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View Poll Results: Would you object to CBM adding spells/summons?
No 40 67.80%
Yes 13 22.03%
I don't use CBM 6 10.17%
Voters: 59. You may not vote on this poll

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  #1  
Old September 4th, 2009, 09:56 PM

quantum_mechani quantum_mechani is offline
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Default New spells/summons

At the moment it's a theoretical question, but I'm interested to hear the community's opinions of adding new spells and summons in the CB mod. Since it has become somewhat standard in MP games, obviously great care would need to be taken with such additions, but there are significant balance advantages that could be achieved that way. For example, it is often lamented how late game devolves to almost purely tartarians with a smattering of unique summons, that could in theory be diversified with new options.

Would such changes be outside the scope of CB, or the next logical step to achieve more variety?
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  #2  
Old September 4th, 2009, 10:06 PM
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Default Re: New spells/summons

Oi, I accidentally voted no when I meant to vote yes.

That being said, I think adding some spells to the mix certainly would help make the late game interesting.

That, and maybe more tartarian nerfs, of course.
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  #3  
Old September 4th, 2009, 10:06 PM

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Default Re: New spells/summons

Personally, I feel that unless a mod(s) became as widely accepted as the CBM mod itself, I would feel that they/it would be beyond the scope of CBM. There are already lots of n00bs who are confused about it, and adding entirely new spells/units/etc. would simply add to the problem. I have no problem with adding new things, but not as part and parcel with the CBM mod.
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Old September 4th, 2009, 10:08 PM

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Default Re: New spells/summons

I actually have to agree with Trumanator.

lots of people want that, but not everyone. i think it would be a good change, but outside the scope of CB
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  #5  
Old September 4th, 2009, 10:12 PM

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Default Re: New spells/summons

Quote:
Originally Posted by Tolkien View Post
Oi, I accidentally voted no when I meant to vote yes.
You mean yes when you meant no?
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  #6  
Old September 4th, 2009, 10:19 PM
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Default Re: New spells/summons

To quantify my no vote, I would say that I am not opposed to a new SC chassis being added by CBM, to diversify the late game a bit. I would be opposed to new spells though... I think that could just get confusing, esp. for new players learning the game.
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Old September 4th, 2009, 10:20 PM
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Default Re: New spells/summons

But but but ... CBM already adds new units, some of which are new heroes, some of which are dom-summons.

I don't see anything wrong with adding additional spells and summons, on principle. Or sites, for that matter. I'm sure there will be a thorough discussion of the details of any additions.

Any if anything overpowered does slip through, it can get fixed in the next iteration of CBM.

@lingchih: How are we going to get a new SC chassis without a new spell to summon it?
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Old September 4th, 2009, 10:22 PM

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Default Re: New spells/summons

Quote:
Originally Posted by Lingchih View Post
To quantify my no vote, I would say that I am not opposed to a new SC chassis being added by CBM, to diversify the late game a bit. I would be opposed to new spells though...
You realize the new summons would need spells to summon them?
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Old September 4th, 2009, 10:26 PM
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Default Re: New spells/summons

Quote:
Originally Posted by quantum_mechani View Post
Quote:
Originally Posted by Lingchih View Post
To quantify my no vote, I would say that I am not opposed to a new SC chassis being added by CBM, to diversify the late game a bit. I would be opposed to new spells though...
You realize the new summons would need spells to summon them?
Don't be nitpicky QM. I was speaking of other spells besides the new summoning spell.
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  #10  
Old September 4th, 2009, 11:56 PM
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Default Re: New spells/summons

Why not simply create an optional CBM "companion" spell mod? Might be hard to balance everything with an external option, but maybe worth a thought.
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