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Old October 15th, 2003, 08:39 PM
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Default Re: Theme knowledge

Quote:
Originally posted by Nagot Gick Fel:
In Doms I spys are just better scouts with a couple extra abilities (spot sites, instill uprising) and I'm happy with that. I have a few ideas on how to add flavour to the many scout variants - eg, a forester catched by enemy patrols in a forest province could retreat to an unowned neighboring province instead of dying - a Mother of Avalon or Dryad could attempt to trigger a Vine Ogre invasion (like the random event), etc. Funny things like that, although not necessary to the game.
I do like the idea of adding more stealth options - maybe adding certain rituals which are only castable while stealthy in hostile territory. Of course you'd need to figure out how to make them work without a lab somehow. It would make sense that a stealthy nature-mage (such as a Mother of Avalon or Druid) could go behind enemy lines and try to raise natural forces against them - it would add a nice extra strategic element, if it was balanced.

Perhaps another ability of stealthy mages would be to alter the scales of the hostile province they were in - so a death mage could sneak into an enemy's territory and start spreading death/blight. Similarly a fire mage could enact some covert rituals to heat the place up a little.

It would be interesting (though perhaps too detailed) if, for example, the forester was better at hiding in provinces with lots of forests (and worse in tundra), or the Abysian assassin was better at hiding in warm provinces (and worse in cold provinces), etc. But this would mainly be a colourful detail. The other stuff (above) I think would be cool and might add to the 'special ops' side of the game.
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