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April 14th, 2004, 05:52 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
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Clams overpowered?
Forgive me if this has been done before, I'm curious what the current thinking is among those who might take the time to vote in a poll, to add to the opinions of those who have weighed in on the debate in one of the various thread discussions.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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April 14th, 2004, 05:55 PM
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Sergeant
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Join Date: Apr 2004
Location: In your mind
Posts: 264
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Re: Clams overpowered?
OMG 100% FOR BROKEN!!!111... jk (only 1 vote, and from me)
Having a clam is like having a single pearl magic site. Having two is like having a single magic site of anything. And the more clams you have, the more you can make.
Edit: so much for only 1 voter
[ April 14, 2004, 16:56: Message edited by: HotNifeThruButr ]
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April 14th, 2004, 08:15 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Clams overpowered?
I thought it was 2 water...
I'm not voting because I haven't been playing with Clams in Dom1, and as I don't have full 2 yet going with Clam-strategy would give out almost nothing.
I think it should be possible to use clams to reduce micromanagement by giving them to mages who can use the pearls (in battle) without need of ferriers. I also think it shouldn't be possible to make endless amounts of clams to gather the 'free-flowing magic power' all around the world... atleast not without any consequences!
The good solutions I have seen are Horror Marking the Clammer, having maximum clams any nation can have (what about Charmed commanders with clams?) and a maximum pearls clams can produce on one turn(if there are more than 30 clams anywhere in the world only 30 or so of them will produce pearls).
Maybe clams should only produce pearls on watert and/or astral mages. The problem with that is that it limits the usefulness of Clams to very few nations.
An idea that just wouldn't work out would be making clams underwater-only: that would not remove the problem but limit the choice to two races, or races with cheap sacred commanders if Atlantis/R'lyeh are not in game.
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April 15th, 2004, 09:14 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
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Re: Clams overpowered?
Ok with my vote it is 23 vs 23.
Reminds me of the current pre-election situation in USA somehow...
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April 15th, 2004, 11:53 AM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
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Re: Clams overpowered?
__________________
Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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April 16th, 2004, 12:42 AM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Clams overpowered?
Hmm, reading the forums, you'd think clams were the biggest problem in the game. Yet, make a poll and the majority of people think they are fine. Odd.
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