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  #21  
Old November 23rd, 2003, 09:01 AM

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Default Re: Petition to change LUCK\\ORDER Scales

Perhaps if Luck when adjusted at all (The Balance of All things) Event occurance increased.

So;

Luck +3 +15% Increase in Events +30 To Good Luck
Luck +2 +10% Increase in Events +20 To Good Luck
Luck +1 +5% Increase in Events +10 To Good Luck
Balance 0 - Even Luck
Luck -1 +5 Increase in Events +10 To Bad Luck
Luck -2 +10 Increase in Events +20 to Bad Luck
Luck -3 +15 Increase to Events +30 to Bad Luck


Thus if you took the Order +3, Misfortune -3 Option you would be negating half of what Order does, and be penalized by the Bad Luck. Or if you I could never see anyone take Turmoil 3, Misfortune 3 though if it was changed to this. Though maybe that is good.

I do think Magic is a weak scale as well. Perhaps there could be another added adjustment besides Magic Resistance and Research.
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  #22  
Old November 23rd, 2003, 09:06 AM

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Default Re: Petition to change LUCK\\ORDER Scales

Quote:
Originally posted by Saber Cherry:

I see magic as weak, too. Drain is crippling, since it gives increasing detriments, while magic gives decreasing returns...

-Cherry [/QB]
Would you be happier if Magic gave a straight %20 percent bonus to the research pool per tick?
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  #23  
Old November 23rd, 2003, 09:19 AM
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Default Re: Petition to change LUCK\\ORDER Scales

Quote:
Originally posted by Catquiet:
Would you be happier if Magic gave a straight %20 percent bonus to the research pool per tick?
Possibly. I'd have to think about it for a while. The way it works now is more interesting, with weak mages affected more than strong mages, and the pretender rarely affected much at all... really, I think I'd prefer for the research effects to stay the same, and rebalancing of scales done more at the scale-cost level than scale-effect level. Though magic/drain affecting gem output seems logical and interesting to me.

Extra luck increasing income would be logical to help fix the system, by making +Luck/+Order suddenly a viable choice... but it makes no sense conceptually to me. Why should luck and unluck predicatably affect your income? Having them modify the chances of units gaining afflictions in lucky/unluck provinces, though... that would be interesting too. Right now the affliction chance for a hit is this: (Damage/HP). So a 20 HP unit taking 5 damage has a 25% chance of gaining an affliction. Something like (Damage*(10-Luck)/(10*HP)) would change that, so that the same situation in a -3 Luck province would give (5*(10+3)/(10*20))=32.5%, and a +3 Luck province would give a (5*(10-3)/(10*20))=17.5% of gaining an affliction.

Unluck would be a good scale for light-unit Machaka and BK Tien Chi, while Luck would be better for Ulm, Abysia, and Ermor... and everyone would be afraid to invade Unluck nations

-Cherry
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  #24  
Old November 23rd, 2003, 09:20 AM
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Default Re: Petition to change LUCK\\ORDER Scales

Quote:
Originally posted by Zen:
Perhaps if Luck when adjusted at all (The Balance of All things) Event occurance increased.
That was the case at one time in Doms I, but I've been unable to confirm it for Doms II.
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  #25  
Old November 23rd, 2003, 10:48 AM
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Default Re: Petition to change LUCK\\ORDER Scales

Quote:
Originally posted by Saber Cherry:
quote:
Originally posted by Zen:
Perhaps if Luck when adjusted at all (The Balance of All things) Event occurance increased.
That was the case at one time in Doms I, but I've been unable to confirm it for Doms II.
I is not in Dom II, but I'm starting to believe it should be. There is a risk of a turmoil/luck default with this setting, but the use for luck-0 is more obvious and order/misfortune-3 is less viable.
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  #26  
Old November 23rd, 2003, 10:50 AM

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Default Re: Petition to change LUCK\\ORDER Scales

I consider Militia turning up to fight for me to be a bad thing. Not only do the useless blighters make me pay for them but sometimes they turn up where my army is blowing its carefully calculated supply and causing horrible trouble. Like when I moved moved my starving veterans into a rear province to recover and the the militia turn up, eat the food, pocket your gold, and laugh at the poor diseased veterans. ^%@#!

In Dom1 I could use Militia for patroling and I still didn't like them. I sure do dislike them now. How about that event just improves the provinces defense rating significantly. That might even be useful sometimes and at least it will never be bad.

Sometimes you do get incredibly good events. Like the time I got 1000gps on the first turn with my crazy Niefelheim Ice Age race - would you like to wear that in MP? Then there was the time I got Chainmail of Deflection on the first turn and stuck it on the Prince of Death. So sometimes luck can be very good - lets not forget this in our hurry to rebalence. If you get one bandit camp every year playing luck/turmoil I wouldn't complain. Now that earthquake on the first turn I got the other day would have hurt if it had been MP.

cheers

Keir

[ November 23, 2003, 08:51: Message edited by: Keir Maxwell ]
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  #27  
Old November 23rd, 2003, 10:54 AM
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Default Re: Petition to change LUCK\\ORDER Scales

Quote:
Originally posted by Saber Cherry:
Having them modify the chances of units gaining afflictions in lucky/unluck provinces, though... that would be interesting too.
-Cherry
Is it the attacker that should be lucky or the defender? Get a lucky strike and take his eye out, or get lucky and get hit in the forehead instead of the face.

Perhaps growth to avoid afflictions, luck to hit where it hurts. But these are changes that are difficult to evaluate and possibly to implement.
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  #28  
Old November 23rd, 2003, 10:56 AM
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Default Re: Petition to change LUCK\\ORDER Scales

I don't find magic weak. If you have cheap(or cost effective) mages, you can easily get huge amounts of research points with magic. Jotunheim is a good example of this. Besides, sometimes you would give a kindom for -1 Mr when that buffed up Nataraja invades your lands...
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  #29  
Old November 23rd, 2003, 03:14 PM

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Default Re: Petition to change LUCK\\ORDER Scales

Quote:
Originally posted by Kristoffer O:
I is not in Dom II, but I'm starting to believe it should be. There is a risk of a turmoil/luck default with this setting, but the use for luck-0 is more obvious and order/misfortune-3 is less viable.
Ack, it's not!? No wonder luck seems worse to me than it should be, and misfortune better! This was a very thematic effect in Dom 1, and certainly wasn't overpowered.

Returning it would be a definite improvement, with IMHO no chance of unbalancing turmoil/luck. Order 3 gives 13/7 the income of Turmoil 3 -- a nearly insurmountable difference! Even were Order/Turmoil changed to 5% income change per level this would IMHO still not be a problem.
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  #30  
Old November 23rd, 2003, 03:59 PM

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Default Re: Petition to change LUCK\\ORDER Scales

I'm going to have to disagree slightly with respect to magic. It gives decreased percentage returns and increased percentage losses with scales.

But please remember that the cost/reward for taking the scale is linear (as pointed out by someone else here). And imagine a magic-3 Ctis. With shamen doing the research. These are sacred units and have less overall cost per research point than a sage imo. Plus, they seem to have more battle utility than a sage.

To give a unit like this, with around 4 rp or so, 3 extra rp is a 75% boost overall. Not bad. I'm going to stick with those who want the drain scale left alone.

With regard to luck, what would folks say to not only good and bad random events but also neutral ones that have good and bad elements? Your luck scale could turn some bad or good events into "neutral" ones depending on what scales you took. (I see the militia as "neutral" at best. But they do make good cannon fodder and give me an excuse to make that summer sword.)

I'll acknowledge that I'm still a total newb, so my assessment of value is very preliminary here.
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