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Old October 16th, 2003, 05:55 PM
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Default Re: About the most minor tweak you could imagine

Quote:
Originally posted by johan osterman:
There are plenty of stories of magicians etc with heroic strength, once again the heroic abilities are intended to add flavour to commanders not neccesarily maximise their combat abilities. If you get a superstrong mage just imagine he has magically augumented his physical powers, been in a freak magical accident or whatever you wish. Give the knight a precision bow. Place the scout with valor as a standard in the front ranks with the troops etc. I think it is good that the abilities do not allways serve to make your commanders as powerful as possible, the unpredictabilty encourages people to change the focus of heroes and thus adds to the flavour of the game. Now you can have archer knights and never tiring infantry commanders, mages who have partaken of the strength and fury of the winter wind and assasins so famed and feared that they inspire nearby troops to stand firm in battle.
This is a good thing.
I don't agree, but that's OK. What's more important is that you're deliberately ignoring the heart of the issue: scouting heroes gaining the "Squirreltongue" ability. I think that would be unbelievably cute, and make DomII more marketable in the 7-12 year old girl bracket. There could also be a FMV of the scout talking with woodlands creatures, gathered around in a semicircle like a scene from Bambi.

-Cherry
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