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September 1st, 2009, 07:29 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
The game is started (again)! This time I think we're really ready to go. We've already got four turns in.
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September 1st, 2009, 11:23 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: Momentum 2 - Running
Sigh...and I'd like my first position sooooo much. And now wilely Psycho enters the fray...Welcome!
__________________
Power is an illusion...
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September 2nd, 2009, 07:45 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
Let's go Jotunheim, do your turn
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September 2nd, 2009, 03:04 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
I think tartarians are still underpriced. Tartarian spirit is essentially an earth king and those guys cost 50 gems. I would probably price each of them 10 gems higher and male titans, lightning cyclopes and monstras even more. I predict that if we see tartarians, it will be only these three types. Monstras for the best magic diversity for price, lightning cyclopes because each of them is a great teleporting SC and titans because they get 2 levels over female titans for only 10 gem difference.
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September 2nd, 2009, 07:42 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
That's a fair assessment. Tart pricing will be the biggest thing to fine-tune. Fortunately, if the pricing is off everyone can benefit from it. But it's unfortunate if nations with national summons find them to be too unoptimal to summon. National summons add flavor to the game and should, if anything, be a better deal than general summons.
I hesitated about reducing the Monstra price. In the end I figured at that stage of the game you have other sources of magic diversity (including other tarts that are also good combat chassis) and so they should be given a slight discount. But I might have been wrong about that.
I wonder if anyone will summon a Monstrum? I'd like to do something to make them worthwhile. In addition to price adjustments I thought about giving them one or more of the following next time: a magic weapon attack, 2-3 misc slots, a body slot, a guaranteed level 2 in a useful path like earth in addition to a level 2 random path.
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September 2nd, 2009, 08:01 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Momentum 2 - Running
I wouldn't worry too much. This is a rather small game and if tons of Tarts start being thrown around, well then someone has done something wrong and failed to win the game when they had the advantage.
Besides, tarts are the least scariest SC in the game because they are undead. They are best used as a back-row caster or as an airdropped SC against an unprepared army in my opinion.
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September 3rd, 2009, 09:07 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Quote:
Originally Posted by AreaOfEffect
I wouldn't worry too much. This is a rather small game and if tons of Tarts start being thrown around, well then someone has done something wrong and failed to win the game when they had the advantage.
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Yeah, even if they are underpriced they are still more expensive than if using the Chalice/GoH in a regular game. Combined with the ban on gem gens I'd expect to see fewer SCs than one would normally expect for a game this size.
Quote:
Originally Posted by AreaOfEffect
Besides, tarts are the least scariest SC in the game because they are undead. They are best used as a back-row caster or as an airdropped SC against an unprepared army in my opinion.
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Their being undead did factor into my pricing in that I didn't want to make them too expensive and then a couple bane lords with anti-undead weapons kill them in one round.
I also asked myself: if you can get any SC in the game for 120 gems (wish + GoR), how many tarts is that SC worth?
BTW, good job everyone immediately completing your next turn if you're last to submit the current turn. We are on a faster than 24 hour pace.
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September 4th, 2009, 02:36 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
It's almost like a blitz! Less than 12 hours turnaround on that turn.
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September 4th, 2009, 09:09 PM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: Momentum 2 - Running
pffft... that turn was slow
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September 4th, 2009, 10:47 PM
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First Lieutenant
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Join Date: Jun 2007
Location: Douglasville, Ga
Posts: 604
Thanks: 26
Thanked 20 Times in 10 Posts
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Re: Momentum 2 - Running
Blahh Maybe a bit too fast seeing as how I forgot to put my sneaky prophet to Move instead of sneak resulting in my what was left of my starting army moving in by themselves and being slaughtered. But HEY!! The 15 of them did manage to kill ((1)) barbarian.
heh.. Ahh well doesnt matter really. Guess It's just less upkeep that I didnt really need. I suppose that just means more kills for my prophet next turn.
I'm just not used to playing stealthy nations, it's just too damn easy to forget to change them to move instead of sneak.
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