|
|
|
 |

June 19th, 2004, 04:34 AM
|
Sergeant
|
|
Join Date: Oct 2003
Location: Blacksburg, VA, USA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pretender Balance Mod
I think these numbers demonstrate the real problem with the humanoids: low new path cost only decreases the cost to get level 1 in that path. It doesn't change the cost to get level 2, 3, 4, etc.
There was a proposal a while back to give some pretender forms a new ability: increasing the level of a magic path would cost less (or more) points. If humanoids paid only 50% of normal points to increase the level of a path, in addition to their low new path cost, they could be real magical powerhouses and have strong blessings too. (This would of course be offset by their low dominion and physical weakness, but it would make them much more interesting to play.)
Or, of course, more humanoids could start with more and/or higher level paths. Frost father water 2 air 1, master druid nature 2 earth 1, crone astral 1 death 1 nature 1, great enchantress astral 2 nature 1, great warlock fire 1 astral 1 blood 1, etc. At the same costs they have now, this would make it significantly cheaper to get to higher levels of magic in those paths, while also making them more different from each other by having preferred paths. This would tend to encourage a 2-3 paths at level 4-6 humanoid rather than a 5-7 paths at level 2-3 one - although you would still be able to do either.
__________________
People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
|

June 19th, 2004, 05:36 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Pretender Balance Mod
Seems like that might be a good idea (altering the base path costs by a factor, and then giving that sort of factor as an advantage to pretenders like the humans).
I'll be interested to hear the opinions of folks who have played humanoids and rainbows successfully as to whether they think this could be unbalanced for strong RB/human players.
PvK
|

June 19th, 2004, 05:48 AM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Pretender Balance Mod
Quote:
Originally posted by Chris Byler:
Or, of course, more humanoids could start with more and/or higher level paths. Frost father water 2 air 1, master druid nature 2 earth 1, crone astral 1 death 1 nature 1, great enchantress astral 2 nature 1, great warlock fire 1 astral 1 blood 1, etc. At the same costs they have now, this would make it significantly cheaper to get to higher levels of magic in those paths, while also making them more different from each other by having preferred paths. This would tend to encourage a 2-3 paths at level 4-6 humanoid rather than a 5-7 paths at level 2-3 one - although you would still be able to do either.
|
That's what I say.
Hey, why don't I do it?
Well, let's see if I find the time to do the mod.
(doesn't look good. I'm in the midst of doing a 'scenario', catched a cold lately and have some deadlines to cope with in RL)
A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|

June 19th, 2004, 06:00 AM
|
Second Lieutenant
|
|
Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
|
|
Re: Pretender Balance Mod
I think if you were to give a few of the various humanoids several natural paths and a high (60-80) path cost this could help solve the problem with lack of diversity among human pretenders.
Right now they are all used as rainbow mages, and one rainbow mage is much like another. Making some of them ineffective in that role, for instance giving the druid 2 points in all four sorcery paths and prohibitive path cost with elements (just an example) would make a powerful multi role mage with a good potential blessing (maybe even dual 9s) which is still not a rainbow mage.
Such creatures would still be weak in combat and (unless used with a nation that has excellent blessability) probably worse than regular rainbow mages at more or less everything. But at least there would be some diversity.
|

June 19th, 2004, 06:18 AM
|
|
Re: Pretender Balance Mod
I have decided to take it upon myself to do a minor Mod (I'm still working on the Spell Ref Liga! No worries).
Look for it later tonight with Pretender modifications.
|

