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View Poll Results: Should the slave collar grant the mindless tag?
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Are you crazy! The collar is fine as it is. I use it all the time... on all my casters.
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12 |
41.38% |
This change would be nice. It would also be perfect for my pretender. What does feeblemind do again?
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11 |
37.93% |
I couldn't care either way. I know I came to you, but leave me alone.
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6 |
20.69% |
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September 2nd, 2008, 06:43 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Should the Slave Collar make you Mindless?
Even though I tend to dislike SC's, and like my human commanders to stay alive, I wouldn't want all commanders to rout when injured. I would like more control over what causes specific troops and commanders to withdraw, but then, I like to micromanage combats. AI tweaks for routing would be welcome.
As for the Slave Collar, yes I have almost never used it because of the feeblemind effect. I'd suggest just removing that effect, if anything. The cost and slot use seem like enough of a disadvantage to me, and while feeblemind is interesting I'm not sure it makes sense and I do think it tends to add up to an extremely niche item.
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September 2nd, 2008, 07:17 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Should the Slave Collar make you Mindless?
It might be interesting if commanders would always run at 75% though. Unless Mindless or Immortal of course. But discretion IS the greatest part of valor, and all that.
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September 3rd, 2008, 05:58 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
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Re: Should the Slave Collar make you Mindless?
Quote:
Originally Posted by JimMorrison
It might be interesting if commanders would always run at 75% though. Unless Mindless or Immortal of course. But discretion IS the greatest part of valor, and all that.
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Sounds better than "as soon as damaged" .. but 75% might still too much for SCs/Gods, but too low for humans. Actually, every fixed value would be less than ideal, be it a %age or a fixed number of remaining hitpoints ... .
New suggestion:
Check at start of battle for max. damage per hit the enemies can do .. e.g.:
STR 30
DAM (weap) 10
dice roll 2x6
=> 52 damage points per hit ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though
On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?!
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 3rd, 2008, 03:17 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Should the Slave Collar make you Mindless?
Quote:
Originally Posted by Arralen
Quote:
Originally Posted by JimMorrison
It might be interesting if commanders would always run at 75% though. Unless Mindless or Immortal of course. But discretion IS the greatest part of valor, and all that.
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Sounds better than "as soon as damaged" .. but 75% might still too much for SCs/Gods, but too low for humans. Actually, every fixed value would be less than ideal, be it a %age or a fixed number of remaining hitpoints ... .
New suggestion:
Check at start of battle for max. damage per hit the enemies can do .. e.g.:
STR 30
DAM (weap) 10
dice roll 2x6
=> 52 damage points per hit ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though
On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?!
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"Oh god, Cyclops with a Gate Cleaver, I'm out."
"Yeah me too, Gunter."
"Hey wait for me guys."
"Where we going?"
"Dunno, that was scary, I need a drink."
"Right, well I'm heading over to Grey Forest to see a girl, so catch up with you all later."
"Sucks, I was all pumped up for a war today, and they had to bring that stupid Cyclops....."

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August 27th, 2008, 02:11 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Should the Slave Collar make you Mindless?
Since we seem to have the consensus that slave collar is useless, I must say I'm surprised with the poll results so far.
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August 27th, 2008, 02:38 PM
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Corporal
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Join Date: May 2008
Posts: 61
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Should the Slave Collar make you Mindless?
There isn't an option for, 'make the item better!'
I wouldn't mind if the slave collar gave the wearer the feeblemind affliction, made them mindless, and put up an autocast 'sabbath slave' every battle. That would at least make it worthwhile in my mind.
Basically it would kill some slaves and then turn a commander into a slack jawed idiot who fed a sabbath/communion who either helped you win the battle or died for lack of being able to rout.
Is there a way to mod any of this into the item?
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August 27th, 2008, 03:12 PM
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Sergeant
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Join Date: Jun 2006
Location: Edinburgh, Bonnie Scotland
Posts: 226
Thanks: 0
Thanked 6 Times in 4 Posts
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Re: Should the Slave Collar make you Mindless?
I wouldn't say they were useless entirely, just remarkably specialised.
The main problem is it takes up a misc slot - there's always something more useful to fill those slots.
For a throwaway thug you intended to get killed perhaps (although beserk would be better), or maybe a thug afflicted with battle fright. Similarly, if you have a low morale commander you want to use as a shock absorber against horror causing chaff or the like.
To be honest, I mainly use it on the freespawns from random events (like the preacher and his militia horde) when I want to get rid of them.
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August 27th, 2008, 02:45 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Should the Slave Collar make you Mindless?
Having it increase the likelihood of being selected by a succubus would seem thematic.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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August 27th, 2008, 03:00 PM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Should the Slave Collar make you Mindless?
I always wanted to wish for a doom horror and put a slave collar on him. Gotcha!!!
But I'm too lazy to check if doom horrors even have misc slots, or if slave collar prevents them from going Poof! when they are bored.
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August 27th, 2008, 03:06 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Should the Slave Collar make you Mindless?
What do you mean they can't be found? I killed a merc with one yesterday and picked it up.
Maybe they can't be found in the arena? I seem to recall a change there...
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