Re: Dom I Strategies which WON\'T work in Dom II
Just as a guideline for these discussions IMHO
Having administrated MUDs for decades Ive gotten to play alot with concepts such as balance. People who program or admin such games tend toward either fixing by addition (boosting the low stuff which players refer to as "upgrades") or fixing by subtraction (taking things away from something that is too high-end, which players refer to as "nerfing"). In my experience the best MUDs (and probably any other game) are where you have both types at work.
As far as Dominions goes... my preference is that I dont want anything to disappear which might be a tactic. Even if the programmers dont see how it could possibly be used tactically, Id like to see it go in so that WE can try to figure out how to use it.
Along the same line, I dont want to see anything become an automatic default, or an unarguable "best strategy". I think that anything which seems useless should be examined extensively and if a hidden use cant be found then dont remove it, upgrade it (this was one of my favorite things to work on in Dom 1). Also, anything which seemed over-powerful to the point of seeming to be an automatic choice should also not be removed, just nerfed in some way (others in the newsgroup were hot in this area).
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