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Re: Humanoid Pretenders are too expensive
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And the Jotun's Skratti and Abyssia's Great Warlock (both now missing in action in 2.11) were also worth their cost, as I recall. |
Re: Humanoid Pretenders are too expensive
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* Being able to do so without spending all those astral gems. * Being able to do so much earlier than other nations, for a magical snowball effect. * Being able to use a very wide variety of spells, summons and items, use them together, etc. * Being able to get a bigger head start on research. Quote:
PvK |
Re: Humanoid Pretenders are too expensive
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Don't get me wrong, I don't want everyone playing rainbow pretenders either http://forum.shrapnelgames.com/images/icons/icon7.gif I don't think there is a lot of danger in that right now, though, unless we truly over-compensate. - Kel |
Re: Humanoid Pretenders are too expensive
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Ask yourself this question. "If I chose a Human Pretender right now, what would I do with it?" Now apply the changes you mentioned. Does this change the answer to that question? I don't think so. I would rather see using each pretender for a different type of role rather than making a whole slew of pretenders good at just one thing and one thing only. Sure, make a few like that. Archmage, Sage. Those should be Rainbows, but Frost Father? Druid? Why should they be regulated to Rainbow status. I would rather have some of them be useful for other things as well. [ May 04, 2004, 00:17: Message edited by: Zen ] |
Re: Humanoid Pretenders are too expensive
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Example : Druid F2 A2 E2 S3 D2 N2, dom 4, 10 hp, puny stats, that guy gets "bonus" Vine stuff http://forum.shrapnelgames.com/image...s/rolleyes.gif : 260 points ! Son of Niefel W4 any-4 dom 5, 90 hp, str 28 etc... This one gets a free Winter Wolf each turn, without even using the turn to do so http://forum.shrapnelgames.com/images/icons/shock.gif : 240 points !!!! Moloch Fire-9 dom 5, 55 hp, Fear, Flying, Fire resistant : 264 points !! Where's the problem ? I didn't even compare to a VQ or GK http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Humanoid Pretenders are too expensive
Although there are plenty of good ideas on how to improve human pretenders, and believing most of them would work, i wouldn't want to raise a Humans initial dominion. True, it would help save some points (i think 4 is minimum, but i could see 3 if you took negative scales for a super-4 rainbow), but really its for thematic reasons, and id hate to ruin the games charm with too much +/- balancing irregardless of the storyline.
After all, a decrepit wizard with 6-inch nails secluded in his dusty study, jealously pouring over the Necronomicon, doesn't give off the same Aura of divine power as would a 50' tall naked woman with breasts the size of cars. |
Re: Humanoid Pretenders are too expensive
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With an RB, you have to move to a province abd site search. With an SC, you are already in a searchable province. On top of that, since you are talking about not waiting for items, your RB won't even be flying/survival'd so your movement is hampered. 2 turns with an SC = 1 province and 1 search. 2 turns with an RB = 1 friendly move and 1 search. Quote:
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I still don't really like discounted bonuses on magic paths because I think it will be hard to balance it so that 1 humanoid pretender isn't always best for certain nations. You might be able to use some of the paths (like construction which tends to be researched anyway). I would also be afraid of giving more power to rush strategies, based around a single spell. Coming up with other ideas (or using some of the ones listed) would add variety, though, certainly. - Kel Note, another idea that occurs...could have some of them affect local scales . Druid, for example, causing growth-3 in his province, growth-1 in neighboring provinces ? Or better, maybe a 3 scale shift so you can't abuse it by taking death-3. Hey, Frost Father, go sit in that castle next to Abysia's front lines, please. Etc. [ May 04, 2004, 01:23: Message edited by: Kel ] |
Re: Humanoid Pretenders are too expensive
As a player preferring to play RBs from personal taste, I'm more and more reluctant to use them, because their so-called "advantages" end up being very much ineffective...
The high RP is an initial advantage, but doesn't compete with the initial advantages of SC in conquering indies; The site search is slow and a 6+ path RBs hasn't a so big advantage over a 2 or 3 paths pretender + a couple national mages (except for Ulm, granted http://forum.shrapnelgames.com/images/icons/icon12.gif ) The "rainbowness" isn't that useful in casting or forging, because you have a *weak* level in all paths, and for the non-national paths you've to have the RB forges himself boosting items... For the other you are not (and often less ...) powerful than the national mages so they can do the work themselves ! http://forum.shrapnelgames.com/images/icons/tongue.gif On the downside, having 10 hp makes a pretender very fragile, be it to seeking arrow, early disease (never caught that on the initial search runs on turn 10 ? http://forum.shrapnelgames.com/images/icons/icon9.gif ), assassins etc... I don't even think the human mages can be made to compete with VQ, Moloch etc : they should have "useful" and colourful/unique abilities, to make them fun to play. But mainly, gameplay-wise, they should be meant to allow players to have a CHEAP pretender and spend points on dominion, scales and castle. So they need to be significantly cheaper : somthing like 0-20 points, dominion 2, and starting with either 2 or 3 level-1 or 2 paths, plus a nice ability for each "chassis". In the end you'll have more or less the same guys, but costing some 80 points less, enough for 2 scales tips or a nice castle (Wiz Tower being appropriate http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
Re: Humanoid Pretenders are too expensive
Maybe scratch or at least redo all the current humanoid pretenders, to give them some abilities that might be attractive throughout the game.
Example of a touchup job: The Great Druid might get a 10% bonus to all nature conjurations, possibly forging nature items as well. Then he might be viable - saving 10% of the gems on big summonings is valuable throughout the game. Likewise the Great Alchemist - let him transmute one type of gem to another at a 3 for 2 ratio. All of a sudden, he might be useful for Ulm, because any unwanted death, air, etc, gems could be more efficiently transformed into fire and earth. The Great Sage: Presumably he might better direct the studies of _all_ his researchers, so each in his dominion gets +1 research ability, regardless of scales. Useful throughout the game, possibly even for Ulm or other Drain setups. A new humanoid: Summoner. 20% bonus on all summoning spells (or possibly, raise his effective level by 1 for all summonings, allowing him to cast spells he otherwise couldn't, and get extra summoned critters on some spells.) Another: Necromancer, who could be given some minor bonus to death spells, always has a skeleton by his side. Great Diviner: A master of divination, he has discovered the secrets to Godhood itself. 10% bonus to all divining spells (Auspex, Dark Knowledge, even Akashic Record), minimum -1 reduction on spell cost. The Great Warlord: A master of the art of war, his presence inspires armies to greatness. The only thing left to conquer is Godhood. (Give him extra hitpoints and combat skill, make magic paths cost 20 or 30 instead of 10, but he gives _all_ friendly troops +1 morale, attack, and defense when he is on the field of battle. Or all troops get one of those bonuses throughout his empire.) The Grand Enchanter: Troops created in a province he is in have enchanted weapons (+1 attack + damage, considered magic). Again, my idea is to give human pretenders thematic bonuses that might actually be useful throughout the game, where right now their "bonuses" are limitted to the start of the game. For instance : Great Druid's extra Vine Men / Ogres? Possibly useful in the early game, if your fortress is besieged and you can't recruit, so you switch him to summoning Vines. Otherwise, even in the early game, you waste his research by summoning, and late game, vine critters are useless. Great Sage or Enchantress : The initial research bonus is nice, likewise the astral gem per turn. As the game goes on though, you have enough researchers, enough sources of gems, that the bonus ceases to be relevant. Some of these are probably unbalanced right now. But, heh! Less unbalanced than the VQs. http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 04, 2004, 17:31: Message edited by: Cainehill ] |
Re: Humanoid Pretenders are too expensive
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