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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 13th, 2007, 03:32 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Poll: Is Clam Hording Too Good?
Item-destroying global spell is the worst idea I've heard for a long time. Item-destroying combat spell is the second worst idea I've heard.
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September 13th, 2007, 03:42 AM
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First Lieutenant
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Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
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Re: Poll: Is Clam Hording Too Good?
Item-destroying global spell is the best idea I've heard for a long time. Item-destroying combat spell is the second best idea I've heard.
Both of them promise to significantly change up the game if implemented. Ask anyone- what school of magic is most vital. One of the top picks, if not the top pick, is construction. You can't thug/SC without it. Destroying items changes the dynamic of the game significantly, improving the power of battlefield troops and mages.
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September 13th, 2007, 04:00 AM
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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: Poll: Is Clam Hording Too Good?
An army with proper magical support can take down most SCs with little problem. I don't see why anyone would really want to make the 100 gem investment most SCs represent any weaker than they already are. They're great for raiding and killing PD since their strength is in their mobility, but they fold up and die to a significant enemy magic presence as it is. (Earth buffs on the troops, the other elements if they lack resists, mass horror marks or soul slays, disintegrate/drain life, and charm (not optimal due to MR and short range, but a scary prospect for the SC's owner)
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September 13th, 2007, 10:38 AM
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Corporal
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Join Date: Jul 2007
Posts: 85
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Poll: Is Clam Hording Too Good?
It takes thousands of gold worth of mages to implement any of those (except maybe the earth buffs, which takes thousands of gold *and* resources worth of army + a few hundred gold mage).
Anyway, if item-destroying spells (I wasn't suggesting a combat spell, but a province-targeting ritual attack; a combat item destroyer would be interesting against SoS and a few other item-based strategies, but wouldn't solve the clam problem) had a low chance of affecting any particular item, then one guy with 5 items probably wouldn't be hit at all, or lose at most one of his items. They'd be designed for the province where 20 (or 50!) guys are hanging out with a clam and a lantern each.
I think they would shake the game up in a good way.
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September 13th, 2007, 08:02 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Poll: Is Clam Hording Too Good?
Except that the clams would likely be behind a dome, and would be hard to target.
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September 13th, 2007, 08:49 PM
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Sergeant
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Join Date: Aug 2007
Posts: 203
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Poll: Is Clam Hording Too Good?
The problem with clams/fetishes/stones is they end giving more gems that all magic sites... If gems generated are capped by map size, it will not be a problem, will it?
Killing clam holders is very hard. In a castle, behind many domes, guarded by army, maybe even hidden... good luck!
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September 14th, 2007, 08:48 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Poll: Is Clam Hording Too Good?
Right, domes. So your clams will be shielded by a dome and this item destroying spell will only be useful against thugs and for armies out of their element.
As a thematic suggestion: What about having gem-producers only work if equipped on a mage with that path? More limiting for some than for others. How much affect that would have I don't really know.
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