Re: Are devils worth 7 blood each?
I dont like the fact that if someone is lucky enough to get left alone for a bit they can grow their gem income exponentially and/or produce a devil factory of scary proportions.
I think exponential/quadratic growth is not a good thing in a fantasy game that doesn't scale well past turn 60 or so. Who wants to see Doom Horrors getting summoned 1 or even 2 per turn? Who wants to see an army of 120 devils wiped out at great cost to return completely regenerated a turn later? Even worse, who wants to fight their way through an mile-wide mass of vampires which respawns every turn no matter how often you kill it and keeps growing to boot?
The worst part is there are essentially only 3 or 4 ROI quadratic/exponential growth strategies that really pay off: clamming, fetishing, soul contracts, and vampire lords. That doesnt exactly give the game a lot of depth, or a much of an nteresting end game... in a 17 player game SOMEONE is going to carry off one or more of these strategies more that likely and, assuming some level competetance, dominate because of it.
Those empires that had to fight tooth and nail to survive and could not put the neccessary resources into clamming or whatever, get steamrolled.
Eliminating these strategies would surely result in a more balanced game.
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