Thread: Mod CBM 1.8 released
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Old February 9th, 2011, 11:43 AM

NooBliss NooBliss is offline
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Default Re: CBM 1.8 released

Quote:
Originally Posted by Soyweiser View Post
I noticed, the removal of certain items just makes it less pronounced. And it makes it easier for other nations to catch up.
So, is it a good thing or a bad thing? What's wrong with the leader having more resources anyway? That's what being a leader is about.

Quote:
Originally Posted by Soyweiser View Post
And Asinjas, Shishi don't generate new gems etc (which is what a forge bonus actually is, a way to "generate" gems by using less of them). You need to put them in harms way, attack the enemy, get his lands. For them to be useful. (Sure they gen RP, but everything does, and there are cheaper ways of getting RP).
Hammers dont generate gems. They increase your income by a percentile. If you have 10 hammers and only +4 fire gems/turn, you will only forge ONE fire brand. Any nation can have hammers; sure, you have to take earth on your pretender if you dont have it on your mages, but heck, that's a good reason NOT to take that freaking Dom10 pathelss Wyrm again. And even then, you could skip Earth on your pretender and just trade until you get some indies.

Quote:
Originally Posted by Soyweiser View Post
The controversial item removals all made it easier to reach the point where you couldn't do anything about a runaway leader anymore.
And making sure you cant do anything about a runaway leader anymore is a good thing? I have a feeling there's something wrong with this sentence.

Quote:
Originally Posted by Soyweiser View Post
Sure there are still spells, and sites which do this in the game. (A alteration 20% site can also create this situation, just as casting certain globals, or even certain nations are build for it (LA Ermor for example)). But you can at least see a lot of these coming, you can dispel the global, take the site, etc etc. They are counterable.
You won't know when somebody finds a discount site and dispeling globals is a losing game.


Quote:
Originally Posted by Soyweiser View Post
You do realize that additional gold expenses are a big deal right? A blood nation already has a lot of expenses, upkeep gold, using mage turns to get slaves. So you have less mages for combat duty, RP etc. Some additional gold cost can be really painful then.
You do realise that I'm speaking from my personal MP experience? I'm playing Abyssia in 1.7 right now, here - http://www.llamaserver.net/showScore...e=KingsofDrama

Does it look like I'm suffering from the lack of income? That's not some theorycraft, thats my own playtesting results - nations with B2 mages took a rather slight hit, not nearly as hard as these with B1 or no blood at all.

Edit:

Quote:
Originally Posted by Soyweiser View Post
Sure you should still be able to use a small lead to create a bigger lead. But it should be more about the armies clashing, conquering territories, casting extremely powerful spells, etc.

Not using your labs to forge equip to forge more equipment. Not all games should be won in the forge.
Why? Because you dont like it? Just because dont want to spend time planning your strategy in a game with a steep learning curve, you'd like to keep it as simple as 'produce some troops, add mages, send them into combat'?

Gemgens could, indeed, create problems in huge games. Huge hidden income that cant be taken away from you. Hammers are nothing like that.


Hmmm let me guess... Do you also think one shouldnt have to diversify into all magic paths, being able to win with just their starting 'Air 4, water 2, astral 1, death 1' picks on national mages?

Last edited by NooBliss; February 9th, 2011 at 12:00 PM..
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