Re: Mod Project, request from resume of ideas.
Cohen, Petar was not seriously thinking that you were challenging him. He was following up your argument and reducing it to an absurd conclusion. I keep telling him that belligerant sarcasm is not exactly the best way of conveying one's point, but who is listening? His point, I think was:
There are many strategies that make a player very powerful, and her ability to implement many of them, in addition to expanding, site searching, and fortifying is what wins a game. Petar tried to show you that most races had at least one, and very often more than one strong strategy, and by removing options from Dominion, you are destroying what makes it great.
It is clear that you have taken aim at pretty much everything that can be used to quickly overwhelm a much more expensive force. But that is exactly the what makes a good player: the ability to inflict damage disproportinate to the cost to herself. Even if you remove the best ways of doing so, she will just pick up the next one.
If you keep doing it, you will be crippling the game. What is the use of magic if it cannot be used to quickly exploit a weakness of the enemy? Everything will be moving slower, there will be less oportunities to use one's skills, and the wars will Last much longer... so long in fact, that some of what you would have nerfed would again come into play.
For example, if you double the clam's cost, but also halve the game's pace, the role of clams is unchanged, you just have made the game more tedious.
You remove the ability to get Devils and Vampires for free? You make it harder to disperse archers' fiery salvos with a storm? Well, you just made the fairy queen's pixies and the undead archers much more valuable... and they are nothing to sneer at, already.
Each change has consequences that no one, not even the very best players can forsee without testing. This is why a careful approach is best, and the more respected the initiator, the better.
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Wrath them 'till they glow, and arrow them in the dark.
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