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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old February 23rd, 2004, 08:09 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Paralyzed Units on the Battlefield at Turn 50

In your own opinion, what do you think the most fair way of dealing with combat is in the following situation:

(1) Combat has reached turn 50.

(2) The defender still has active, moving units on the battlefield.

(3) The attacker has no moving units on the battlefield.

(4) The attacker, however, does have one or more paralyzed units on the battlefield.

What should happen?
Reply With Quote
  #2  
Old February 23rd, 2004, 08:37 PM

KRNVR KRNVR is offline
Private
 
Join Date: Nov 2003
Location: Chilling at the Spectrum Mall
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
KRNVR is on a distinguished road
Default Re: Paralyzed Units on the Battlefield at Turn 50

My "other result": (a couple options, actually)

A) Increase the encumbrance of all defenders by 5(or whatever), then run another 50 rounds. The defenders can kill the paralyzed attacker, or drop from exhaustion.

B) There's a killing chill in the night wind... Everyone loses one hit point a turn, until only one side is left alive.

C) Unparalyze everyone, increase everyone's encumbrance by 5 (tired), disable all magics (or hit the battlefield with a dispel every turn), and start again from that point.
Reply With Quote
  #3  
Old February 23rd, 2004, 09:08 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Paralyzed Units on the Battlefield at Turn 50

No unit's should ever be autokilled, except when the units are physically unable to retreat no matter what the circumstances are. This would only apply to units with no tactical movement at all. If they have no strategic movement, then they should be killed in the unable to retreat phase of turn cleanup as though they were unable to find a friendly province. If there are units that are unable to rout when the auto-routing effect kicks in, then combat should be extended to allow paralysis effects to wear off and give the units a chance to escape. Only after this extension should units be checked to see if they would never be able to escape. Astral mages with pearls left over should cast returning spells if at all possible.
Reply With Quote
  #4  
Old February 23rd, 2004, 09:17 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: Paralyzed Units on the Battlefield at Turn 50

My personal feelings on this issue is that autokilling the attacker's helpless units would be justified.

The "chill wind" scenario will almost uniformly benefit SCs who have more hit points than the defenders and usually have regeneration in one form or another.

I like the paralyze-autokill situation. And it is generally Paralyze which causes attackers to be autokilled. Because it creates at least one effective counter to supercombatants...other than more supercombatants.
Reply With Quote
  #5  
Old February 23rd, 2004, 09:26 PM
Arryn's Avatar

Arryn Arryn is offline
Major General
 
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
Arryn is on a distinguished road
Default Re: Paralyzed Units on the Battlefield at Turn 50

Assume, for the sake of argument, that a mage/SC/pretender has both Astral Shield and Fire Shield up at the same time, and is paralyzed. This "attacker" is still killing defenders despite being immobile on the field. It would be grossly unfair to auto-kill it just because it cannot move (yet). There are many, many spell combos that could be in effect that would still be killing defenders while the attacker just "sits there doing nothing".

Those in favor of auto-kill are taking a far too simplistic approach to a problem that is much more complex than it may at first appear.
__________________
Visit my Dominions II site
Reply With Quote
  #6  
Old February 23rd, 2004, 10:55 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: Paralyzed Units on the Battlefield at Turn 50

Arryn,

I don't think the majority of respondants to this poll are being "too simplistic" at all.

Taking this approach to the problem forces SCs to have backup or risk being paralyze-killed when facing astral magi. And that can be something as simple as an astral sage with a skullcap that gives 1 additional astral. It's not out of reach to any nation to get paralyze.

If you have backup, paralyze probably won't cripple your side in the conflict.

Other than paralyze and soul slay, what are other good counters to supercombatants? Because the great thing about Dominions is that everything usually has one or two decent counters.
Reply With Quote
Reply

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 10:38 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.