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  #1  
Old June 20th, 2008, 03:29 PM
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JimMorrison JimMorrison is offline
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Default Re: Thoughts on making \"luck\" equally attractive

You'd think after doing this 2000 times or so, one would know where to put things.


1. Actually, I disagree that heroes necessarily become somewhat obsolete later in the game. If more of them had high magic paths to make end game BF magics more viable, that would be one help. But the other thing, in my last random magic pick test, LA Pythium got a hero named Faglius. If you are not familiar with him, he is a very solid thug chassis, but he has 2 additional special attacks with Eyeloss and Heartfinding attached to them. Seems to me that properly geared, he could be a powerful SC hunter, and by extension I think if there were more heroes, and more chance to get them (a +1 across the board would be nice, so 1% with Misf1 and 7% with Luck3) would enhance their role in the game somewhat.

2. That's a neat idea! I've felt that your scale picks should add direct effects to your pretender. In fact, I think high magic should as well, like high F spreading heat from pretender, etc, though that's another thread.

3. I'm not sold on this one. I do like how in CBM, the balance of that synergy is pushed more in favor of the Luck scale, without completely removing the effect of "chaos and order" on random events. I think that rather than weakening the Order scale (by removing secondary effect), it might be more interesting to gameplay to simply strengthen the other scales a bit, such as CBM attempts to do.
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Old June 20th, 2008, 03:46 PM

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Default Re: Thoughts on making \"luck\" equally attractive

Both Jim and QM have good points.

Instead of making Heroes Tougher in the SC sense, maybe additional magic paths and/or sc killing abilities would make them treasured throughout the game.

Qm's point about not allowing a "tit for tat" balance could be effective to a degree as well, while preserving the tradition that turmoil has more random events than order(does it?).

Maybe if luck was increased to 7, and order decreased to 3,
then you would still have a fair gap of 4 percent. Of course you do not eliminate the problem of 3 order cushioning the blow of taking misfortune, but something is better than nothing.
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Old June 20th, 2008, 04:06 PM
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Default Re: Thoughts on making \"luck\" equally attractive

Well, I think the issue is more that order is overpowered than that luck is underpowered. The prevalence of order combined with it's impact on luck is what makes luck so unattractive. Luck would be much more common if order-0 ever happened....
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Old June 20th, 2008, 04:34 PM
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Default Re: Thoughts on making \"luck\" equally attractive

Worthy Heroes is a great mod. But the problem with many of the heroes are they are too thematic and therefore similar to what you get anyway.

For example Pythium gets a great Mage as a hero. He's like an extra Holy Theug. Stacks of magic. But he's very similar to the mages you already can recruit - even if a bit better. He doesn't really add anything different. A weaker mage with Nature or Earth would be far more useful really.

Likewise Jomon gets a nice assassin hero. But they can already recruit assassins so his value is that much less.

Niefel gets a blood Jarl iirc. Probably the strongest hero in the mod. But to Niefel he is just another Jarl with an extra blood path or two.

The sea nations seem to get a few traitors/heretics from their enemies and I think these are probably very useful. What you want is not necessarilly more powerful heroes but ones that can do things you usually can't. Paths you can't recruit. A thug if you have none you can summon/recruit. An assassin or spy if you don't have these as nationals. Someone who is naturally amphibious for a land lubber nation. If the heroes gave you extra options rather than just an extra (all be it good) leader that would make the luck scales better.

As I am a big fan of magic diversity I would also like to see an event that gives a random commander a random path in magic.
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Old June 20th, 2008, 04:45 PM

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Default Re: Thoughts on making \"luck\" equally attractive

Simply remove the 3 event cap, or increase the number of possible events per turn.

I'd also really like to see the militia event disappear.
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Old June 20th, 2008, 04:49 PM

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Default Re: Thoughts on making \"luck\" equally attractive

No one is taking luck for heroes, chance is still very small. That is just one of the reasons not to take Misfortune [though I got heroes with Misf2]. Order3 makes it even less interesting to take Luck and better to take Misf.

All the things you can get from luck are really nice, but still, Order makes them really less frequent. And that pesky even limit. That simply makes that scale not worth much later. Especially when you have order.
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Old June 20th, 2008, 05:05 PM

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Default Re: Thoughts on making \"luck\" equally attractive

Maybe increase the chance of getting a hero each turn by 1.5 percent, rounded up, rather than 1 percent.

Maybe instead of just getting a chance at heroes, you would with positive luck only also get random chance at a mercenary hero, or band of mercenaries. So instead of having to bid for them against other nations, they show up at your gate, and you can accept them, pay their upkeep, or refuse them.

They could be identical to mercenaries in the game now, but have different names. and never run out.
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Old June 20th, 2008, 05:08 PM

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Default Re: Thoughts on making \"luck\" equally attractive

As far as I know the 3 event limit cap is another myth... I read some people writing about getting 5 or 6 good events in a single turn regularly.

But I'd sure like an official confirmation.
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Old June 22nd, 2008, 01:53 PM

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Default Re: Thoughts on making \"luck\" equally attractive

If there could be more than 3 events per turn per nation, luck would be more interesting.
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