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  #11  
Old October 15th, 2003, 07:38 PM
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Default Re: Theme knowledge

I would like that scouts/spies would give you info about the scales in the province.

Adding flavour to scout variants would also be nice.
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  #12  
Old October 15th, 2003, 08:39 PM
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Default Re: Theme knowledge

Quote:
Originally posted by Nagot Gick Fel:
In Doms I spys are just better scouts with a couple extra abilities (spot sites, instill uprising) and I'm happy with that. I have a few ideas on how to add flavour to the many scout variants - eg, a forester catched by enemy patrols in a forest province could retreat to an unowned neighboring province instead of dying - a Mother of Avalon or Dryad could attempt to trigger a Vine Ogre invasion (like the random event), etc. Funny things like that, although not necessary to the game.
I do like the idea of adding more stealth options - maybe adding certain rituals which are only castable while stealthy in hostile territory. Of course you'd need to figure out how to make them work without a lab somehow. It would make sense that a stealthy nature-mage (such as a Mother of Avalon or Druid) could go behind enemy lines and try to raise natural forces against them - it would add a nice extra strategic element, if it was balanced.

Perhaps another ability of stealthy mages would be to alter the scales of the hostile province they were in - so a death mage could sneak into an enemy's territory and start spreading death/blight. Similarly a fire mage could enact some covert rituals to heat the place up a little.

It would be interesting (though perhaps too detailed) if, for example, the forester was better at hiding in provinces with lots of forests (and worse in tundra), or the Abysian assassin was better at hiding in warm provinces (and worse in cold provinces), etc. But this would mainly be a colourful detail. The other stuff (above) I think would be cool and might add to the 'special ops' side of the game.
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  #13  
Old October 15th, 2003, 08:52 PM
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Default Re: Theme knowledge

For the rituals... It would be a normal ritual, but instead of resolving instantly it would give you a pentagram or some such marker, giving you an ability to once something happen in the province you use it (thourgh the <>). Like independent forces coming to conquer a province.

I can't really see any use for mages' anility to alter the scales of a province. Mages are too costly for that. And situations in which I could do nothing better than this are rare... But I like it. Just like the little bonuses in stats. Elegant.

[ October 15, 2003, 19:54: Message edited by: Endoperez ]
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  #14  
Old October 15th, 2003, 08:53 PM
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Default Re: Theme knowledge

The scout/spy aspect of Dom I was weak. It was hard to gather good info on your opponents. Frankly, I would often "scout" my neighbors by running armies through their territory.

I'd like to see a major boost to the info gathered by spies and scouts. They cost precious gold and get caught often. They should bring in some serious information while alive (IMHO).
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  #15  
Old October 15th, 2003, 08:56 PM
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Default Re: Theme knowledge

Spy/Assassin "Make Booby Traps" command. Then, in the next battle in the province, some squares have pitfalls/trip wires/snares, and so forth, that only affect hostile forces (that is, forces other than those of the spy's nation). This could be done in hostile or friendly provinces.
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  #16  
Old October 15th, 2003, 09:03 PM

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Default Re: Theme knowledge

Quote:
Originally posted by Saber Cherry:
Spy/Assassin "Make Booby Traps" command. Then, in the next battle in the province, some squares have pitfalls/trip wires/snares, and so forth, that only affect hostile forces (that is, forces other than those of the spy's nation). This could be done in hostile or friendly provinces.
This is making no sense. A province is supposed to be huge, however if you place like 100.000.000 traps, perhaps a light infantry unit will step into one.
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  #17  
Old October 15th, 2003, 09:07 PM
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Default Re: Theme knowledge

Quote:
Originally posted by Mortifer:
This is making no sense. A province is supposed to be huge, however if you place like 100.000.000 traps, perhaps a light infantry unit will step into one.
Don't be silly - they don't have to blanket the whole province. They aren't THAT dumb, or they'd flunk Spy School. No, the spy would just put booby-traps on the battlefield!
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  #18  
Old October 15th, 2003, 09:16 PM
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Default Re: Theme knowledge

Quote:
Originally posted by Saber Cherry:
Spy/Assassin "Make Booby Traps" command. Then, in the next battle in the province, some squares have pitfalls/trip wires/snares, and so forth, that only affect hostile forces (that is, forces other than those of the spy's nation). This could be done in hostile or friendly provinces.
I think this is a cute idea.

Quote:
Originally posted by Mortifer:
This is making no sense. A province is supposed to be huge, however if you place like 100.000.000 traps, perhaps a light infantry unit will step into one.
Realism in Dominions?

Anyway huge provinces don't imply you'll find many good spots to set a battlefield up, and there were several historical battles where booby traps were actually used by the defender. What about allowing them only in provinces you control, and having them disappear once a battle is fought here?
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  #19  
Old October 16th, 2003, 05:44 AM
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Default Re: Theme knowledge

Quote:
Originally posted by Endoperez:
For the rituals... It would be a normal ritual, but instead of resolving instantly it would give you a pentagram or some such marker, giving you an ability to once something happen in the province you use it (thourgh the <>). Like independent forces coming to conquer a province.
Sounds like it would work. As I said before, I think it would add a lot to be able to do more with stealthy units. BTW I suppose you're right about the whole better-things-to-do-with-a-mage thing.

I do like the idea of certain stealthy units being able to set booby traps by the way. I would like to see more covert ops possibilities.
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  #20  
Old October 16th, 2003, 06:48 AM
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Default Re: Theme knowledge

Quote:
Originally posted by st.patrik:
I do like the idea of certain stealthy units being able to set booby traps by the way. I would like to see more covert ops possibilities.
I envision it as being like the Ewok battle in Star Wars VI
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