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Old October 28th, 2006, 03:37 AM
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Default Re: Conceptual Balance (Discussion)

1. Light cavalry archers

Ok, so it makes sense from realism point of view that cavalry can't shoot bows as accurately as infantry. But there seems to be consensus that light infantry is already poor enough and doesn't have a purpose. Why nerf already overpriced unit with lower precision ? I say make their precision 10 for gameplay's sake. It will at least allow to use 'fire and reatreat' tactic with some success, and enable attrition war. Even with precision10, light cavalry with bows:
- costs much more than regular archers. At least twice as much
- bigger size, bigger targets, you can't pack as much firepower into small area
- bigger size probably means they eat twice as much. Bigger base price means higher upkeep cost, as well (correct me if I'm wrong)
- if I wanted archers with acceptable melee ability, I'd take indy archers 10/8, ones with shortbow, short sword, ring mail. 8 morale, but still.
- only advantage light cavalry has is speed, and speed is not THAT big advantage on Dominions battlefield. I think both flyers and heavy cavalry on flank are better for attacking commanders.
... so light cavalry deserves something to make it useful. Even leaving precision out of this, it's already much worse at archery. Increase in precision could be justified by saying they shoot only when all horse's hooves are above earth, or stop before shooting ,etc.

2. I understand reasons for nerving independent mages(to make nationals more important), but they're somewhat too pricey for what they do. Is it intentional ? Two examples (can't remember name) - 1N 1H 10% random mage costs 180 gold. Crystal Sorceress - 1A 1S 10%random costs 180 gold, too. I would decrease the price for many indy mages by 20. Or are they intentionally overpriced ? Is Forest Survival sooo valuable or what ?

3. Slings (damage) aren't affected by strength. Why ? If slings were changed to be affected by strenth, perhaps Blood bless would be marginally more useful, althrough I can't think of a single holy unit with sling. Or are slings already too powerful ?

4. Air9 bless. It certainly has its uses, but they're very narrow. Niche, tricky, combo-ish. Air9 bless basically requires a combo to work. Some people probably are attached to it, but how about replacing Air9 bonus with +2 precision ? I'd be afraid to make it any bigger. But people would have much more to choose from. Precision would help mages as well as archers. I don't think it would overpower archers, because you can't mass sacred archers so easily. Alternatively, it would make a little bit of sense to replace shock resistance with poison resistance (fumes, breath etc; air could help with that). Poison attacks are much more common.
My goal should be clear: not to make air bless simply stronger, but rather give it more general purpose.
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