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November 2nd, 2003, 08:51 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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second class super combattants
From the spells descriptions, it seems that these creatures are not limited in number:
Golem
Harvester of Sorrow
Fallen Angel
Vampire Lord
Some can perform rather well in melee fight. Any vets care to discuss if they see potential abuse? The Golem for example has full slots, and his quite healty. Astral nations with gems (Pythium, Arco) could try to recruit several and equip them.
My proposal would not be to tweak them down (because when not used as SC, they would perform even less efficiently), but renforce the mechanisms which lead to the demise of a strong isolated unit versus a hord of weaker units. This could fix some of the problem with combatting pretender too. Some quick examples:
- bypassing defence always incur one hit, even if prot is not passed.
- being attacked has a random chance of increasing your fatigue by one.
That would tone down the whole 'I start with a combat pretender and take the world with him' issue too.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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November 2nd, 2003, 09:28 AM
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Sergeant
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Join Date: Sep 2003
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Re: second class super combattants
That might severely disadvantage nations that rely on small numbers of big, costly units. Jotunheim (Niefelheim especially) and Ulm come to mind.
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November 2nd, 2003, 10:19 AM
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Major
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Join Date: Sep 2003
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Re: second class super combattants
Quote:
Originally posted by Pocus:
From the spells descriptions, it seems that these creatures are not limited in number:
Golem
Harvester of Sorrow
Fallen Angel
Vampire Lord
Some can perform rather well in melee fight. Any vets care to discuss if they see potential abuse? The Golem for example has full slots, and his quite healty.
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Heh. The first thing I'll check when I receive the full Version is the Pythium/Golem Cult combo. That is, if Communion counts wrt Magic Duel in Doms II (didn't check yet). If it does, a Golem with a matrix and a horde of Communicants could be a real Juggernaut. And if the spell AI hasn't still neglects Magic Duel (it did in Doms 1), for the Golem to remain duel-safe, the Commies have only to survive for 5 battle rounds.
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God does not play dice, He plays Dominions Albert von Ulm
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November 2nd, 2003, 10:21 AM
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Corporal
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Join Date: Sep 2003
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Re: second class super combattants
Supercombattants are a big problem in Dominions I. and will be in Doms II. Supercombattants are killing the strategic part of the game.
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November 2nd, 2003, 10:37 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: second class super combattants
Quote:
Originally posted by MStavros:
Supercombattants are a big problem in Dominions I. and will be in Doms II. Supercombattants are killing the strategic part of the game.
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Hmm. So you've noticed this, have you? I doubt it. Most of these are outside the demo limitations. Valid complaints are one thing, and speculation can be useful, but trolling, spamming, and making false statements (like that you've actually seen SC's hurting Doms II) are not appreciated.
-Cherry
[ November 02, 2003, 08:40: Message edited by: Saber Cherry ]
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November 2nd, 2003, 11:13 AM
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Second Lieutenant
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Join Date: Oct 2003
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Re: second class super combattants
>Golem
Vulnerable to magic duel, so not too much of an issue.
>Harvester of Sorrow
We are going to see a lot of this bad boy.
>Fallen Angel
>Vampire Lord
Not quite as bad due to low hit points.
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