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silhouette said:
Well, don't forget it may happen via collusion of more than one opponent as well. For example, if the leader of an MP game puts up the Forge global, and nobody is in a position to Dispel it, I would completely try to make an alliance of the other players who would each send a dozen items. It's a way to deny the one player use of forging, and it seems like a useful and valid tactic to me. And it is sort of self-balancing: if it's a one on one situation, you would have to commit X% of your lab/forging to deny the opponent the same percent of his capability.
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Biggest waste of gems and mage time I ever heard of. I'm not saying that this isn't possible, just that it's impractical. You waste gems and mage time to donate magic items to your enemy, however useless those items might be. And you'd have to keep this up for the subsequent turns, too. So, let's see... Lowest gem count for forging an item is 5 gems. Magic lab can hold what, 50 items? So you'd need to send up to 250 gems worth of magic items,
per turn, to your enemy. If I'd be that enemy, I'd die from laughter. Gem generating globals, dwarven hammers, clams, Forge of the ancient all have just one goal: To save/generate more gems than your enemies can. If you want to sacrifice as many gems as that for such a dubious plan, then your enemy doesn't have to do anything because you're playing into his hands by digging your own grave instead of, uh, the crazy idea of saving those gems that go into his free items, to override his enchantment or alchemize them to astral gems and dispel it?