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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #18  
Old October 14th, 2006, 06:57 AM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: Yomi - Oni Kings analysis. Developers please r

Quote:
Corwin said:
I agree with you and Kristoffer Boron, price balance is indeed a possible solution. I mean - "There are many ways to skin the cat". Troops can be made better, or can be made cheaper, or both. Decreasing price of 30gp demons to 15gp, and 50-65gp to 25-30gp might do the trick. But I would still like to see ghost form made more durable, with same hitpoints as a normal form. This does not increase fighting power of Oni much, since ghost form are hopelessly weak due to only having illusionary weapons. But this would fit nicely into concept of "near immortality", alowing more demons to survive IF the battle is won.


I don't like the idea of oni ghost forms fleeing the battle, I would prefer them to stay and either fight or die. But giving them a bit more hitpoints and higher MR, so they would not be killed in mass with single banishment, would be good.



About Ku-Onis - as partly agree with you. Like yourself, I also like their swarm tactic, both from the tematic point of view and game-wise. But the problem is that their size one makes then the worst troops if you are facing priests, and in MP as an Oni player, you pretty much always do.

************************************************** *****
Here is some primitive math - up to 30 (6x5) Ku-Oni are affected by casting of lvl 1 banishment each turn. That's 2 times more units than size 2 Ao-Oni (25gp demon).

Now Ku-Oni MR of 13 vs 14 for AO-Oni. According to the probabilities table on page 5 of the manual, that makes them about 25% more vulnerable for banishments.

Now Ku-Oni have 9hp vs 14 hp for Ao-Oni. That's 55%+ more hitpoints for AO-Oni.

So here we have it. In terms of actually killing units (reducing their hitpoints) banishment is (2 times x 1.25 x 1.55) = 4.75 times more deadly for Ku -Oni than for Ao-Oni.

That's A LOT.

Considering that the the AO-Oni only cost 25 gp vs 12 gp for Ku-Oni, and considering that the banishment is the main weakness of Oni in MP, there is no point of buying Ku-Oni instead of Ao-Oni even with the current pricing.

That does not even include the fact that AO-Oni are much better fighters than Ku-Oni, that the AO-Oni have secondary weapons which Ku-Oni do not have, that they move much faster on the battlefield (10 instead of 7 movement), that they have morale 14 instead of morale 9, so they are much less likely to rout, while costing the same 1 res, and even have 1 slightly better protection.

Now considering all these facts, and considering the fact that the only thing Ku-Oni have over Ao-Oni is size 1 instead of size 2, (which, as i mentioned, also makes twice as vulnerable as Ao-Oni for banishment unit-wise), I don't see any reason why would somebody want to buy Ku-Oni instead of Ao-Oni, when facing human opponent.

************************************************** *******
The math may be slightly off, but not by much I think.


That is not to say that AO-Oni and better demons should be left as it is price-wise. My point is simply that none of the demons are price efficient at this point, including least epensive Ku-Oni. And that Ku-Oni IMHO are the worst cost/efficient demon unit when it comes to banishment in MP, as I tried to show in my calculations.



Anyway, as I said, IMHO serious price reduction, perhaps making all demonic units twice least expensive, may do the trick, together with better survivability of ghost form due to same HP as normal form and better MR for ghost form.

The banishment will still present huge problem for Oni players, but maybe it will be enough to make some demon troops worth building in MP games, as an opposite to using bakamoo archers and indeps.

Your calculation is informative . You have left out some important facts though:
Range of banishment!
20+

Your shortbows have 30 range.
So place your ko oni on the edge of the battlefield with hold and attack x orders.
Just before your archers to protect them from fast enemy troops.
Then their slow 7 movement is a further advantage.
For several turns they will stay out of banishment range!
The enemy priests will do nothing then if they are normal priests or if they are priest mages they will cast other spells and fatigue.

Then there are skelspamming Hanyas. The skellis have movement in the range of 6-9 movepoints iirc. For the first 2 turns the skellis will already move while the ku oni still stay idle.

So the skellis provide alternative targets for the enemy.

So imho banishment is not a too big issue for Yomo.

But you are nontheless correct i think. The size of the Ku-Oni is more often a problem than an advantage because of other spells.

Mainly Bladewind and Magma eruption devastate the poor Ku-Oni really well.

And if we check early era this is extremely problematic because many early era nations can do bladewind and/or magma eruption:

-Arco:
Not guaranteed, but with randoms every 4th mage engineer gets earth 2 and some mystics should also get lucky with randoms and be able to cast blade wind or magma eruption.

-Maverni:
Every Druid can bladewind (and most can eagle eye, and every Druid can GfH)

-Ulm:
Almost every of their mages can bladewind.

-Pan:
Every 2nd Pan can bladewind.

-Argatha:
Every Oracle can bladewind, the oracle of subterran fires can do magma eruption too.
Every 4th earth reader can bladewind too.

-Vanheim:
Every dwarfen smith can bladewind, every 4th magma eruption.

-Helheim:
Every swartalf can bladewind, every 4th magma eruption.

-Kailasa:
Yaksha can bladewind (and eagle eye).

(-Yomi:
Dai Oni can bladewind/magma eruption too.)

-Atlantis:
Basalt kings can bladewind/magma eruption too, and rarely a mage of the deep too.


So 9 other early era nations can easily bladewind/magma eruption. These spells are ultimate doom for all of Yomis small size 1/2 troops.


But vs. most of the above listed nations Yomo can counter with Dai Oni casting earthquake or rain of stones.
And they also can counter reasonable well vs. bladewind with end of weakness.

But the earthquake/rain of stones counter is hard to pull of imho. And it is somewhat in vain vs. nations with cheap non-capitol only mages which are uber like helheim/vanheim svartalfs/dwarfes.
Reply With Quote
 

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 10:35 AM.


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