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September 22nd, 2004, 03:30 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series (Mod)
Done. Actually a good thing that you didn't get the first one, because the new PM has more comprehensive info after I checked the MIQR to confirm a couple of suspicions.
Edi
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September 22nd, 2004, 06:29 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Re: Conceptual Balance Series (Mod)
This looks interesting; I will try to check it out soon, but probably wont be able to give non-trivial feedback for a month or so, so I'll just keep quiet until then. But thanks for your effort!
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September 23rd, 2004, 03:36 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
This weekend will be another trial test for the Conceptual Pretender Mod along with a few updated deals based on feedback.
If you would like to participate in some of these blitzes, it will be during the weekend and most will be gathering in the Gamesurge.net IRC channel.
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September 23rd, 2004, 04:02 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
If one's going on Sunday, I'll probably be in; too much going on this Satyrday.
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Wormwood and wine, and the bitter taste of ashes.
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September 25th, 2004, 02:20 AM
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Sergeant
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Join Date: Mar 2004
Location: cali
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Re: Conceptual Balance Series (Mod)
You could leave the human pretenders with their inferior stats but make them dirt cheap(er), possibly even making their basecost negative, if possible. I think of it as being able to take a rather unimpressive god to have points for dominion, just like you can cripple your dominion for points for your god. So what if a gust of air could take them out and they have high encumbrance, bad precision, and 1 tacitical movement, you can afford all the scales you want and still a couple paths of magic on them.
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September 25th, 2004, 02:32 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
Quote:
Cheezeninja said:
You could leave the human pretenders with their inferior stats but make them dirt cheap(er), possibly even making their basecost negative, if possible. I think of it as being able to take a rather unimpressive god to have points for dominion, just like you can cripple your dominion for points for your god. So what if a gust of air could take them out and they have high encumbrance, bad precision, and 1 tacitical movement, you can afford all the scales you want and still a couple paths of magic on them.
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I thought about that approach. Or giving them a Pathcost of 0, so they don't need anything and every time you see a human it will at least be a 8 Path Raibow. In the end of my conclusions, it wasn't the fact that they were crappy, useless in battle, got owned by artillery spells, cast everything/search everything/have 1 hp in -1 dominion type of situations, it was the fact that you couldn't use your Pretender to swing the tide of a war because all his spellcasting strength lay in pure Rituals or Site Searching. With the negative impact of death (losing a level in all paths) that is *more* hurtful to Rainbows, this is a big "Uh, no" factor of them since not all of them have stealth and can avoid getting bombed by CT or Teleport if they are site searching/researching/ritual casting.
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September 25th, 2004, 03:48 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Hmm. That'd work for hags/crones, imo - give one incredibly flimsy pretender with 0 pathcost, for those who care to try it. In my opinion, it'd be iffy, but playable - even as a combat mage. One hell of an artillerist, with high skill in certain areas, and various spells reduce or eliminate the risk of dying and losing paths in a battle.
Also - getting owned by artillery spells? Unless / until the AI is changed, flyers might take out a judiciously setup pretender, but artillery won't, not before battlefield-affecting spells are researched.
Mind - I like the added HPs for the humans. But the one human pretender that is supposed to be fragile and weak could be left ... fragile and weak, but cheap and/or beefed up magically.
After all - if magic paths cost 0, it can afford 1 death and still be at least equal to any other human pretender in paths, depending on how it is set up. ( 8 1-point paths on a normal 10 point human is 80 points - 8 2 point paths on a 0 point human is 64? )
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Wormwood and wine, and the bitter taste of ashes.
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September 25th, 2004, 03:51 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Oh - also, human pretenders _can_ swing the tides of war, I think. Yes, it's risky, but a high magic path human can do wonders. I once had great success with a human mage for one of the dead Ermors, and was in the HoF most of the game, since I got bored site searching.  Didn't even have TwiceBorn on him, as I recall.
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Wormwood and wine, and the bitter taste of ashes.
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September 25th, 2004, 03:56 AM
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General
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Join Date: Nov 2000
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Re: Conceptual Balance Series (Mod)
Quote:
Cainehill said:
Also - getting owned by artillery spells? Unless / until the AI is changed, flyers might take out a judiciously setup pretender, but artillery won't, not before battlefield-affecting spells are researched.
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Artillery spells refers to murdering winter and flames from the sky.
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