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Old June 25th, 2005, 07:50 AM
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Default Re: The Dominions 3: \"Wishlist\"

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Sandman said:
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Yeah, making diffrences other than whether piece of equipment is life draining or not matter and thus getting comments like "Dominions III has the most detailed combat system fantasy game has ever had" from reviewers, making some not-so-used units used and creating a counterweight against magic-strong nations with not very varying troops has always been a bad thing.
I prefer things like troop placement, logistics, terrain, scouting, flexibility and initiative to matter more than having the right 'counter' for something.
I understood the "counterweight against magic-strong nations" as something to give Ulm a better chance of winning, if the player is able to utilize the things you mentioned well enough. How can Ulm win against, say, Arcoscephale, when Ulmish Heavy Infantry can be stopped by Hoplites and Astrologers and Mystics easily overpower Smiths. Even worse, Vine Ogres or even Vinemen can stop those units!

An adequate "counterweight" would, IMHO, be increased number of troop-enchancing spells. AoE Iron Will would help Ulm against magic. Currently, I can only think of Legions of Steel, Strength of Giants, Weapons of Sharpness and Astral/Nature spell granting luck, etherealness, magic resistance, regeneration and more protection+fire suspectibility. Fire spell with AoE 3 Range 10 that gives weak Flaming Weapons (4 ap Fire) would help against anything Ethereal, reinvigoration from Earth (Earth Power) or Nature/Earth combination (Strength of Gaia) with AoE would help living units against undead and construcs, etc.

Some, like that reinvigoration, would also help mages to decimate units more quickly, but these exceptions are not balanced, just ideas.
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