June 19th, 2004, 06:53 AM
|
 |
Sergeant
|
|
Join Date: Oct 2000
Posts: 295
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pretender Balance Mod
Quote:
Originally posted by PvK:
Seems like that might be a good idea (altering the base path costs by a factor, and then giving that sort of factor as an advantage to pretenders like the humans).
I'll be interested to hear the opinions of folks who have played humanoids and rainbows successfully as to whether they think this could be unbalanced for strong RB/human players.
|
I had thought the idea Chris mentioned was interesting as well and was thinking about bringing it up, so thanks for saving me the effort, Chris!
I'm not an expert on the balance issues, but I have done some calculations on what you could do with cheaper costs per point.
Let's assume the Crone, with 10/point initial paths, no starting magic. Costs listed are just for the magic paths, and don't include the initial Crone cost (25) or dominion increases, etc.
At standard 8pts/level:
One path to L2: 26
7 paths to L2: 182
8 paths to L2: 208
One path to L4: 82
3 paths to L4: 246
5 L2, 3 L4 paths: 376
7 paths to L4: 574
8 paths to L4: 656
One path to L8: 290
1 L8, 1 L4 path: 372
2 paths to L8: 580
2 L8, 1 L4 paths: 662
At 7pts/level:
One path to L2: 24
7 paths to L2: 168
8 paths to L2: 192
One path to L4: 73
3 paths to L4: 219
5 L2, 3 L4 paths: 339
7 paths to L4: 511
8 paths to L4: 584
One path to L8: 255
1 L8, 1 L4 path: 328
2 paths to L8: 510
2 L8, 1 L4 paths: 583
At 6pts/level:
One path to L2: 22
7 paths to L2: 154
8 paths to L2: 176
One path to L4: 64
3 paths to L4: 192
5 L2, 3 L4 paths: 302
7 paths to L4: 448
8 paths to L4: 512
One path to L8: 220
1 L8, 1 L4 path: 284
2 paths to L8: 440
2 L8, 1 L4 paths: 504
At 5pts/level:
One path to L2: 20
7 paths to L2: 140
8 paths to L2: 160
One path to L4: 55
3 paths to L4: 165
5 L2, 3 L4 paths: 265
7 paths to L4: 385
8 paths to L4: 440
One path to L8: 185
1 L8, 1 L4 path: 240
2 paths to L8: 370
2 L8, 1 L4 paths: 425
At 4pts/level:
One path to L2: 18
7 paths to L2: 126
8 paths to L2: 144
One path to L4: 46
3 paths to L4: 138
5 L2, 3 L4 paths: 228
7 paths to L4: 322
8 paths to L4: 368
One path to L8: 150
1 L8, 1 L4 path: 196
2 paths to L8: 300
2 L8, 1 L4 paths: 346
Overall, it seems to me that 7pts/level wouldn't be an unreasonable boost for the human pretenders. Maybe 6pts/level might work, particularly if it was offset with a larger new-path startup cost. Anything below 6pts/level IMHO seems like it could be very unbalancing.
|

June 19th, 2004, 08:03 AM
|
 |
Major
|
|
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Pretender Balance Mod
Quote:
Originally posted by Chris Byler:
There was a proposal a while back to give some pretender forms a new ability: increasing the level of a magic path would cost less (or more) points. If humanoids paid only 50% of normal points to increase the level of a path, in addition to their low new path cost, they could be real magical powerhouses and have strong blessings too.
|
If you go that route too far, there's a risk to get unbalanced results, with human mages getting mid- or high blessings effects cheaper than other pretenders that are supposed to be proficient in these paths (eg, nature-9 earth-9 would cost less on a Master Druid than on a Great Mother, which isn't something you want).
To eliminate this issue, I'd suggest something like:
Increase in a path the pretender (any type) starts with: 6 points * extra level
Increase in a path the pretender (human mage type) doesn't start with : 8 points * extra level
Increase in a path the pretender (other types) doesn't start with : 10 points * extra level
That's the idea, the numeric values are just examples and may be altered. The base value used in 'paths you don't start with' could also be a function of 'new paths cost X'. Thus a Naga would also pay less than a Virtue to increase her magic in paths both aren't initially proficient in. Finally, you might want to change the cost of new paths if you make extensive use of this system.
[ June 19, 2004, 07:05: Message edited by: Nagot Gick Fel ]
__________________
God does not play dice, He plays Dominions Albert von Ulm
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|