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-   -   Improve assassins (http://forum.shrapnelgames.com/showthread.php?t=41361)

Hadrian_II November 28th, 2008 04:01 PM

Re: Improve assassins
 
I think the problem with Assassins is the opportunity cost, as every assassin costs you a mage. If assasins would have minor magic, and sane pricing, they could be used for research so there would be more recruited assasins and more use of them. Or that in castles you can recruit a mage and a non magic commander per turn instead of only one commander.

Gandalf Parker November 28th, 2008 04:17 PM

Re: Improve assassins
 
Hmmm Im not sure Id consider it always a better choice than mage for the money either. Altho I can see that point if its a castle-only assassin.

HoneyBadger November 29th, 2008 03:19 PM

Re: Improve assassins
 
If it's capital-only, like EA Abyssia, the assassin becomes particularly superfluous.

Loren November 29th, 2008 03:27 PM

Re: Improve assassins
 
Quote:

Originally Posted by Illuminated One (Post 655443)
One nice addition to assassin would be if they could give you some info on the commanders present in a province like spies do with armies.

Yes--I would like to know what targets if any are present!

lch November 30th, 2008 11:05 AM

Re: Improve assassins
 
Quote:

Originally Posted by Hadrian_II (Post 656156)
Or that in castles you can recruit a mage and a non magic commander per turn instead of only one commander.

This has often been suggested before, but I don't think the idea is that good. It would make nations with assassins probably have a crazy advantage over those who don't. I usually have a fort during mid-game where I didn't build a lab due to the lab cost and because it's on the front where I don't want to have a research basis, that's what I use to recruit non-mages.

JimMorrison November 30th, 2008 12:34 PM

Re: Improve assassins
 
I don't think it would be that big an advantage, most of the more dangerous assassins have magic, so would fall in the "magic commander" category.

Gandalf Parker November 30th, 2008 01:13 PM

Re: Improve assassins
 
It would change the game immensely if you dont have to choose between an assassin, scout, commander, mage, priest for recruiting that turn. The built-in benefit of some races is the fact that they have units which combines some of those and frees them from that hard decision.

BesucherXia November 30th, 2008 02:17 PM

Re: Improve assassins
 
Any chance of adding an independent assassin unit in formal patches? I believe this can dissolve the "mage or assassin" question. And of course they must be inferior to national ones. Maybe need extra lv0 sites.

Zeldor November 30th, 2008 02:23 PM

Re: Improve assassins
 
There are independent assassins to recruit.

Sombre November 30th, 2008 02:27 PM

Re: Improve assassins
 
Pretty rare though. And still a bit rubbish.


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