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  #51  
Old November 30th, 2008, 03:42 PM

BesucherXia BesucherXia is offline
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Default Re: Improve assassins

I got it. All are from blood sites. That's why I always miss them.
Thanks for your information. Maybe we only need improve its frequence/level a bit then?
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  #52  
Old December 1st, 2008, 01:26 AM
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Lingchih Lingchih is offline
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Default Re: Improve assassins

Assasins are perfect as they are. They are cheap, and if you want to equip them, they can do the job most of the time. I would say assasins are good for one hit, maybe two. That's what you pay for.
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  #53  
Old December 1st, 2008, 07:22 AM
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Soyweiser Soyweiser is offline
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Default Re: Improve assassins

Quote:
Originally Posted by Lingchih View Post
Assasins are perfect as they are. They are cheap, and if you want to equip them, they can do the job most of the time. I would say assasins are good for one hit, maybe two. That's what you pay for.
Lingchih, yeah the assassins themselves are great. But the problem is if you don't buy an assassin you could buy a mage. Which is better. (Esp as they can use assassin spells later, with little chance of death. (of course this costs gems)). I like assassins for their character, but they are not really a good gameplay tactic. (I do like the assassin mercenary, who is a good buy imho).
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  #54  
Old December 1st, 2008, 10:12 AM
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Default Re: Improve assassins

I still don't get why an unequipped Abysian assassin may lose against a normal indie commander. It happened to me several times... now, I know that you should equip them and that the open-ended dices can give very strange results; still, one unit trained to kill one-on-one IMHO should beat without problems one indie which task is to lead units...
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  #55  
Old December 1st, 2008, 11:56 AM

Agema Agema is offline
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Default Re: Improve assassins

An indy commander could be someone who rose through the ranks and has first-hand combat experience, an aristocrat whose family bought the best weapon training their money could buy, the product of a natural martial society, and so on.
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  #56  
Old December 1st, 2008, 12:03 PM
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Default Re: Improve assassins

Still the other is trained to kill exactly this kind of targets (nobles, leaders) in 1 on 1 assassinations he doesn't have leadership nor other capabilities - all of his purpose in life is focused on this.
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  #57  
Old December 1st, 2008, 12:09 PM

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Default Re: Improve assassins

And he should not fight him in a fair duel, but stab him when he is unaware.
Hmm, what brings me to another idea - give the attacked commander 50 fatigue on the start of the battle to represent that.
Maybe with mod #onebattlespell on the assassin with a spell with 100 precision that deals 50 fatigue damage.
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  #58  
Old December 1st, 2008, 12:28 PM
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Default Re: Improve assassins

There is a magic site that provides recruitable assassins.
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  #59  
Old December 2nd, 2008, 05:46 AM

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Default Re: Improve assassins

I don't think assassinations should be viewed too realistically. Otherwise you'd need to start asking questions like why the assassin doesn't just put poison in the target's food, or push a stone off a parapet onto his head, or why he's never equipped differently because he could be in disguise, or why he shouldn't sometimes have his assassination aborted simply because he didn't have an opportunity to get to the target.

Dom3's assassination mechanic is a gameplay representation, not a reality simulator - it could have as easily been abstracted to a percentage chance like the way it is done in the Total War series, or just a success/fail message like Mind Hunts. The bottom line is that it works for gameplay: we all know what happens and how we can influence the outcome, and it looks nice.
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  #60  
Old December 2nd, 2008, 09:01 AM
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Default Re: Improve assassins

Agema, we all know that We're just discussing bout how some of us would like the assassins to be slightly more cost effective Nobody is thinking about full-reality. It's just balancing (and coolness ) of a kind of units like it has been discussed before about spears, elephants, archers and spells
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