View Full Version : Call God...
Chazar
November 21st, 2004, 04:16 PM
This must have been discussed before, but I could not find it. Link appreciated.
Does anyone else here think that loosing one point in each path for being killed is somewhat unfair or unbalanced?
I mean being stupid enough to get yourself killed should be bad experience indeed, while being immortal should be a big boon, but why should it be much more lethal for a rainbow pretender to be killed? Why is there no penalty at all for non-magic pretenders?
Rasorow
November 23rd, 2004, 02:07 PM
Serious question -
There are non-magic pretenders? I thought the purpose (one of them) of pretenders was to give access to high level magic and the game was impossible to win without it?
Rasorow
archaeolept
November 23rd, 2004, 02:15 PM
seconded. the penalty for non-magic pretenders is that you took a non-magic pretender. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Tuna
November 23rd, 2004, 03:28 PM
Well, arco for example can benefit from a throw-away pretender with no paths, and take great scales instead, as they have access to all elemental magic, and astral and low-level nature from the sorcery areas.
They can get some insane firepower on the field, thanks to mystics/astrologers. However, what they lack in is protection for them.
Also, for a little added boost, their primary researchers are also level-3 priests, and can heal, so losing a pretender is at worst a 2-turn problem.
Then again, I prefer taking a high-death pretender for them, but I'm just me.
The Panther
November 23rd, 2004, 06:10 PM
Taking a magic-less wyrm as Arco is not a bad idea at all. You can crash your pretender anywhere without fear, and the wyrm is a powerful fighting chassis capable of killing many an indy province with no buffs or arts. The priests call him back pronto if he dies, he loses no magic, and then you just heal the afflictions. Of course, he will never be a full SC, which is the penalty for doing this.
In particular, with the latest mods from soapy, scales become far more important and magic not quite as necessary. I might have tried this in the mod test game if I were not Atlantis and wanted the water 9 power bless for my Mother Guards.
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