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Stealth?
Don't think I've seen anyone mentioning changes to stealth. Have any of you beta testers noticed if stealth has been modified so it isn't such an uber-ability? I'm refering to the way that stealthy units & armies can attack, then return to stealth before they can be targetted by ranged artillery spells, teleports, Wind Ride, etc. |
Re: Stealth?
Really, what someone should have suggested was that spies act as double agents. By using a command "discover" or something, spies should be able to attempt to find stealthy units. Once these units are found, they are not necessarily engaged in battle (they can be) but they can also become the target of all those things you mention. But yeah, this is probably a pointless idea since DomIII is aready done.
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Re: Stealth?
THere are no pointles ideas. THey might go into patches if they are good enough and we have little else on our minds (ie no big bugs to find)
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Re: Stealth?
I suppose it would make spies and bards even more unique from each other. Imagine sending in a spy to find their stealthy SC and then sending in an assassin next turn to cripple/eliminate it.
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Re: Stealth?
Now that the beta-testers have had more time playing, thought I'd raise this again. Have any changes been noticed to stealth? Is it now possible to target a stealthy commander/army that attacked before it becomes stealthy again? Or are stealth pretenders, SCs, and armies still going to have the benefit of being able to hide from retaliation / attack? |
Re: Stealth?
Hmmm, I don't think there have been any changes to stealth.
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