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  #1  
Old April 25th, 2004, 09:55 AM

Cohen Cohen is offline
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Default National troops and mages vs SC and High Magics

(I'm Italian ... excuse me for my bad english and many mistakes)

I and other players are trying games with Immobile pretenders (Map Move 0, still teleport however) and Humanlike pretenders (those with New Path Cost 10).
In my opinion these games are far more enhancing cause army counts more ... however it ends up as usual, with players usings super combatants, summons and so on ... and the Nation counts only in the early game, where you've to fight Indies to expand.

National armies and mages become almost useless ... so on where's the fun of the tactical differences beetween Nations? Are battle fought by singles or armies? Well ... I don't want to seek another game, cause I like Dom2 for many things I cannot find in other games (fatigue, magic sites search, nice Nations and so on) but I think these things will limit the games a lot ...

Troops become swordfodder and sieging mass ... stop.
Mages are overriden by magic summons, and so on ... where's going the peculiarity of a Nation ... his typical troops ... if we fight with Season summons, Kings or Queens of elements, and so on ?
Gold soon becomes inflated ... only to build forts and temples, and some labs ... because all is around magic gems ... and so on.
I'm not saying to remove these things ... only to make them more difficult to have (few people like difficult or v.difficult research ... and however it's only a matter of time usually ... but this could give more lifetime to armies and troops). This inflate too some scales (like productivity ... why should I produce troops if only 1 SC slaughter them all without any risk ... and I give him experience?).

Think on something a Jhoanne d'Arc, blessed by God (like a Prophet SC) can defeat English by herself ... or was she backed by huge armies of infantry, nobles and knights and so on?

Leaders are fine ... reclutable ones ...
Battle spellcasting is almost, except for some too powerful spells (like Breathe of Winter).

But I'll put more difficult Rituals and weaker summons ... or at least more expensive ... so gold, castles, production are still worthing.
And limit the SC ... perhaps limiting the magic items (like somewhat they goes conflicting by themselves) to less slots, or you've to put Magic Items of a lone element (ie ... I put the Boots of Quickness, ... so on I cannot put on the same char other items except those with a cost of only water gems, OR with a cost in water gems and other element, but Water Gems required are >= of the other element. This because different magic conflicts).
Limit pretender fighting abilities ... giving them a role of sages, arcane wizards, forecasters, and so on ...

Leave the hard work to battle mages and huge armies of national troops, raised by castles, gold and production!
Don't seek the best combo of magic item to give regen, ethereal, quickness and so on to your SC ... study tactics, plan how to cut withdrawal to enemy, build a strong economy to have bigger armies, add more hiding troops to ambush the enemy, and so on.

Well ... this is my opinion (I know this would change a lot the game), but I want to know yours.
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  #2  
Old April 25th, 2004, 10:03 AM
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Teraswaerto Teraswaerto is offline
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Default Re: National troops and mages vs SC and High Magics

If you set research to very difficult and magic site frequency low a mid-sized game will be over well before summons and SCs are the only forces worth fielding.
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Old April 25th, 2004, 10:12 AM

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Default Re: National troops and mages vs SC and High Magics

The problem is in finding players willing to play with these settings.

And I love magic sites because now it's a strenght of a rainbow pretenders ... not fighting but an "explorer" of arcane sites ... who's seeking power ...

And some magic sites are nice because adds some troops you usually cannot recruit, but don't unbalance the game cause they'ren't overpowered ...
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Old April 25th, 2004, 10:36 AM

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Default Re: National troops and mages vs SC and High Magics

Quote:
Originally posted by Cohen:
National armies and mages become almost useless ... so on where's the fun of the tactical differences beetween Nations? Are battle fought by singles or armies?
I'm no expert by any means, but. Following all these discussions about SCs and how they can only be countered with ones alike them, I'm getting a feeling that there's a classical "When the only tool you've got is a hammer, every problem starts to look like a nail" problem at work. (Have to admit, though, that SCs are a bit like "When only tool you've got is a shotgun, every problem starts to look for an exit" solution)

I mean, if you believe every fight can be won only with SCs, then the game turns into a battle between individuals. Of course you're going to lose if you send masses of regular troops against something that's purposefully devised to slay masses of regular troops. Don't. All things (should) have a weakness or two.

Enemy using say arch devils? Send a couple of mages to freeze 'em dead. Something invulnerable to elements? Paralyze - soul slay - enslave mind. Invulnerable to elements, absurd MR? Acid/magma spells, other armour negaters. Use troops to keep those big guys busy while the mages do their work, if they use life drain put undead boneshield instead.

They start having small squads to help their big guys in battle? Kill the normies, rest will rout. They start to imitate you, putting forth number of mages protected by some screen? Mass Flight is your life-saver. Massed troops? There are more army bLasting spells than I remember out of hand.

You're bound to take losses, just make sure your opponent is hurt more.

Of course, I'm proven myself I'm absolutely lousy in crafting anything heavy-hitting, so have resorted to national mages and troops. Nearly all of the aforementioned has been achieved by one nation's national mages, so they do have uses. You just can't send them off everywhere without planning first a bit.

But then again, I'm sure there's some SC lurking even in my current MP just waiting to prove me wrong. Can't wait.
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Old April 25th, 2004, 11:07 AM

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Default Re: National troops and mages vs SC and High Magics

All the way through my MP games, I recruit national mages & troops every single turn.
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Old April 25th, 2004, 11:07 AM

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Default Re: National troops and mages vs SC and High Magics

Put a limped, crippled unit in the rear, with hold and attack ... the rearmost you can.

Use some units to absorb spells, like LI ... and let SC doing the hard job.

What I mean is ... all the army should do the job, not army takes hits and deceives enemy spells, and SC slaughter all the things.

And with magic items you can be invulnerable to almost all things ... perhaps some death magic spells ...

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Wendingo, you'll find when you start wars with other humans, and not Indies, that soon your troops will be slaughtered and become swordfodder to cover big monsters.

[ April 25, 2004, 10:14: Message edited by: Cohen ]
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- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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