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Old March 10th, 2005, 04:07 AM
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Default Re: Infantry Balance Mod

Quote:
quantum_mechani said:
A few balance/bug comments:

*You #cleared the Elite Longbowman, but forgot to give him back his longbow.

*Flagellents at 6 gold are a huge bonus for Marignon, I tend to mostly buy them as opposed to other infantry even at ten gold.

Also, I realize this is an infantry balance mod, but would you consider doing something about the many sorts of overpriced cavalry?
Thanks for noting the Elite Longbowman thing! I had to clear it to give it a leather hauberk, and forgot the weapons

As for the cavalry, I'm already on it! There are like 100 of them but I got them all typed into the mod file today (names and numbers). I need to look up all the costs, though, and come up with guidelines, etc... How much do you think cavalry are worth? I never buy them, personally I expect to increase the STR and HP to reflect the fact that 1) the horse's momentum adds power and 2) the horse absorbs some damage intended for the rider, but they'll still need to become cheaper.

I think the final mod version will be named something like "Recruitable Unit Rebalance," though I don't intend to mess with mages and priests.


For flagellants, there are a few factors I considered...

1) Why do they need a salary? They're religious loonies who give away all their money and whip themselves bloody for fun, not highly respected pampered sacred units like Valkyries, Mother Guards, and Knights of the Chalice.
2) They have no training.
3) They start with random wounds. (like Ermorian Praetorian Guard)
4) They rarely last more than 2 battles... they're as disposable as gladiators and unarmored militia.
5) There are hidden costs. In order for them to be worthwhile, you have to pay for high pretender skills and high dominion strength.
6) Holy level already prevents massive production. You can never fill a production queue completely with flagellants regardless of their cost, like you can with militia, archers, shamblers, light infantry, and so forth.
7) How does the cost compare to other units? Double base militia (3g) and just below base light infantry (7g) which are more survivable.
8) Are cheap flagellants, limited mainly by holy level, thematic? Well... I see Marignon as the sort of place overflowing with religious zealots and ex-heretics whose minds have been destroyed in the torture chambers...

Sending flagellants off to war is kind of like a release valve. You wouldn't want violent, insane, unproductive people hanging around town claiming to be "better" and "more pure" than everyone else. So there should be sort of a constant trickle of flagellants, at the rate society produces them... and setting the price at 6 should cause the player to do such a thing.

So I consider 6g reasonable from a theoretical standpoint. If it continues to seem like a massive advantage in the actual game, I'll change it...

Thank you for your feedback
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