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View Poll Results: Is clam-spamming too powerful?
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Yes, always, the astral gems are too damn good, especailly at the current price!
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4 |
4.55% |
Yes, but only in long games.
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29 |
32.95% |
Yes, but only sometimes, e.g. for patala, who also get easy hammers, or with wish, or alteration sites etc etc.
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5 |
5.68% |
They're about right, and shouldn't be changed.
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29 |
32.95% |
No, their utility is balanced by the research investment/cost in mage time/gem cost or whatever, especially if you want to wish (or other high level spell-spam.)
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16 |
18.18% |
No, they're no longer worth the investment/bother, especailly now tha I need nature/water mages to get them.
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5 |
5.68% |
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September 11th, 2007, 08:37 AM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
Thanked 1 Time in 1 Post
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Re: Poll: Is Clam Hording Too Good?
As velusion said clams are very potent in the long games no doubt about it - especially after wish is reached. Removing them (or having some ridicilous spell being able to destroy them) is not a good choice however since you will basically cripple high astral dependent nations like R'lyeh.
At the current cost they will take 15+ turns to pay off basically, which is a risky investment.
I think a good solution is to mod them for whatever game you are expecting to play. In a short-mid game keep the original cost. In long games on large maps that is expected to go 100+ turns increase their cost slightly (by 5 water or nature gems). Of course in such games blood stones should have their cost increased as well.
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September 11th, 2007, 09:01 AM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
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Re: Poll: Is Clam Hording Too Good?
I think clamhoarding is OK the way it actually works. Anyway, a less "artificial" way to counter - but not too much - clamhoarding would be to add a slight chance oh being horror marked for the bearer of the clam. Something similar to lightless lanterns for example. Similar to blood contracts would be too much imho.
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September 11th, 2007, 09:02 AM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
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Re: Poll: Is Clam Hording Too Good?
The thing is there are so many ways to increase gem income that I think it is silly to isolate one tactic of increasing gem income and say that it is unbalanced. I think the problem that people have with it is the flexibility of astral pearls. But, consider this, if you have 20 clams a turn, and you are alchemizing them, you will only have 10 gems after you do so. Is 10 gems significant? If it was adding to a gem income of 5, sure that's significant, but if it is adding to a gem income of 25, its not as big of a deal.
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September 11th, 2007, 09:06 AM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
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Re: Poll: Is Clam Hording Too Good?
You don't alchemise as a rule. A better option is to use wish and turn your astral gems into x2 other gems. A reasonable good position can turn out 75 clams by the turn of say 60-75. If you use those gems to cast wish(gems) each turn you have basically increased your gem income with 150 gems. That will probably double your ordinary gem income - not to shabby!
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September 11th, 2007, 12:34 PM
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Corporal
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Join Date: Jun 2007
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Re: Poll: Is Clam Hording Too Good?
If someone get's to strong through clams, his opponets were not aggressive enough. Getting an overpowered clam-hort running is a big investment (now, mainly for the 15 water gems). You should not be able to affort this while in a full scale war with someone else.
So, the two options to do clamforging (in my opinion) are:
-You are the only water nation left and don't (strongly) battle the land.
-You were good in the diplomatics.
The first point has it's own drawbacks, so I have no problem with this one getting strong through Astral pearls.
The second - well, if you succed on that plan, you deserve it. Your opponent should not have let it come to that point.
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September 11th, 2007, 01:39 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
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Re: Poll: Is Clam Hording Too Good?
Why not attach a negative to clams, like horror mark, insanity, curse or disease? It creates a drawback, and also has the effect of taking some of them out of play over time. The problem now seems to be that there's no downside to the strategy (except for monotony, and people getting annoyed at you.)
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September 11th, 2007, 01:50 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Poll: Is Clam Hording Too Good?
Ew, I wouldn't suggest anything that encourages more micro while leaving the same utility if you do it right. I'm in a game right now with my first and last fever fetish farm - I finally said screw it and am forging 30-odd rings of regen because it's too much of a headache. Not the most competitive thing to do but I was getting to dread my turns - "which of these ever increasing number of diseased guys have less than 3 hps left?"
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September 11th, 2007, 01:58 PM
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Captain
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Re: Poll: Is Clam Hording Too Good?
Clams are nerfed strongly in dom3 relative to dom2.. I feel like this nerf makes them just right, except in long games. Perhaps a mod making clams more expensive to be used in long games would solve the problem?
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September 11th, 2007, 02:04 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
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Re: Poll: Is Clam Hording Too Good?
Quote:
CUnknown said:
Clams are nerfed strongly in dom3 relative to dom2.. I feel like this nerf makes them just right, except in long games. Perhaps a mod making clams more expensive to be used in long games would solve the problem?
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I think there is just such a mod for those "all nations" games.
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September 11th, 2007, 02:04 PM
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Major General
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Join Date: Sep 2006
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Re: Poll: Is Clam Hording Too Good?
Quote:
CUnknown said:
Clams are nerfed pretty strongly in dom3 relative to dom2.. I feel like this nerf makes them just right, except in long games. Perhaps a mod making clams more expensive to be used in long games would solve the problem?
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I think the 62 player megagame has influenced alot of people on clams and clamming.
Velusions already said he will include a mod to make them more expensive if he starts another such game.
Rather then changing them in the vanilla game and effecting everybody, its probably best that a mod be applied in long MP's. The host/modder can then change them as he sees fit and people can choose for themselves wether they wish to play or not.
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