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  #1  
Old July 22nd, 2008, 07:09 PM

TheMenacer TheMenacer is offline
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Default Re: Patch notes

Quote:

I didn't say I hated hero's and anti heroes, or characters.

I hate SC's. To be specific, Dominions(x) implimentation of battlefield heros.

Why? Hmm.. because there doesn't seem to be anything *heroic* about them. The game doesn't set up as a MMRPG; its more spreadsheet and battle tactics. Were it otherwise, I would strongly enjoy them. We argue whether frost brands are more effective than fire brands due to the 2 extra pts of damage....

Why? Because we have 8-10 army units - each supposedly crafted to reflect their nations strengths and tastes. And yet uniformly all but 1-2 of them are pointless in just a few turns.

Why? Games, like theatre, involve a suspension of believe.
We play in a certain fantasy world - with a certain map.
As part of those rules - we are told that these nations exist, and their militaries are primarily composed of these units.

You can imagine a history of military combats - of battles won and lost. Only you can't. Because those army units would never exist. Nations would have evolved SC's - not army units.

The logical disconnect - the loss of 'suspension of disbelief' is irritating. Its like interrupting the writing of Xanadu, or more prosaicly, someone interrupting your favorite TV show. Every time I play.

Now THAT would be an interesting Mod.
A Mod where there were no army units - only starting SC's, and starting equipment you could make. Starting spells.
I always assumed that the empires that we were playing were literally composed only of their capital province (plus however many you set in the game settings). It sort of makes sense, they've got so much more population than their neighboring kingdoms that you could reasonably say that they're a world power. Indy provinces all have their own unique cultures and army lists, but we don't get to see them because they're all too insignificant in terms of the movers and shakers in the world. Plus they didn't have a pretender god come a'knocking and telling them to become aggressively imperialistic, seizing independent kingdoms and claiming their money and, more importantly in the creation of SCs, the magical resources lying inside of their territory.
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  #2  
Old July 22nd, 2008, 07:25 PM

chrispedersen chrispedersen is offline
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Default Re: Patch notes

Regardless,

Dominions is supposedly a 'deep' game with hundreds of options. But I really believe it has hundreds of options - but only 2-3 of them are even remotely competitive in an MP environment.

I mean, when was the last time someone won a game soley through Dominion? Soley by his virtuoso economic performance?
Instead it comes down to Diplomacy, SC's and spell research, maybe toss in bless strategies.

I've no beef about the diplomacy. But even spell research really comes down to a few dominant themes: Tartarians. Wishes. Master Enslaves.
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  #3  
Old July 22nd, 2008, 07:34 PM
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Jazzepi Jazzepi is offline
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Default Re: Patch notes

Quote:
chrispedersen said:
Regardless,

Dominions is supposedly a 'deep' game with hundreds of options. But I really believe it has hundreds of options - but only 2-3 of them are even remotely competitive in an MP environment.

I mean, when was the last time someone won a game soley through Dominion? Soley by his virtuoso economic performance?
Instead it comes down to Diplomacy, SC's and spell research, maybe toss in bless strategies.

I've no beef about the diplomacy. But even spell research really comes down to a few dominant themes: Tartarians. Wishes. Master Enslaves.
I don't feel like digging it up, but someone beat 4-5 other opponents in 2 turns on a large map by super dominion pushing with Mictlan.

Jazzepi
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Old July 22nd, 2008, 07:54 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Patch notes

There does seem to be some groups that play continually together on pretty much the same maps. Their results do tend toward certain standard endings. They seem to have fun with it though.
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Old July 22nd, 2008, 08:04 PM

Micah Micah is offline
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Default Re: Patch notes

2 turns Jazzepi? That seems a bit much to swallow... even with temples in every province, H2 priests with jade daggers at each temple and 10 dominion that's still only 8 candles worth of dom spread per province he had...a whole heck of a lot, to be sure, but hardly enough to snuff out the entire rest of the map unless he controlled over half of the board. (And if he did have that much territory the specifics of the victory don't much matter, since he had the game won regardless.)
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Old July 22nd, 2008, 11:55 PM
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Default Re: Patch notes

Quote:
Micah said:
2 turns Jazzepi? That seems a bit much to swallow... even with temples in every province, H2 priests with jade daggers at each temple and 10 dominion that's still only 8 candles worth of dom spread per province he had...a whole heck of a lot, to be sure, but hardly enough to snuff out the entire rest of the map unless he controlled over half of the board. (And if he did have that much territory the specifics of the victory don't much matter, since he had the game won regardless.)
Like I said, I'm not going to dig the game up, it's out there though if you feel like combing through the archives. It was in two turns though, and the opponents described having their provinces go from black to white in a single turn.

And the Mictlan priests he used were H3.

Jazzepi
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  #7  
Old July 23rd, 2008, 12:35 AM

chrispedersen chrispedersen is offline
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Default Re: Patch notes

But you make my point for me.
It might have happened .. once.
And even then dominion wasn't the only tool.

Shrug - all I'm saying is I'd like to see 30% of the games won by dominion. And 30% by armies. And 10 % by economics.
And 5% by SC - and 10% by magic - and and and..
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