Thread: MoV usage
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Old October 1st, 2008, 11:42 PM
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Default Re: MoV usage

Well, they need to get up the Construction tree to forge trade goodies, so I was thinking that's where their summons would be--maybe summons at Construction 5, 7, 9, and 10? I'm thinking their summons would be of the "Infernal Machine" variety. They'd maybe get some National spells in other paths, too.

And it's thematic that "thinking demons" would be good researchers. I don't mind them having access to lots of spells. As far as gems, they could get some, but I was hoping they'd trade for them, or have to expand to get them.

They're very reminiscent of Abyssia as it is, and taking gems away makes them different. Instead of gems, maybe a gold boost? That way, they could buy more PD and potentially trade gold for gems. And they wouldn't have any good blood-dowsers, just blood mages.

I wouldn't make them the strongest forgers in the game, just the strongest at the blood-related items they can build. I wouldn't give them *any* Air, Nature, or Water, because they're meant to be specialized-Air would make it too easy to forge feathers anyway, and I don't want their research getting completely out of control. I'd probably make their access to Fire limited too, in that it would be very common, but very weak (Every mage would have Fire 1, few would have Fire 2, none would have Fire 3), again to differentiate them somewhat from Abyssia.

Their PD would be terrific, maybe the strongest in the game (gargoyles, anyone?), so no starting army. Atleast not one that can be used to expand--I'd probably give them an immobile rush-stopper, like Aksum has. They'd still have recruitables, just not great ones, so they'll eventually expand.
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