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March 13th, 2008, 08:50 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Tartanians
The idea of insane tartarians is fun and thematic but would add even more randomness in endgame if it works like standard insanity.
Actually the lucky guy getting some tartarian commanders (20N discount to use them) without too many afflictions can have an huge advantage. With random insanity in addition a lucky player will have one more huge bonus when other's tartarians become mad.
So I'd prefer a not too random system, with choices giving more chances to keep control or not (an idea : special insanity with % based on gem value or research level of items carried ; the more a tartarian recieve high level items the more he feels powerful and risks to become unleashed and claim godhood for himself). Then it becomes a strategic choice to take the risk and gear a tartarian with artefacts etc..., or use them with just their built in items to be sure to keep control (but making them more vulnerable of course).
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March 13th, 2008, 09:19 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
Thanked 12 Times in 6 Posts
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Re: Tartanians
Quote:
the more a tartarian recieve high level items the more he feels powerful and risks to become unleashed and claim godhood for himself)
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Actually, using this for every unit and commander in the game might be even funnier than leaving it only for tartarians...
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* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
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March 13th, 2008, 10:28 AM
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Captain
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Join Date: May 2004
Posts: 947
Thanks: 1
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Re: Tartanians
Perhaps a relatively easy fix would be to just make all of them (or maybe 99%) non-commanders. The only really rediculous deal is when they pop out for only 10 death, being fully commanders with spells. If you have to GoR them, all of a sudden they are really not insanely cheap anymore, so being conjuration-9 after all, I don't see much of a problem with them.
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March 13th, 2008, 10:54 AM
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Corporal
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Join Date: Jan 2008
Posts: 163
Thanks: 0
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Re: Tartanians
I think that the problem is that they are really good for high levels of Death and Conjuration, and there isn't something similar for other paths of magic and research. Conjuration 9 should be quite strong, but enchantment, alteration and the others should be at least equally powerfull, not so behind.
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March 13th, 2008, 11:11 AM
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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: Tartanians
Lets see enchantment 9 has...
Arcane Nexus and Gift of Nature's Bounty
Alteration 9 has...
Army lead/gold, wish, utterdark
Jazzepi
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March 13th, 2008, 11:42 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Tartanians
Exactly. It is rather comparing tartarians to summons from other schools. For example nature summons, that are well... pathetic?
I just wish there were more 8 and 9 level national summons. I really don't understand why T'ien Ch'i does not have 4 Dragon Kings.
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March 13th, 2008, 12:34 PM
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Corporal
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Join Date: Jan 2008
Posts: 163
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Re: Tartanians
So, if all the schools have something strong at level 9 then what is the problem? If you have death go for Conj, if you have nature Enchant, earth alteration....
You do not need to balance tartarians against all the other summons, but death/conj9 to the other magic/schools9.
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May 14th, 2008, 01:33 AM
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Corporal
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Join Date: Jan 2008
Posts: 55
Thanks: 1
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Re: Tartanians
Yeah,
Astral can summon imaginary creatures or creatures from another world.
Water can have a ritual spell to empower a unit with huge Def that last forever.
Earth creates some improved better golem
Fire or blood could have a kamikaze unit that sacrifices it's self to to kill a SC (like a Tartanian).
Nature could have a more powerful maggots for stronger mages (I do not think this is the best idea, but I am just giving possibilities)
Air could have a powerful spell that will blow the enemy army away (retreat)size negating.
What I am saying is every kind of magic needs a killer spell and/or to make diversity. It can't just be death that makes a army of SC.
PS: although in fairness wish is also a awesome spell
__________________
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May 14th, 2008, 07:43 AM
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Corporal
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Join Date: Nov 2007
Posts: 78
Thanks: 1
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Re: Tartanians
Quote:
Exactly. It is rather comparing tartarians to summons from other schools. For example nature summons, that are well... pathetic?
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Hmm... I wouldn't call a Tarasque pathetic. With a great stat line, about 250 HP, regeneration, recuperation, poison cloud, etc. a simple astral empowerment is enough to complete the 'super beast' with luck and ethereal. With water empowerment you can even get the 'ultimate beast' with breath of winter and quicken self. Since you don't have to buy anymore equipment except two misc, it's not too expensive if you don't go for the 'ultimate' way. You don't even need a high construction for that.
I used Tartarians too, and sure they are powerfull, but after a few fights you can rename them to 'Affliction Lord'. I think I prefer the Tarasque.
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May 14th, 2008, 08:17 AM
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Corporal
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Join Date: Jan 2008
Posts: 163
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Tartanians
Have you tried to put a regen ring on a Tartarian? They get quite less aflictions with it.
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