|
|
|
 |

January 8th, 2004, 02:00 AM
|
Captain
|
|
Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
|
|
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.
|

January 8th, 2004, 02:05 AM
|
 |
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
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.
|

January 8th, 2004, 02:13 AM
|
 |
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
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.
|

January 8th, 2004, 02:39 AM
|
 |
First Lieutenant
|
|
Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
Thanks: 7
Thanked 3 Times in 2 Posts
|
|
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.
|

January 8th, 2004, 01:22 PM
|
Major
|
|
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ]
|

January 8th, 2004, 01:32 PM
|
Major
|
|
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

January 8th, 2004, 04:20 PM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Is Ghost Riders too powerful ?
4 pages on this?!? 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|