.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old January 8th, 2004, 02:00 AM

licker licker is offline
Captain
 
Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
licker is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

Welcome back NT, glad to see your rinse, wash, repeat tactic of agruing hasn't changed any.

Anyway, why not have 5 casts of riders attack an iron dragon or otherness, or whatever other spell you don't feel is up to the challenge. Seems the best way to actually tell if they are balanced no?

Well remember also that to get off 5 riders on the same turn you need 25 death gems (not hard at all) and 5 death 4 mages (now that's a bit more tricky for many races).

Also will not domes effect the riders spell? Any other summoned will just walk in and ignore the dome.
Reply With Quote
  #2  
Old January 8th, 2004, 02:05 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

I'm saying that for only 5 gems this spell seems too powerful.

Run some tests...


I've seen enemy AI and human player armies with 120 men having lost the battle to this single cast of a spell. The lost province means loss of gold, units, province defense and maybe gems.

[ January 08, 2004, 00:07: Message edited by: NTJedi ]
__________________
There can be only one.
Reply With Quote
  #3  
Old January 8th, 2004, 02:13 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

Quote:
Originally posted by licker:
Anyway, why not have 5 casts of riders attack an iron dragon or otherness, or whatever other spell you don't feel is up to the challenge. Seems the best way to actually tell if they are balanced no?
5 casts of ghost riders on a province which has only one iron dragon. I seriously doubt the iron dragon would live. Remember the iron dragon also places a commander in danger another cost not seen by ghost riders except for the rare case of a fire/frost dome.

A better test is create an average army and see which does more damage.... one iron dragon or 5 casts of ghost riders.

Quote:
Well remember also that to get off 5 riders on the same turn you need 25 death gems (not hard at all) and 5 death 4 mages (now that's a bit more tricky for many races).
Others were using spells as a comparison which were 5 times as expensive... thus I had to show the effect of 5 times for ghost riders thats why.

Quote:
Also will not domes effect the riders spell? Any other summoned will just walk in and ignore the dome. [/QB]
Check my previous Posts you will see I've already wrote about the frost/fire domes... which require a lab for that province.

[ January 08, 2004, 00:20: Message edited by: NTJedi ]
__________________
There can be only one.
Reply With Quote
  #4  
Old January 8th, 2004, 02:39 AM
Zapmeister's Avatar

Zapmeister Zapmeister is offline
First Lieutenant
 
Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
Thanks: 7
Thanked 3 Times in 2 Posts
Zapmeister is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

Quote:
I'm saying that for only 5 gems this spell seems too powerful.
Well then, since no-one is agreeing with you, you're in the ideal position to exploit the imbalance and win lots of games, aren't you?

Alternatively, you might not enjoy a greater success rate than expected statistically, in which case you'd have to admit you're wrong, so forget I spoke

I guess my point is that the spell clearly isn't breaking the game at the moment (else you'd be getting more support) so until some supportive evidence (game results) shows up, there's not a lot to be said beyond the dogged repetition of the claim.
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
Reply With Quote
  #5  
Old January 8th, 2004, 01:22 PM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

Quote:
Originally posted by Keir Maxwell:
quote:
Originally posted by Jasper:
quote:
Originally posted by Keir Maxwell:
In all my PBEM and SP play in Dom1 and 2 I've never got to cast a 9th level spell.
Never? Strange... I found games with shifting alliances to often Last longer.

I'm curious, do you tend to play on small maps with permanent alliances? That's the only way I can imagine games consistently having such low research.

[snip description of aggresive play]
I've played enough games (I've been a multi-player addict for over 25 years) with a wide variety of settings and different Groups of players that I've come to the conclusion that this is generally the way it works when I'm playing. *shrugs*

That's what I guessed. Considering you play so aggresively it's not much of a surprise your games are short: You either win quick, or you lose quick.

IMHO this seems to color your perceptions of the benefit of blood magic, or higher level magic in general.

[ January 08, 2004, 11:34: Message edited by: Jasper ]
__________________
brass-golem.com
Reply With Quote
  #6  
Old January 8th, 2004, 01:32 PM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

Quote:
Originally posted by Kristoffer O:
Strange, I have always felt that Ghost Riders was a rather weak lvl 9 spell, thus the low cost.
IMHO Ghost Riders is mostly usefull for taking relatively empty provinces so they can't be retreated into, typically in concert with a real attack somewhere else.

I have a hard time imagining any army that would take significant damage from the spell, even in the middle game.
__________________
brass-golem.com
Reply With Quote
  #7  
Old January 8th, 2004, 04:20 PM
Truper's Avatar

Truper Truper is offline
Second Lieutenant
 
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
Truper is on a distinguished road
Default Re: Is Ghost Riders too powerful ?

4 pages on this?!?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:11 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.