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Experience tweaking
Currently IMO experience needs some improvement. While it surely gives nice stat raises & heroic ability, it remains as a rather dull feature.
- When normal units reach five stars, they become commanders and gain +5hp. - Commander units gain heroic ability at one and three stars. At five they may gain ?1-?5 magic and a new ability. The ability depends upon the class / race: e.g knights = awe, whereas giants = trample. - At 5 stars, mages produce 1 random magic gem. - Mindless & Undead don't gain experience. This naturally means, that they need to be buffed up a bit. |
Re: Experience tweaking
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This isn\'t Dungeons and Dragons.
Besides, a 3- or 4- star unit already has a significant advantage over a 0- or 1- star unit. Look at the table on page 5 of the manual: a contest between two open die rolls with no net modifiers is at 46% chance of success, while a difference of 3 turns it to 70%.
att 13 vs def 10is a difference of 3; 70% chance of hit att 10 vs def 13 is 24% chance of hit; roughly 3:1 ratio att 10 vs def 10 (before 3 star difference) is 46% of hit There's also effects on precision and morale. That morale boost might come in handy against Fear and Awe effects. |
Re: This isn\'t Dungeons and Dragons.
I think the original ideas are a bit much, but i too would like to see a bit more benefit out of exp. Especially since the age thing makes HoF abilites even less useful than in DomII.
Perhaps something like a straight + 1 Morale per star in addition to the existing bonuses and/or a random two point stat boost at three stars. |
Re: This isn\'t Dungeons and Dragons.
I wonder if everyone realizes what the benefits of experience actually are already..
Effects of increased experience (non-cumulative) XP 1 (15pts) Att +1 Def +1 Prec +1 Mrl +1 XP 2 (50pts.) Att +2 Def +2 Prec +2 Mrl +2 XP 3 (100pts) Att +3 Def +3 Prec +3 Mrl +3 Str +1 XP 4 (200pts) Att +4 Def +4 Prec +4 Mrl +4 Str +1 Enc -1 HP +2 XP 5 (400pts) Att +5 Def +5 Prec +5 Mrl +5 Str +2 Enc -1 HP +2 ... do we really need more? Remember, that's what every single unit (unless mindless) can get ... |
Re: This isn\'t Dungeons and Dragons.
I like the Dominions experience system. Experience is all too often the dominant factor in games like this. The afflictions are cool as well. Old age... less so.
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Re: This isn\'t Dungeons and Dragons.
It might be cool to use the current system of experience, but empower it a wee bit like this.
Example: Light Infantry with no exp costs 10gp and 5rp. If you paid 25% more gold you could have them well trained right off the bat (1 star). 50% more for veterans (2 stars). 100% more for elites with 3 stars. These costs are a first attempt and might be off. You're paying a premium for your unit, sacrificing future toughening, etc. It would probably only be worth it for your heavy units. Myrmidons, etc. It would be easy to mod an approximation of this. Have these experienced warriors only available from your home province (tied to a site like War Academy or somesuch). Tying in to another thread, it would tip the scales against magic even further.... Some definite pros and cons. |
Re: This isn\'t Dungeons and Dragons.
I have a better idea.
Levels(1-5): +1 heroic ability, +3 str, +3defence, +3 precision. Level6: +1 ultimate ability (Avatar, Metamorphosis, Starfall, Resurrection, Raise Dead, Bladestorm, Earthquake, Tornado, Stampede, Death&Decay, Infernal, Teleport, Reincarnation, Charm, Big Bad Voodoo, Doom, Locust Swarm, Vengeance, or Tranquility ! Fun ! |
Re: This isn\'t Dungeons and Dragons.
B0rsuk, as usual you see right to the heart of the matter. I will be interested to see the mod you produce. ;-)
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Re: This isn\'t Dungeons and Dragons.
Seems to me that those ultimate abilities will just come to things that are in no need of empowerment. Air Queens, Heliphagious and other unique summons do not need more bonuses, and they are most likly to get six stars.
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