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January 28th, 2005, 08:16 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
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Re: Different Weapondamages in dom 3 ?
Quote:
Boron said:
Quote:
Arralen said:1) Nazgul are 'heros', not commanders.
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1) Sure . But if i use them as heros if i chose misfortune 2 e.g. i have to wait for ages until i get all 9 Mordor Heros
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Good! The luck scale needed improvement anyway and a higher number of available heroes could do the job, even if not all were super-duper! I'd say there should be at least 10 available at the current chance. Maybe there should be templates for generating endlessly many pseudo-unique weak heros to intersperse the truly unique and formidable ones. I mean, everybody can declare himself to be a hero, at least until the next battle to prove...
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January 29th, 2005, 01:50 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Re: Different Weapondamages in dom 3 ?
Agree fully with Chazar.
If you hate the idea, Boron (you old stubborn misfortune-lover you), you could also, when we get full spell modding, mod a new spell with high level death to make summon 9 unique summons (nazgul).... And yes, the Witch King of Angmar was one of em (the chief).
I also like the paper-scissors-rock idea of damage type vs armor:
1. Blunt/Bludgeoning
2. Piercing
3. Slashing
Some weapons may do more than one type -- the best would be selected automatically.
3 Armor types (crappy names, but I'm in hurry):
- Heavy: Does very well vs. all, but has some weakness to piercing
- Medium: Does ok vs. all, but has some weakness to Blunt
- LIght: Is somewhat weakish in general, but protects well vs. Blunt
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January 31st, 2005, 12:39 AM
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Private
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Join Date: Mar 2004
Location: San Francisco, CA
Posts: 34
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Re: Different Weapondamages in dom 3 ?
While it might be interesting and realistic to do this sort of thing, at the end of the day, I'm not sure that you've really improved the playing experience, except for the detail nuts who want a game even more detail-oriented than Dom2 already is (I consider myself such a nut, but don't think most folks love that sort of thing). Given how chaotic the battles already are, it'd just be one more level of complexity/randomness that I could only exploit in a handful of situations, and would be utterly frustrating in others.
Technically, you'd only want a Pike to get an AP bonus against charging cavalry--the long L already makes your cavalry do a morale check when trying to attack, and unless I'm missing something, a pike isn't any more dangerous against a stationary knight than a spear would be.
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February 15th, 2005, 03:07 PM
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Private
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Join Date: Jan 2005
Location: Indiana, USA
Posts: 36
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Re: Different Weapondamages in dom 3 ?
I wonder if it would be possible to add a Brace for Charge command that would only apply to pikemen?
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