.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old November 19th, 2006, 10:47 AM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Devine bodies, Increased stats, Demonic powers

Hmm, lets give my f9w9 helhirdlings extra defence and health
Reply With Quote
  #2  
Old November 19th, 2006, 03:26 PM

mivayan mivayan is offline
Second Lieutenant
 
Join Date: Dec 2003
Posts: 404
Thanks: 0
Thanked 1 Time in 1 Post
mivayan is on a distinguished road
Default Re: Devine bodies, Increased stats, Demonic powers

With the current interface I'd hate to buff 5 soldiers per turn with such spells.
Reply With Quote
  #3  
Old November 19th, 2006, 03:28 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Devine bodies, Increased stats, Demonic powers

Then make it very expensive and have it affect 20+ troops/a single commander.
Reply With Quote
  #4  
Old November 19th, 2006, 04:33 PM

Zebion Zebion is offline
Corporal
 
Join Date: Oct 2006
Posts: 79
Thanks: 0
Thanked 0 Times in 0 Posts
Zebion is on a distinguished road
Default 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
Reply With Quote
  #5  
Old November 20th, 2006, 01:45 AM

Frostmourne27 Frostmourne27 is offline
Sergeant
 
Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
Frostmourne27 is on a distinguished road
Default 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
Reply With Quote
  #6  
Old November 20th, 2006, 01:57 AM

Ewierl Ewierl is offline
Sergeant
 
Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
Thanks: 1
Thanked 0 Times in 0 Posts
Ewierl is on a distinguished road
Default 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.
Reply With Quote
  #7  
Old November 20th, 2006, 02:49 AM

Sheap Sheap is offline
Second Lieutenant
 
Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
Sheap is on a distinguished road
Default 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.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:54 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.