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Re: Template for reducing late game MM hell
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Re: Template for reducing late game MM hell
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I'm not looking at this from balance or fun angle, only to reduce MM. |
Re: Template for reducing late game MM hell
Dealing with lots of afflicted commanders increases MM for sure.
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Re: Template for reducing late game MM hell
Seriously, Zeldor's suggestion to get rid of hammers would save a ton of MM. In games with diplomacy/trading, everyone ends up with hammers anyway so the relative advantage is limited but the pain of having to swap hammers is limitless.
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Re: Template for reducing late game MM hell
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Basically, lack of hammers limits nations to their national magic types far more than at present, at which point certain nations get better relative to other nations because they have better inherent magic paths/gem generation. |
Re: Template for reducing late game MM hell
i understand your point, but don't agree that the benefits of hammers are worth the tradeoff in MM pain. true magic diversification will depend primarily on luck anyways, in terms of finding indies in paths you need and once they site search adequately, your gem income should be fine. while i agree hammers make it easier to forge items in non-national paths, i don't think they are so crucial strategically. further, removing hammers might actually help improve one aspect of game balance. for example, nations with recruitable thugs which are generally OP relative to human nations won't be able to kit out their thugs as prolifically, which might make these nations more vulnerable to human troops and thus help even the scales a bit.
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Re: Template for reducing late game MM hell
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Good idea to remove hammers (including the uniques). Just remove Forge and the bonus sites too- generators might even stay. |
Re: Template for reducing late game MM hell
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Either you make them so costly that they don't pay off - supposing I expect the game to last 70 turns, I would hardly forge anything that pays of after 50 (*) turns after turn 20. And I will hardly forge any before that because I can't afford them. If I'm in an extremely large game that's unrealistic to be decided before turn 150 than clams ftw again. Unless you make their price dependent on the size or time of the game. (*) but 15W10N pays of before 50 turns, because in late game each pearl is worth 2 gems. If you can wish quite literally because wishing for gems gives you 150 gems for 75 pearls. If you can't, there's just 1000s of things to spend pearls on every turn, water gems are much less useful. |
Re: Template for reducing late game MM hell
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Re: Template for reducing late game MM hell
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First of all, its been my impression that Astral, Death, Nature, and Earth are where most of the good gear is. Rlyeh: winner (MA and LA especially) Good Astral, Death, Earth access, good site searching for all 3, capitol S income. National mages can forge all astral boosters without empowering. Here's a nation which doesn't really need the boost... And aquatic, so it gets to bundle most elemental site searching into water gem useage anyway. Ashdod: winner Astral, Death, Earth, good site searching for all 3, has capitol income for S,D at least. Here's another nation that really doesn't need a boost. I imagine Hinnom/Gath are in similar boats? MA Oceania: Loser (probably EA too, but not familiar) Nature, but otherwise only really water (with small amounts of earth and air - they generally have to beg or trade for a hammer, or put earth on their pretender). Pretender is only real way to get access to anything else - low gem input will severely hamper Oceania's ability to diversify. (And since removing gem gens is definitely on the table... there goes clamming for Oceania to actually do anything in the endgame as well). Basically, most of the winners are already really strong nations, and the losers are generally weak nations. If you want to rebalance the game to make human nations stronger, you almost need to rebalance magical paths to make them more equal, or rebalance races so human nations tend to get more and stronger access to the good paths than non-human nations. Taking hammers away won't help nearly as much as you think. |
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