|
|
|
 |
|

December 7th, 2008, 02:28 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
Arrows poison even if the arrows are parried by shields. Shields are the simplest counter to hordes of archers.
Quote:
Originally Posted by WingedDog
I'm quet happy for you. Now tell me what chances does unexperienced Marveni player have against, say, experienced Helheim one?
|
Unexperienced loses vs experienced. However, there is a good guide for Marverni, which covers early game tactics against different enemies, magic research for early game and how to utilize teleporting battlefield mages.
Last edited by Endoperez; December 7th, 2008 at 02:35 PM..
|
The Following User Says Thank You to Endoperez For This Useful Post:
|
|

December 7th, 2008, 03:28 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
This will not be settled easily Id guess.
There are always discussions about too powerful, or too easy, or automatic win, etc etc. But when it comes down to selecting, no one seems to agree on what ones they were talking about. So I tend to disregard such conversations.
IMHO any experienced player with the nation of this choice would fall into the category you want. And any inexperienced player wont matter what nation they get.
Some options that have been used are:
randomly assigning nations
randomly building the gods, scales, and then randomly assigning nations
having everyone turn in a god build then redistributing them
Or lately there have been two mods created which allows everyone to play against each other using exactly the same nation and god choices. A single nation cloned many times.
|

December 7th, 2008, 03:29 PM
|
 |
First Lieutenant
|
|
Join Date: Jul 2008
Location: Russia, GMT +3
Posts: 623
Thanks: 117
Thanked 57 Times in 45 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
sum1lost
I give up, you are right.
My point was if an experienced player is in the game with newbies, he shouldn't choose the rush nation, but the nation it takes some time to bring to power.
Quote:
Arrows poison even if the arrows are parried by shields. Shields are the simplest counter to hordes of archers.
|
I thought it was a feature.  Poison cloud making arrows.
Last edited by WingedDog; December 7th, 2008 at 03:36 PM..
|

December 7th, 2008, 08:48 PM
|
Captain
|
|
Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
Quote:
Originally Posted by WingedDog
sum1lost
I give up, you are right.
My point was if an experienced player is in the game with newbies, he shouldn't choose the rush nation, but the nation it takes some time to bring to power.
Quote:
Arrows poison even if the arrows are parried by shields. Shields are the simplest counter to hordes of archers.
|
I thought it was a feature.  Poison cloud making arrows.
|
It's a feature, all right. LA Ctis has something similar, only they are slingers.
|

December 8th, 2008, 01:41 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
Quote:
Originally Posted by Psycho
It's a feature, all right. LA Ctis has something similar, only they are slingers.
|
Except poison slings are specifically intended to be poison cloud weapons. They work quite differently from poison arrows. See their shorter range, lower accuracy, lack of real mundane damage, poison cloud secondary effect, lasting cloud, description in the unit description etc.
KO said the arrows were intended to poison only on dealing damage. The description on one of the poison archers talks about this too.
I don't really see there's a discussion here.
|
The Following 2 Users Say Thank You to Sombre For This Useful Post:
|
|

December 7th, 2008, 03:55 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
Make 'em play aboleths, that'll teach 'em.
__________________
You've sailed off the edge of the map--here there be badgers!
|

December 7th, 2008, 08:19 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
Personally I'd say the Heims, Sauromatia, Hinnom and Lanka and maybe mictlan. If the other players (the nubs) then take one of the nations above and read the respective guides well it might be a game with a somewhat even start. (though experience will be the deciding factor in mid/end game.. I'd advice the nubs to go pretty heavy on a bless and then pretty heavy on a rush on their most experienced neighbour  )
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|

December 7th, 2008, 09:37 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
I'd say let them have any nation they want, but start the newbies off with an extra SC and some magic items. The newbies will probably lose eventually just because the experienced ones know more tricks but they'll have fun being powerful at the beginning, and will be more willing to play again so they can use the tricks themselves. All you really want to avoid is the newbies getting steamrollered early on, and that means they need an SC or a bless or both.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|

December 8th, 2008, 04:35 AM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
You could also use pretender points for handicapping. Something like: the 2 experienced guys have to have 200 points left over at pretender creation time, the experienced guy needs 100 left-over points on his god, and the newbs get to use all the points. That might not be enough though.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

December 8th, 2008, 06:35 AM
|
First Lieutenant
|
|
Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
|
|
Re: Some hint about early nations to ban to skilled players?
I don't think there's that much you do to stop an experienced player absolutely trouncing an inexperienced one, but Max and VFB's suggestions look pretty good to me. I might lean to Max's, because the inexperienced ones should learn a lot and as that disadvantage declines, their start-game advantage will become progressively less useful.
But yeah, restricting a few nations for the experienced ones might be a good idea as well.
|
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
|
|
|
|
|