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December 7th, 2006, 05:33 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Suggestions to the devs: improving ME Ulm
Ulm needs more trickery up its sleeve. Assassins and a stealthy preacher, for example, making it the equal of Marignon in that department (it was originally supposed to be a counterpart to Marignon anyway). And reduce the old age on Master Smiths; they're a 'young kingdom'.
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December 7th, 2006, 07:12 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Suggestions to the devs: improving ME Ulm
I could see assassin and stealth preacher. It seems to me that Ulm is supposed to be fairly non-magical, and rely on armor/weapons but those two things might fit in.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 8th, 2006, 07:55 AM
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Private
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Join Date: Nov 2006
Location: UK
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Re: Suggestions to the devs: improving ME Ulm
I don't see an assasin as very fitting. I've always read Ulm as not believing in all the corrupt politicing of some of the other human nations. An Ulmish noble would surely prefer to bash in his enemies head personally than pay for some sneaky low-life to do it.
And surely ME Ulm is stronger now than before, what with the new focus on armies rather than magic/SCs?
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December 8th, 2006, 12:20 PM
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Lieutenant Colonel
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Re: Suggestions to the devs: improving ME Ulm
Quote:
TomD said:
I don't see an assasin as very fitting. I've always read Ulm as not believing in all the corrupt politicing of some of the other human nations. An Ulmish noble would surely prefer to bash in his enemies head personally than pay for some sneaky low-life to do it.
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Give the stealth/assasin ability to all Ulmish leaders and think of it less as an assassination than a challenge to a one-on-one duel: "the Ulmish hero crosses the enemy lines under flag of truce to challenge their leader to a trial by might..."
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In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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December 8th, 2006, 12:36 PM
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Private
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Location: UK
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Re: Suggestions to the devs: improving ME Ulm
Good idea, that works for me. And bodyguards just show that you can't trust foreign scum.
Of course a Black Lord (I think that's the name, the commander version of the Black Knight) would be an awesome assasin even without items. It probably needs a nerf somewhere to make it balanced.
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December 8th, 2006, 01:06 PM
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Second Lieutenant
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Re: Suggestions to the devs: improving ME Ulm
Ulm got rid of its stealthiness in EA to embrace the fielding of horses. I particlarly think a national forge item would make Ulm complete. Then again, I suppose this isn't something the Doms 3 system is built to support.
On another note, Sorlakind's best point is that a monthly construct command is sorely lacking from the game. It's rather surprising there is monthly spell-casting and not monthly forging.
=$= Big J Money =$=
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December 8th, 2006, 01:12 PM
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Corporal
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Join Date: Dec 2003
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Re: Suggestions to the devs: improving ME Ulm
Yeah we need monthly forgings.
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