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January 15th, 2004, 03:33 AM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Two new MODs from me
>Cold +3 would be like the arctic, bitterly cold in the winter, but certainly not unlivable.
Compare a temperate area (England, NE America, Japan) to the arctic. Yes people can live in the arctic, the question is how hard would it be (without mordern tech)? Compared to their fair weather friends would they produce 15% less? My mod puts it at 60%. I'm willing to stand by that.
Also keep in mind that this isn't reality. It's an abstraction in a fantasy game. I don't think strong penalties for complete opposites are unjustified.
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January 15th, 2004, 03:33 AM
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General
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Re: Two new MODs from me
Quote:
Originally posted by Saber Cherry:
Sounds like order 3, growth 3, productivity 3, some sort of castle... and anything that's left on the god. With scales that strong I can't imagine taking any negatives or wasting points on a god.
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Same here. Just take Pythium with an oracle, and give them order 3, prod 3, growth 3, luck 1, wizard's tower. Put your remaining points into a dominion of 5 and one extral point of astral. I can't imagine that spending points on a pretender would make any sense at all when the scales are so overpowerful.
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January 15th, 2004, 03:38 AM
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Sergeant
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Re: Two new MODs from me
Quote:
Originally posted by Graeme Dice:
I'd like to see better balance, but less impact from the scales, so that it might be normal to take at least 9 in one path on a pretender while still having a fairly high skill in other magic paths.
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Bless effects heaven - a man after my own tastes.
The way I can see of doing this with the present mod tools is modding the pretenders to give them more-and-higher starting paths of magic while leaving their costs the same.
Another approach would be to make all the scales weaker making the return from magic more appealling but I don't like this approach so much.
Cheers
Keir
[ January 15, 2004, 01:39: Message edited by: Keir Maxwell ]
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January 15th, 2004, 03:39 AM
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Join Date: Nov 2000
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Re: Two new MODs from me
Quote:
Originally posted by apoger:
Compare a temperate area (England, NE America, Japan) to the arctic. Yes people can live in the arctic, the question is how hard would it be (without mordern tech)? Compared to their fair weather friends would they produce 15% less? My mod puts it at 60%. I'm willing to stand by that.
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Scandanivia is either cold 1 or 2 (Vanheim/Jotunheim). It certainly doesn't produce 40% less output per piece of land than England. Neither does Canada.
Quote:
Also keep in mind that this isn't reality. It's an abstraction in a fantasy game. I don't think strong penalties for complete opposites are unjustified.
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As long as part of your argument is grounded in reality, then realism always applies, or else you must simply change your argument to "There is no reason other than because I feel like it." If you wish to invoke reality for part of your explanation then it should also work for arguments against something.
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January 15th, 2004, 03:41 AM
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Re: Two new MODs from me
Alex, I'm not arguing here.
I think I didn't know which one you pumped to 10% Just income?
IW Scales: Heat 3 Preference to Cold 3 Enviroment
-30% Gold, -60% Supplies.
AlexMod Scales
-120% Gold?, -120% Supplies? (Or -60% Supplies)?
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January 15th, 2004, 03:42 AM
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Re: Two new MODs from me
Quote:
Originally posted by Keir Maxwell:
Bless effects heaven - a man after my own tastes.
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I love the bless effects, and I wish that spending 250 points on your pretender to get a skill of 9 from a starting point of 1 was worth as much to your race as spending 240 points on order 3 and growth 3.
Quote:
The way I can see of doing this with the present mod tools is modding the pretenders to give them more-and-higher starting paths of magic while leaving their costs the same.
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The basic costs for the pretenders seems about right, although I'd like to see the cyclops only cost 50-75 points.
Quote:
Another approach would be to make all the scales weaker making the return from magic more appealling but I don't like this approach so much.
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I don't like it as much easier.
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January 15th, 2004, 03:44 AM
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Second Lieutenant
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Re: Two new MODs from me
>Sounds like order 3, growth 3, productivity 3, some sort of castle... and anything that's left on the god. With scales that strong I can't imagine taking any negatives or wasting points on a god.
Yes, however the problem I see now is players spending everything on their god instead of wasting points on scales.
These scales are similar to Dom1, as Keir suggested. I have never hidden that I don't like the Dom2 scales. The Dom1 scales worked just fine and weren't too extreme then, and as such really are too extreme now. Just different.
It's my feeling that this makes choices hard on the players. No easy picks like order-misfortune. No picking two 9s in magics at the cost of death-3 sloth-3 for that unimpressive 6% income hit.
My goal is not to spite gods. It's to make all choices viable and interesting. No matter what you choose, you aren't getting something else valuable, whether it's god magic or luck scale. That's what I want. Hard choices because everything is good.
Try the mod once it's available. I think you'll find it more balanced than you think. At the least, luck is now a useable scale. 
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