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  #61  
Old December 2nd, 2008, 11:12 AM

Agema Agema is offline
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Default Re: Improve assassins

That didn't seem clear to me with comments like the assassin just stabbing the target in the back or why the target could fight back adequately, but okay, accepted. :P
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  #62  
Old December 2nd, 2008, 11:24 AM
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Default Re: Improve assassins

(in case I sounded harsh I'm sorry, it's just my pitiful english )
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  #63  
Old December 2nd, 2008, 06:15 PM
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Default Re: Improve assassins

If Assassins were improved maybe we'd actually stop seeing ye olde mage spam mindlessly technique. I don't even know why non-mage/priest national commanders are in the game.
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  #64  
Old December 2nd, 2008, 06:39 PM
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Default Re: Improve assassins

High leadership?

(Long time no see mr KissBlade, or it's just me? )
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  #65  
Old December 2nd, 2008, 08:46 PM
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Default Re: Improve assassins

Heyas =D yah long time no see.
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  #66  
Old December 2nd, 2008, 10:12 PM
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Default Re: Improve assassins

It'd be nice if commanders could give bonuses to their troops, also, along with improved assassins. That way, you might just recruit a commander that gave everybody under her command stealth 0, or swamp survival, or a bonus to fighting undead.

As it is, I'm fond of making commanders that self-summon their own types of troops, which may take that Nation in entirely different directions, without the benefit of magic.
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  #67  
Old December 3rd, 2008, 05:44 AM

Agema Agema is offline
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Default Re: Improve assassins

I like that idea, HoneyBadger. As well as swamp survival etc., it could be as simple as commanders who give +1 Att/Def/Mor to units under their command - why shouldn't a brilliant, trained general be able to get more from his troops than a basic one?

It would have to be a bit limited though - I don't think commanders granting stealth to their troops is entirely fair when you could equip that commander with 10 elephants. It might be best for rare indies, the odd national recruitable or summoned commander, national heroes, and maybe the odd Pretender.
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  #68  
Old December 3rd, 2008, 07:34 AM
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Default Re: Improve assassins

I like that too. I've always found quite strange that you have those high-trained commanders and you'll so rarely recruit them as your top-mages have really enough leadership. It would be nice and also thematic and logical if commanders, who skipped the magic training for the training of strategy, tactics and warfare, can give small bonuses to the units.
Imagine even nations having maybe mediocre mages but excellent commanders able to give normal units the equivalent of one/two minor blesses, or indies able to train them to move at full speed in their woods. That would be a whole new level of strategy
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  #69  
Old December 3rd, 2008, 04:41 PM

Aezeal Aezeal is offline
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Default Re: Improve assassins

Personally I think most of the idea's in here are nice, more realistic than it's now.. but apart from sombre's starting idea I think most won't be that easily implemented...

so I'd just go for that one.. make assassins start first
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #70  
Old December 3rd, 2008, 07:53 PM
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Default Re: Improve assassins

Damn Aezeal, you awakened us from our nice daydreams You're right of course - we were slightly off topic too, so yep, assassins going first would sound reasonable
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