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Old November 23rd, 2006, 04:16 PM
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Default Re: The problem of low hit points on humans

Quote:
Twan said:
Yes, I've just said that Hp used the D&D way *in their case* are the best way to have med fan warrior type heroes (like you can find in legends or books) in the limits of the dominion system.
I entirely disagree. In legends and books you do NOT see heroes that get hit by axes and swords and fireballs, and just chuckle and say, "Sorry, I'm a Hero(tm), and you will need to impale me another 50 times before it will have any effect!"

That's D&D, and the unwashed ocean of unimaginative-designed computer games that follow its mold.

In heroic legend and fiction, as well as in movies and in real life, extremely successful heroes survive combat by avoiding getting hit with a battleaxe (etc), through skill, luck, cunning, knowing when to run away, etc.

The other thing that makes heroic tales and heroes is 20/20 hindsight, not that some people are branded heroes and given the ability to ignore getting impaled, etc. That is, for every war hero, there are many others who in theory may have been just as tough, but who died or otherwise didn't get an opportunity to do anything heroic.

Quote:
Twan said:
...
Too much random to give a reason to risk gear on heroes used as warriors when there are summons with far more hp
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This I do agree with. Dominions currently offers many summons which are not only better than most regular humanoids, but are also more cost-effective once one has the means to summon them. So in a competetive multi-player game, after that point, it becomes the smart strategy to give the best magic items to those guys. Also, by that point in the game, battlefield magic is also really strong and cost-effective, also making humanoid thugs quite vulnerable. I see those as just logical effects of the magical arms race and the cheap costs given to high-powered magic, and not a reason to make a group of heroic humans with lots of hit points.

Using human thugs is one of my own favorite parts of Dominions, and I do it both in single-player and multi-player, though in multi-player late-game it's often not very cost-effective compared to the alternatives. It's a compelling challenge for me to try to keep my mortals alive and effective in the face of increasing magical threats. My approach to improve things is to make mods which help by offering a different magic cost balance, so human thugs can be closer to cost-effective even into the late game.

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