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Old January 29th, 2005, 04:16 AM
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Verjigorm Verjigorm is offline
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Default Re: Ideas to stop mass castle building for DOM_3

The 120 fatigue for a Sphinx is really a moot point as he can't teleport anyway (and still shouldn't be able to). Even at that high fatigue, with natural protection of 30 and roughly 500hps (depending on dominion) he'll still end up routing the enemy army unless you have continuous Fanaticism/SoC. Even then, he'll be up and running with his first spell in 5 turns or so. It usually takes an early force forever to destroy one and if you have no 3-priests, your still screwed (Man, Ulm). Why should a Gygja be more penalised than an Arch Theurg or a Demonbred? Wouldn't that penalty serve to unbalance tele-attacks? D2 has an incredibly complicated numeric basis. I doubt that a herd of statisticians could balance it perfectly. There are more obvious flaws like Ulm's lack of late power to worry about.

I'm always up for adding features--especially to the castles which I think are quite underdeveloped. I'd like to see more castle options and maybe more nation-specific castles (like Ermor's). Like PVK says, there could be all sorts of nifty castles. Of course I don't think it should take years to put up a crappy watchtower (don't nerf the WT--it sucks....everyone can get in and your guys starve to death if the attackers stay outside very long). Instant siege might be interesting, but it could be easily countered by putting a single point of defense in the province--unless you also want to make the patrolling forces unable to impede the attackers as well......(nonsense). If I were building watchtowers IRL, I think I'd build tons of 'em too--not too much to a little stone and mortar building or some kind of tree house--makes a nice little staging point for a small band of soldiers, but doesn't offer much protection from the storm of battle
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