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View Poll Results: Should the slave collar grant the mindless tag?
Are you crazy! The collar is fine as it is. I use it all the time... on all my casters. 12 41.38%
This change would be nice. It would also be perfect for my pretender. What does feeblemind do again? 11 37.93%
I couldn't care either way. I know I came to you, but leave me alone. 6 20.69%
Voters: 29. You may not vote on this poll

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  #31  
Old September 3rd, 2008, 05:58 AM
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Arralen Arralen is offline
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Lightbulb Re: Should the Slave Collar make you Mindless?

Quote:
Originally Posted by JimMorrison View Post
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.
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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  #32  
Old September 3rd, 2008, 03:17 PM
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Default Re: Should the Slave Collar make you Mindless?

Quote:
Originally Posted by Arralen View Post
Quote:
Originally Posted by JimMorrison View Post
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.
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 ?!


"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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  #33  
Old September 3rd, 2008, 05:58 PM
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Default Re: Should the Slave Collar make you Mindless?

The more I read some of these suggestions, the firmer my belief that the game works perfectly well as intended.
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  #34  
Old September 4th, 2008, 01:32 AM
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Arralen Arralen is offline
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Default Re: Should the Slave Collar make you Mindless?

Quote:
Originally Posted by JimMorrison View Post
*some imagined, quite hilarious dialogue*


Key word, though, is HP left - remaining HP after being damaged and doing the morale check.
No way that all the mages just turn around and go home when something big&strong appears on the battlefield somewhere.

Though .. maybe JO should introduce a "milita" tag for milita .. which makes the poor bastards just behave that way .. "Oh, a Cyclops!! Run !!!!!"
Only joking .. those units are useless enough already
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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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