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June 9th, 2007, 05:34 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: Wild Hunt & Ghost Ship Armada too weak?
Foul air is a really nasty spell when the AI casts it. Every unit in the world which gets wounded gets diseased. The main problem is that nations which would benefit from it struggle to find the air magic to cast it.
Maybe Lanka...?
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June 9th, 2007, 08:10 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
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Re: Wild Hunt & Ghost Ship Armada too weak?
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.
I dont understand anyway why the globals are limited to 5.
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June 9th, 2007, 08:45 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Wild Hunt & Ghost Ship Armada too weak?
Quote:
Hadrian_II said:
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.
I dont understand anyway why the globals are limited to 5.
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That may be a piece of the problem, but it's far from the whole thing. Even with infinite slots I can't imagine casting wrath of the sea or many of the other globals low on the list.
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June 9th, 2007, 09:02 PM
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Sergeant
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Join Date: Jan 2004
Posts: 247
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Re: Wild Hunt & Ghost Ship Armada too weak?
I'm suprised you rated Astral Corruption so low.
What good does a million astral pearls do if you can't cast anything with them without dying?
Unless i'm misunderstood how AC works, don't you have to beat the horror in order for the spell to "go through" and be considered to have happened. IE, you can't cast dispel successfully unless you beat the horror that follows.
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June 9th, 2007, 09:20 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Wild Hunt & Ghost Ship Armada too weak?
No, the spell is cast first, then the attack happens. Low-level horror attacks also don't pose much of a threat to a prepared mage. Astral mages can cast returning, naure mages can spam a couple of swarms, death mages can skel-spam and follow up with drain life, fire, water, and air all have direct attack spells that will kill a horror as long as it gets stuck on bodyguards for a few rounds. Blood has leech and life for a life. Earth lacks anything stellar to deal with them, but that's a pretty small segment of the mage population.
Every so often you'll get unlucky, or something really big and nasty will show up, but there are plenty of ways around it.
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June 9th, 2007, 10:31 PM
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Sergeant
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Join Date: Jan 2004
Posts: 247
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Re: Wild Hunt & Ghost Ship Armada too weak?
If you forge an item, though, and the forging mage dies, the item dissapears.
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June 9th, 2007, 10:34 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
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Re: Wild Hunt & Ghost Ship Armada too weak?
Being allowed infinite globals would be interesting. I would like that on the wish list.
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June 9th, 2007, 10:44 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Wild Hunt & Ghost Ship Armada too weak?
Quote:
Hadrian_II said:
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.
I dont understand anyway why the globals are limited to 5.
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I think it would be a mistake to remove the cap. Perhaps it could be adjusted to scale with the number of players, or simply be an option that you can set during server setup.
In any case, having a limit creates game tension. Tension is what makes decisions hard. When decisions are hard, you have to be good to make the correct ones. This is what separates bad players from good players and makes intricate, complex games like Dominions 3, with lots of tension, good.
If you remove the limit, then you remove some of the tension about casting globals, and therefore some of the interesting decisions you have to make.
You don't have to worry about filling up slots anymore, and you can't randomly get your global dispelled by someone else's. You also don't have to worry about having to put enough gems into your global enchantment that'll dispel someone else's when all 5 slots are filled. By taking out these things, and having no cap Dominions 3 would be a more shallow game.
Jazzepi
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June 10th, 2007, 11:17 AM
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Sergeant
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Join Date: Aug 2006
Location: Near Allentown, PA
Posts: 371
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Re: Wild Hunt & Ghost Ship Armada too weak?
Quote:
Jazzepi said:
Quote:
Hadrian_II said:
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.
I dont understand anyway why the globals are limited to 5.
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I think it would be a mistake to remove the cap. Perhaps it could be adjusted to scale with the number of players, or simply be an option that you can set during server setup.
In any case, having a limit creates game tension. Tension is what makes decisions hard. When decisions are hard, you have to be good to make the correct ones. This is what separates bad players from good players and makes intricate, complex games like Dominions 3, with lots of tension, good.
If you remove the limit, then you remove some of the tension about casting globals, and therefore some of the interesting decisions you have to make.
You don't have to worry about filling up slots anymore, and you can't randomly get your global dispelled by someone else's. You also don't have to worry about having to put enough gems into your global enchantment that'll dispel someone else's when all 5 slots are filled. By taking out these things, and having no cap Dominions 3 would be a more shallow game.
Jazzepi
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Then you're stuck with the problem of there being a ton of globals which no experienced player will waste their time casting, expecially in MP. Why not up the global cap to eight? or 1/2 the number of players, minimum 5?
__________________
"You're never more vulnerable than when you have both hands wrapped around your opponents throat." -Ubercat
"I'm not convinced that faith can move mountains, but I've seen what it can do to skyscrapers." -William H. Gascoyne
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June 10th, 2007, 11:30 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Wild Hunt & Ghost Ship Armada too weak?
Quote:
Ubercat said:
Then you're stuck with the problem of there being a ton of globals which no experienced player will waste their time casting, expecially in MP. Why not up the global cap to eight? or 1/2 the number of players, minimum 5?
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How should any arbitrarily picked value be better than another? I think this should be configurable when you create a game just like the size of the HoF is, too.
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