.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 3: The Awakening

Reply
 
Thread Tools Display Modes
  #41  
Old November 28th, 2008, 04:01 PM
Hadrian_II's Avatar

Hadrian_II Hadrian_II is offline
Major
 
Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
Hadrian_II is on a distinguished road
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.
Reply With Quote
  #42  
Old November 28th, 2008, 04:17 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
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.
Reply With Quote
  #43  
Old November 29th, 2008, 03:19 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Improve assassins

If it's capital-only, like EA Abyssia, the assassin becomes particularly superfluous.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #44  
Old November 29th, 2008, 03:27 PM

Loren Loren is offline
First Lieutenant
 
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
Loren is on a distinguished road
Default Re: Improve assassins

Quote:
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!
Reply With Quote
  #45  
Old November 30th, 2008, 11:05 AM
lch's Avatar

lch lch is offline
General
 
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
lch is on a distinguished road
Default Re: Improve assassins

Quote:
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.
__________________
Come to the Dom3 Wiki and help us to build the biggest Dominions-centered knowledge base on the net.
Visit my personal user page there, too!
Pretender file password recovery
Emergency comic relief
Reply With Quote
The Following User Says Thank You to lch For This Useful Post:
  #46  
Old November 30th, 2008, 12:34 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
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.
Reply With Quote
  #47  
Old November 30th, 2008, 01:13 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
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.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #48  
Old November 30th, 2008, 02:17 PM

BesucherXia BesucherXia is offline
Corporal
 
Join Date: Feb 2007
Location: Hannover, Germany
Posts: 198
Thanks: 87
Thanked 7 Times in 7 Posts
BesucherXia is on a distinguished road
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.
Reply With Quote
  #49  
Old November 30th, 2008, 02:23 PM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Improve assassins

There are independent assassins to recruit.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #50  
Old November 30th, 2008, 02:27 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Improve assassins

Pretty rare though. And still a bit rubbish.
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 11:41 PM.


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