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  #41  
Old November 28th, 2008, 04:01 PM
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Default Re: Improve assassins

I think the problem with Assassins is the opportunity cost, as every assassin costs you a mage. If assasins would have minor magic, and sane pricing, they could be used for research so there would be more recruited assasins and more use of them. Or that in castles you can recruit a mage and a non magic commander per turn instead of only one commander.
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  #42  
Old November 28th, 2008, 04:17 PM
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Default Re: Improve assassins

Hmmm Im not sure Id consider it always a better choice than mage for the money either. Altho I can see that point if its a castle-only assassin.
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  #43  
Old November 29th, 2008, 03:19 PM
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Default Re: Improve assassins

If it's capital-only, like EA Abyssia, the assassin becomes particularly superfluous.
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  #44  
Old November 29th, 2008, 03:27 PM

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Default Re: Improve assassins

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Originally Posted by Illuminated One View Post
One nice addition to assassin would be if they could give you some info on the commanders present in a province like spies do with armies.
Yes--I would like to know what targets if any are present!
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  #45  
Old November 30th, 2008, 11:05 AM
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Default Re: Improve assassins

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Originally Posted by Hadrian_II View Post
Or that in castles you can recruit a mage and a non magic commander per turn instead of only one commander.
This has often been suggested before, but I don't think the idea is that good. It would make nations with assassins probably have a crazy advantage over those who don't. I usually have a fort during mid-game where I didn't build a lab due to the lab cost and because it's on the front where I don't want to have a research basis, that's what I use to recruit non-mages.
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  #46  
Old November 30th, 2008, 12:34 PM
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Default Re: Improve assassins

I don't think it would be that big an advantage, most of the more dangerous assassins have magic, so would fall in the "magic commander" category.
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  #47  
Old November 30th, 2008, 01:13 PM
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Default Re: Improve assassins

It would change the game immensely if you dont have to choose between an assassin, scout, commander, mage, priest for recruiting that turn. The built-in benefit of some races is the fact that they have units which combines some of those and frees them from that hard decision.
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  #48  
Old November 30th, 2008, 02:17 PM

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Default Re: Improve assassins

Any chance of adding an independent assassin unit in formal patches? I believe this can dissolve the "mage or assassin" question. And of course they must be inferior to national ones. Maybe need extra lv0 sites.
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  #49  
Old November 30th, 2008, 02:23 PM

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Default Re: Improve assassins

There are independent assassins to recruit.
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  #50  
Old November 30th, 2008, 02:27 PM

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Default Re: Improve assassins

Pretty rare though. And still a bit rubbish.
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