Re: The Dominions 3: \"Wishlist\"
Well, there are also strategies that work around cheap archers (Marignon's crossbowmen, Man's longbowmen, Machaka's dirt cheap archers...), especially if they can somehow be increased in power with spells (Flaming Arrows, Wind Guide).
As long as supercombatants can easily kill off hundreds of conventional non-undead units, and there is no easy way to get rid of them without more work than is needed to make one, buying national units is not good in the long run. IMO giving more choices to fight SCs is better than nerfing them (lifedrain is good, but only to regain hits/fatique - other items can give either one, not both, but work against undead etc). If there were more ways to overcome ridiculous stats, like cheapish armor-neg. weapon with moderately high attack, armies could have special anti-SC units and thugs.
IMHO, this would make national armies more useable until the lategame where artillery spells come into play, and if there were more armies to survive until that time then all of them couldn't be just blasted away.
What about giving normal units experience faster? Very few units benefit enough from Gift of Reason to make it reasonable to scum for lots of five-star units-made-commanders. This would also make mindless and undead units less useful.
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