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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
Thanks: 2
Thanked 5 Times in 5 Posts
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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
Thanks: 0
Thanked 1 Time in 1 Post
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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
Thanks: 2
Thanked 5 Times in 5 Posts
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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
Thanks: 0
Thanked 0 Times in 0 Posts
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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
Thanks: 0
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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.
__________________
Qui tacet consentit
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November 20th, 2006, 01:57 AM
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Sergeant
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Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
Thanks: 1
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Re: Devine bodies, Increased stats, Demonic powers
This school isn't a good idea, I think, because it breaks some things that already balance the game. "Leaving things out because they need balancing" is very different from "leaving things out because they will unbalance things." The number and location of item slots is a definite balancing factor for determining the value of various heroes and pretenders; allowing universal buffs that circumvent item-slot limits will dislodge that pre-existing balance mechanism. Even stat boosts can make a big difference, especially for things like MR.
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November 20th, 2006, 02:49 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
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Re: Devine bodies, Increased stats, Demonic powers
I concur, right now the only means to upgrade non-commanders permanently is through blesses (which aren't technically permanent but might as well be) or very expensive means (Gift of Reason + items/empowerment/etc). One of the core ideas behind Dominions, for better or for worse, is that your recruitable troops stay the same for the entire length of the game. Changing that would throw off the basic design of the game.
There's also the problem that balancing one or two effects is not too hard, but balancing an unlimited number of them is very hard. That's why items are so expensive, slots are limited, and finding items that do all the right stuff in the right slots for what you want is so hard.
Or think of it this way: Alteration is already one of the strongest magic paths. Does it need to be made stronger by allowing the effects to be made permanent? Look how strong blesses are, and this seems like it would be even stronger than that.
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