Quote:
Originally Posted by rdonj
Having path-based teams is possible, it just presents certain balance issues. As long as you can get good teams together you'll be fine, but if you get a remarkably unsynergistic team, you will be in for a bit of trouble.
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Well of course my goal is always fun/learning rather than an emphasis on the minutae of balance between every single unit. There's a certain amount of redundancy but of course that is pretty much the idea. Player and team skill, experience and synergy of course plays probably the most important roll in any team game.
If you look at the top 4 nation choices (and I might need to reorder the recommendations a bit, I.e for the Arboreans, they can live without Pangaea, but that nation will be more important for the Sanguinarium) with the exception of Pangaea and Mictlan in two instances, there should be very little duplication between teams.
It will also encourage the use and development of indy mages to bring that extra diversity which could give your team an edge.
Anyone care to wager (player skill and experience aside and assuming all players choose appropriately themed pretenders) on which team might have the edge assuming a matchup along these lines:
Arboreans (nature/earth): Man, Eriu, Mictlan, Machaka.
Sanguinarium (blood): Pangaea, Jotunheim, Abysia, Vanheim.
Supplicants of Set (death): Ermor, Shinuyama, C'tis, Ashdod.
Usurpers (astral): Pythium, Bandar Log, R'lyeh, Arco.