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November 19th, 2006, 08:49 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Devine bodies, Increased stats, Demonic powers
I always wondered why, when dominions has a troop selection mecanism for rituals (see gift of reason), there are so few spells using it (compare with MoM or AoW where perma buffes on troops are a part of most winning strategies).
As recruitable troops can't be improved over time, this kind of school/powers would really give a new dimension to the game, if made to work better for troops buffing than for SCs. I would suggest for medium levels small permanent buffs (max +2 to a stat, +25% resist) but affecting several soldiers (of the same troop type / squad) at a time, so casting them on a lone commander wouldn't be cost efficient (eventually high level spells can include some more powerful but one unit only perma buffs).
Alteration and enchantment are already powerful schools, so I think a new one for this kind of spells would be a good idea. If transmutation is too close to alteration, perhaps it may be called the enhancement or sublimation school ie, a school using magic to develop/give natural abilities to mortals more than to transform them. With this idea of amplification of natural abilities, spells having effect in relation with the natural stats of the targets can also be imagined (ie : the same spell "improved dissimulation" increasing stealth for stealthy unit or giving a 25% air shield before they attack to other units ; "improved health" giving +1 to regeneration for units with a natural regen when it adds some hp to others, etc...).
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November 19th, 2006, 09:17 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: Devine bodies, Increased stats, Demonic powers
I'd like to see permanent troop-affecting buffs with some mechanism to make sure they're not obesely good on SC's. Perhaps gem cost that scales with base stats and size and so on.
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November 19th, 2006, 10:47 AM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Devine bodies, Increased stats, Demonic powers
Hmm, lets give my f9w9 helhirdlings extra defence and health 
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November 19th, 2006, 03:26 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 404
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Re: Devine bodies, Increased stats, Demonic powers
With the current interface I'd hate to buff 5 soldiers per turn with such spells.
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November 19th, 2006, 03:28 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Devine bodies, Increased stats, Demonic powers
Then make it very expensive and have it affect 20+ troops/a single commander.
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November 19th, 2006, 04:33 PM
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Corporal
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Join Date: Oct 2006
Posts: 79
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Re: Devine bodies, Increased stats, Demonic powers
Why bother? It can make some troops even more unbalanced and rigged. Or make new things rigged, it would only cause more balancing trouble then needed
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November 20th, 2006, 01:45 AM
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Sergeant
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Join Date: Aug 2005
Posts: 299
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Re: Devine bodies, Increased stats, Demonic powers
If we left things out because we had to balance them, Dominions wouldn't be much of a game. Granted, this is harder to balance than many other things, but it's a neat idea, and I think it might well be worth the hassle. The most obvious solution (IMHO) is to simply make it so that commanders cannot benifit from anything more powerful that stat boosts. That still leaves Vanir or doom, but I'm sure that something could be worked out. Limits to the number of bonuses allowed on the same unit maybe. We should discard things because they're stupid, or conceptually flawed or whatever, not because they're difficult.
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