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January 8th, 2003, 01:39 AM
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Private
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Re: does religious *need* the talisman?
What about replacing the Talisman with component sized Version of some of the shrines? For example, a ship could be outfitted with a war talisman, or a death talisman. This would also solve the problem of many of their most useful shrine abilities only being available on the defensive.
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January 8th, 2003, 01:47 AM
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General
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Re: does religious *need* the talisman?
i think it is fine the way it is. If you want to change it mod it....
If you cannot beat the talisman then you have to change your set up....
In Dim 2x I went from being beaten by the talisman all game long to winning every battle against the talisman fleets. All it took was an adjustment of ships.
Here is a hint. Keep your fleets together when fighting the talisman player.
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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January 8th, 2003, 01:54 AM
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National Security Advisor
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Re: does religious *need* the talisman?
I think the War Shrine is very valuable, and I also think it is more interesting as a facility than as a component. Having a 15% two-way combat bonus that no one else (except Temporal) can match, for no maintenance and no ship space used is very powerful. Limiting to facilities is an interesting limitation, and creates interesting tactics as and against religious empires. It tends to be overshadowed by the talisman in unmodded games, but it's not useless even then. Unless, of course, your play style doesn't include using it.
PvK
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January 8th, 2003, 01:55 AM
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National Security Advisor
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Re: does religious *need* the talisman?
BTW, does War Shrine stack with Events Predictor?
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January 8th, 2003, 02:06 AM
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Sergeant
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Re: does religious *need* the talisman?
In the hands of an experienced player the Talisman can be very tough. A solution I propose (and very easy to implement) is make the cost of the Talisman higher about 5000 for minerals, organics, and radioactives may be just right. I would say that in a developed game the talisman is almost indestructable.
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The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
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January 8th, 2003, 02:57 AM
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Re: does religious *need* the talisman?
I think the Talisman is fine as it is. I don't see how it unbalances the game in any real sense of the term. Consider that fleet training+combat sensors+certain weapons with built in to hit bonuses get 99% to hit bonus. Making the Talisman a 99% to hit modifier would make researching the talisman pointless since you can get the training and sensor bonuses for about half the cost of researching the talisman.
I do like the idea of replacing the Talisman with War and Death Talismans and making new levels of the religious tech. Consider War, Death, Nature, Time, Fate SHRINES as planetary effect facils I-II(Religious Tech 1-3) and War, Death, Nature, Time, Fate TEMPLES as system effect facils I-III(Religious Tech 4-6) With War and Death Talismans of three seperate levels made vaialbe at levels 4-6 of Religious Tech. I think that would be an excellent MOD idea, but the Talisman as is is just fine for the stock game. The sheer size of the Talisman in comparison to ECM and Combat Sensors means that most people will use the Talisman WITHOUT ECM or stealth armour and thus have a much lower defense bonus, or they will be forced to trade off a weapon or two to keep the defense bonuses. Either way, the Talisman is not an unbalanced tech, it's fine the way it is.
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January 8th, 2003, 03:11 AM
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Shrapnel Fanatic
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Re: does religious *need* the talisman?
Quote:
I don't see how it unbalances the game in any real sense of the term. Consider that fleet training+combat sensors+certain weapons with built in to hit bonuses get 99% to hit bonus.
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You can get much more defensive bonus than offensive bonus. Something like 40% more (IIRC). So, that 105 bonus to hit (ignoring weapon bonuses) is nullified and overwhelmed by defensive bonuses.
Some people's problem with the Talisman is that it gives a 100% guarantee. Nothing should be 100% guaranteed.
[ January 08, 2003, 01:13: Message edited by: Imperator Fyron ]
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