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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.
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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.
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Re: Improve assassins
If it's capital-only, like EA Abyssia, the assassin becomes particularly superfluous.
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Re: Improve assassins
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Re: Improve assassins
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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.
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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.
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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.
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Re: Improve assassins
There are independent assassins to recruit.
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Re: Improve assassins
Pretty rare though. And still a bit rubbish.
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