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March 28th, 2008, 02:46 PM
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Re: vengeance of the dead, how it works with 1000+
Quote:
triqui said:
Quote:
johan osterman said:
Also I am not alltogether clear on why, as someone suggested, a retreat in VotD would represent awakening from the dream, it might as well be called death from fear, or the soul losing itself in the land of dreams, or any other pat explanation you happen to like.
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Is this an official point of view from developers? I mean, the spell is working as it is supposed to work (attackers do not rout at turn 50, and defender die in turn 75)?
I'm asking becouse that might be an easy and clean solution for me. If that is *how* the spell is supposed to work, i have exactly ZERO problems with it. I might find it a spell too good for it research cost, but i also find thunderstrike too god for it research cost, and wont ban it from my game. My grief is that, as i understand it, the attacker not disolving in turn 50 was unintended.
So if VotD is offically working as intended, my problem with it vanishes.
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Well it is working as intended, it is not bugged.. Perhaps it would be desirable that the dead where the attackers. Or that the dead not count as kills or what have you. But those things are not trivial to accomplish. There has been debate abnout this spell since dom 1 days. And JK has resisted all attempts to convince him to change it in either of those ways.
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March 28th, 2008, 02:49 PM
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Re: vengeance of the dead, how it works with 1000+
Death because of a turn limitation game mechanic is wrong for any game.
period
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March 28th, 2008, 02:54 PM
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Re: vengeance of the dead, how it works with 1000+
In response to NTjedi
It is ther to make sure turns end. If it wasn't there turn resolution could go on forever.
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March 28th, 2008, 02:57 PM
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Re: vengeance of the dead, how it works with 1000+
Quote:
johan osterman said:
It is ther to make sure turns end. If it wasn't there turn resolution could go on forever.
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I understand the turn has to end. However to kill because of a turn limitation game mechanic is wrong. A commander/mage powerful enough to survive 50+ rounds during an assassination deserves to live... based on history and logic.
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March 28th, 2008, 02:59 PM
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Re: vengeance of the dead, how it works with 1000+
Quote:
johan osterman said:
It is ther to make sure turns end. If it wasn't there turn resolution could go on forever.
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I dont get it. How is so? I mean... the turn 50 attackers "should" retreat. Even attackrs that do not retreat (like golems) die. However, in this spell, the attacker do not retreat or die. How is it that this is there to make sure turns end? Wouldnt the turn ends regardless if the attackers could retreat or vanish, like golems do?
EDIT: answered before your edit, didnt know you were speaking to nt jedi. My question remains, though.
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March 28th, 2008, 02:59 PM
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Re: vengeance of the dead, how it works with 1000+
Quote:
NTJedi said:
Death because of a turn limitation game mechanic is wrong for any game.
period
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I agree with that. Actually, anything that would have a turn limitation is bad.
Solutions : you could :
- add a cumulative 1 damage from fatigue every turn beyond 50 (this has its own issue, I'm not too much in favor of it),
- or just restart the battle as it were the next turn with the remaining units (and more if they decide to join the battle -> that would be fun),
- or anything else.
The fact that it doesn't make sense that the dead multiply when killed in a dream could be logical in a "dominion" sense, I mean, he did kill them again and could dream of them again. The fact that people just die suddenly when a turn limit is passed ? That cannot make sense.
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March 28th, 2008, 03:02 PM
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Re: vengeance of the dead, how it works with 1000+
Quote:
kasnavada said:
- or just restart the battle as it were the next turn with the remaining units (and more if they decide to join the battle -> that would be fun)
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That does not work. Two combatants with spam skelleton and enough reinvigoration can fight forever. Two lighting inmune combatants with lighting damage whips cant kill each other, ever. The game HAS to have a hardset turn limit. The cummulative fatigue might work, but so does the regular turn limit. The only doubt is what happens when a unit that reach its own turn limit rout, does not rout.
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March 28th, 2008, 03:05 PM
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Re: vengeance of the dead, how it works with 1000+
The keywords are "restart" and "others could join".
Restart means that the limit is still here. However, at your next turn the fight starts again. Therefore there could be a 2000 turn battle, over 40 game months (if no one joins, the limit is 50 turns per game month, and no one joins).
It could require (a lot of) work from the devs, but I don't take that in consideration when I propose things, because I have no clue of whether it's hard to do or not.
Please reconsider what you wrote in regard to what I wrote. With what I say, there are ways to finish the battle.
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* Darwi Odrade
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March 28th, 2008, 03:09 PM
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Re: vengeance of the dead, how it works with 1000+
The battle would still not resolve in the examples Triqui gave. As far as the fatigue goes, are you suggesting the fatigue rises after the turn limit until the participants die? If that is the case, the outcome would be exactly the same as the current turn limit system.
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March 28th, 2008, 03:18 PM
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Re: vengeance of the dead, how it works with 1000+
I'm sure the community could brainstorm ways of improving assassination battles to make more sense, I've provided several good starting examples. Unfortunately we're not going to see anything changing with Dominions_3.
Hopefully assassination battles will be improved within DOM_4 to be more logical and historically accurate.
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