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  #11  
Old November 8th, 2004, 11:52 PM

alexti alexti is offline
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Default Re: Tweaking the Life Draining Weapons

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Graeme Dice said:
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Yvelina said:
What I would like best is to have weapons that heal you, but do nothing about fatigue - yours, or the enemy's.
The problem with this is that the fatigue model is far too granular. A titan with a strength of 30+ gets tired just as quickly, if not more so, than a human with a strength of 10. As there are no suitable reinvigoration items to offset the amount of fatigue that combat produces, the role of all but undead SCs is completely removed without the presence of fatigue restoration via lifedrain.
I suppose one or 2 relief casters should handle fatigue problem. And considering that it's somewhat risky to go into serious battle without relief support anyway, it doesn't seem to be a big restriction. Non-undead SC may become less useful in the earlier part of the game, before GR, but if at that stage the intention is to raid enemy lands, they'd still do fine vs PD.

So the only significant effect of non-fatigue draining would be on combat pretenders who will lose ability to take 80+ indy provinces with ease. Whether it is good or not I don't know.
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  #12  
Old November 9th, 2004, 12:22 AM
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Cainehill Cainehill is offline
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Default Re: Tweaking the Life Draining Weapons

Heh. Relief casters can be vicious. Got thumped by an army of clockwork horrors and vine ogres mostly when playing carrion woods. I figured - clockwork horrors, they'll stop moving real fast, even the vine ogres will run down. Even with the soulstone of the wolves bringing in extra troops each turn, my clock was cleaned (pun intended).

Relief kept restoring the clockwork horrors, and restoring the fatigue my carrion inflicted. Of course - if my SCish Banelord hadn't kept running from top to bottom of the battlefield without attacking anything, it might have turned the tide, but....
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  #13  
Old November 9th, 2004, 12:49 AM
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Reverend Zombie Reverend Zombie is offline
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Default Re: Tweaking the Life Draining Weapons

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alexti said:
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Ironhawk said:
Sounds like a pretty good idea. A curse would effectively limit the lifetime of the SC since it would be getting battle afflictions on a pretty regular basis.
I consider that cursed is a normal state of SC. It's so easy to curse SC and so hard to avoid it that any opponent will start from cursing your SCs, so in this sense items that gives the curse wouldn't have much effect (unless curse is cumulative)
I was thinking about cursing the items more for the effect of not being able to get rid of them, than the actual curse-affliction dynamic. I agree with Alexti that many SCs will get cursed sooner or later.
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