x6
=> 52 damage points per hit ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though :(

On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?!

JimMorrison September 3rd, 2008 03:17 PM

Re: Should the Slave Collar make you Mindless?
 
Quote:

Originally Posted by Arralen (Post 636008)
Quote:

Originally Posted by JimMorrison (Post 635931)
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.

Sounds better than "as soon as damaged" .. but 75% might still too much for SCs/Gods, but too low for humans. Actually, every fixed value would be less than ideal, be it a %age or a fixed number of remaining hitpoints ... .

New suggestion:
Check at start of battle for max. damage per hit the enemies can do .. e.g.:
STR 30
DAM (weap) 10
dice roll 2x6
=> 52 damage points per hit ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though :(

On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?!



"Oh god, Cyclops with a Gate Cleaver, I'm out."

"Yeah me too, Gunter."

"Hey wait for me guys."

"Where we going?"

"Dunno, that was scary, I need a drink."

"Right, well I'm heading over to Grey Forest to see a girl, so catch up with you all later."

"Sucks, I was all pumped up for a war today, and they had to bring that stupid Cyclops....."


:shock:

HoneyBadger September 3rd, 2008 05:58 PM

Re: Should the Slave Collar make you Mindless?
 
The more I read some of these suggestions, the firmer my belief that the game works perfectly well as intended.

Arralen September 4th, 2008 01:32 AM

Re: Should the Slave Collar make you Mindless?
 
Quote:

Originally Posted by JimMorrison (Post 636133)
*some imagined, quite hilarious dialogue*

:D :) ;) :)

Key word, though, is HP left - remaining HP after being damaged and doing the morale check.
No way that all the mages just turn around and go home when something big&strong appears on the battlefield somewhere.

Though .. maybe JO should introduce a "milita" tag for milita .. which makes the poor bastards just behave that way .. "Oh, a Cyclops!! Run !!!!!"
;) Only joking .. those units are useless enough already :rolleyes:


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