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View Poll Results: Will Hinnom et al be forbidden in most MP games?
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No more MP for Hinnom
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20 |
76.92% |
No more MP for Gath
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8 |
30.77% |
No more MP for Ashdod
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9 |
34.62% |
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October 1st, 2008, 04:59 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Kristoffer O
Now I wonder a bit about Ashdod. THey have been discussed a lot less, but they are portrayed as almost Hinnomish in power. The Zamzummim and summons are mentioned, but I have less to go on here.
I guess they have been less common in MP games?
Some things I consider:
- Lower PD, not horites though
- Fewer starting troops
- Chariot nerf (possibly size, possibly something else that might affect other tramplers as well)
- Dawn Guard +5g to original cost level.
Not sure about this, but I had an idea of switching Melqart and Ba'al blood magic lvl. Might need a slight rewrite of descriptions and events.
Main objective of nerf: reduce initial expansion power.
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Sorry, I know I said I'd write a guide but I haven't gotten Ashdod in a game yet and I can't "get inside the head" of a nation until I've played them against people.
On your ideas I think they're all good, though I agree with others that nerfing tramping in general would have very wide reaching side effects that are a bit hard to assess the scope of. Reducing the size seems best, given the size of the other giants and the fact human chariots only increase the size by one.
A couple other ideas -
Remove Hinnom's ability to produce their best research & combat mage without a lab. Either change the mechanic which allows this, or give them a set path. It's kinda cool that other nations can recruit a weak mage if they haven't gotten a lab up yet, it's pretty much an exploit that Hinnom can crank out battle/research mages with no need to ever put up a second lab until it's convenient. Or maybe make those guys cap only? *That* would be a pretty big nerf.
Perhaps add a minor unrest effect to complement the population eating? Thematic and a tiny amount would go a long way towards reducing their ability to bloodhunt. Even a tiny amount would make it so you could really only use two blood hunters per province, thus cutting down their blood income by 1/3rd.
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October 1st, 2008, 05:15 PM
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First Lieutenant
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Join Date: Feb 2007
Posts: 773
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Baalz
Remove Hinnom's ability to produce their best research & combat mage without a lab. Either change the mechanic which allows this, or give them a set path. It's kinda cool that other nations can recruit a weak mage if they haven't gotten a lab up yet, it's pretty much an exploit that Hinnom can crank out battle/research mages with no need to ever put up a second lab until it's convenient.
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This is the idea I would support. Giant nations tends to be balanced by the fact that while individually they are more powerful, they are a greater investment to build.
By letting them pump out good research mages without a lab and/or temple, you are basically funding their troops (an advantage no other giant nation can claim).
I also think that the Shaman they get seems like an oversight from the design process. He adds Death to an already diverse nation and seems designed just to let people climb the death ladder and/or make Flaming Skulls.
Also, their starting army is awesome. Cut that back to something reasonable and their early rush is extremely blunted. As far as I can tell, Hinnom's starting army is the only one in the game that can take a province a turn for the first ten turns.
Last edited by K; October 1st, 2008 at 05:19 PM..
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