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Originally Posted by Zeldor
- much stronger garrisons for gateways [Ptah + mummies + some nasty mages]
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Make sure it's something that isn't reliably killable with something like, oh say, 20 LA TC Ancestor Vessels.
Quote:
Originally Posted by Zeldor
- increased population in caves [10k for entrance, 5k normal caves, 15k for links to other players, 20k for gateways]
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Possibly afford the inner player an actual income, or even the ability to effectively Blood Hunt - too cool. Also the 95% of nations that currently can't even operate in the caves without supply items, won't fall behind the other 5%, ie - LA TC.
Quote:
Originally Posted by Zeldor
- bodyguards for many commanders
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Is assassination/seduction a balance issue as well? I hadn't seen any used on the AI garrisons.
Quote:
Originally Posted by Zeldor
- recruitable Seraphs in central island
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O.O
Quote:
Originally Posted by Zeldor
- some cool recruitables in swamps around central island [modded magic sites], recruitment of devils etc
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I'd be careful with this. It's a fun idea that everyone gets guaranteed access to something powerful and fun, but the reality is that one person will likely reach critical mass before his neighbors, and then grab multiple sites before anyone can react. This will likely reliably be certain nations before certain other nations, so will reduce viable nation choices if it becomes too large a power factor.
Quote:
Originally Posted by Zeldor
- boots of youth on old mages
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Very good call.
Quote:
Originally Posted by Zeldor
Any other suggestions? Any garrisons need tweaking? (especially those leading to plains)
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I was sort of thinking the garrisons holding people in should be stronger too (like the Portals). Have them set to be patrolling, to negate the advantage of stealthing past them. Flight would still be an issue though, not sure what to do about that.
Ultimately, on one level, I think there is too much flavor on this map for competitive play. There are a number of factors that can rapidly domino into massive imbalances, which becomes magnified by relative knowledge of the specific map content. Sure you can argue that everyone could read the .map file, but I'd have to say that while much of this community is at least minimally 'mod fluent', that will never encompass everyone in play - putting those individuals at a severe disadvantage compared to someone who knows where everything is, and what is guarding it.