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June 3rd, 2008, 04:07 PM
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Lieutenant General
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Re: Thoughts on balancing MA Man
but does oceania have much MP wins?
the start of man isn't the problem either you said.. but I think oceania has a very hard time mid and end game.
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June 3rd, 2008, 04:16 PM
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Lieutenant General
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Re: Thoughts on balancing MA Man
you and evilhomer may have to start a thread named, "Thoughts on balancing MA Oceania" then. don't hijack mine! 
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June 4th, 2008, 12:00 AM
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Re: Thoughts on balancing MA Man
I would agree that it makes sense to raise the age limit on crones. There is a definitive difference between old age, and degradation. In many mythologies, the old wizards, witches, crones, what have you are old - or even ancient. However, through the use of their magics, they are incredibly hearty and deceptively strong, with bodies that may seem shriveled and dying, but are still more capable than yours or mine.
It would seem that the point of the whole thing is that in this specific case especially, the nature magic was keeping their bodies from withering and decaying. It seems a bit silly in fact, to have a mostly nature based nation where the entire idea behind their mages is that they are very long lived because of their connection to nature, but still, they are on their last legs.  I'm not saying it can't make sense either way, simply that since it CAN make sense either way, it's a viable area to remove one of the numerous weaknesses that plague the nation.
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June 4th, 2008, 12:18 AM
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General
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Re: Thoughts on balancing MA Man
But they lived for 150-170 years! And they suddenly start dieing every 12 months when you recruit them. Massive extinction of them! And it really doesn't matter if they get N1 or N4. With N4 old age starts at 150 and the youngest one you will get will be 155 years old.
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June 4th, 2008, 05:31 AM
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First Lieutenant
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Re: Thoughts on balancing MA Man
Possibly if crones could get to W2 or E2 with a reasonable possibility (say 10-25%+) they could branch into lower-mid W and E via boosters. And they should still lose the old age.
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June 4th, 2008, 05:45 AM
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General
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Re: Thoughts on balancing MA Man
That's what I said, either make 2nd random 50-100% or make 1st random Power 2, so they get +2 to what they roll.
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June 4th, 2008, 08:57 AM
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Re: Thoughts on balancing MA Man
Quote:
Aezeal said:
but does oceania have much MP wins?
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I don't think the number of MP wins is relevant for most nations (I answer here but it's also an answer for some posts in new nations threads).
Many recorded games are newby games, and some of the best nations are only that good with heavy microgestion and fine knowledge of some game mechanics. An example of that are communions, national summons or magical economy based nations. Arco/Pythium without communions or correct management of them, Hinnom without a good microgestion of blood hunting to be able to pull the endgame summons, Oceania without a clam hoarding strategy, Utgard without a werewolves+shrouds based strategy, are all only average (under average for Oceania). Now with proper use of their strengths they are in the very powerful category IMO (perhaps not Oceania, but it is at least in the good half for long games).
The real umbalance is when a nation correctly played and with average start position always beat most others even if they are also correctly played and had same opportunities from start (or is beaten by most others like Man). And it's rare to have any MP with both equal skill players and equal start positions to be sure...
The things to search are : do one nation best strategy just make it as good as other nation using under average strategies or really gives it chances to win even against well played opposition ? is there any counter against one nation best strategy ? do nation A tend to win against nation B but is balanced because there is nation C in same age, and C usually beats A but can easily be beaten by B ? ...etc...
A little more work than saying "this nation is weak because it had no victory" (or the reverse).
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June 4th, 2008, 04:49 PM
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Lieutenant General
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Re: Thoughts on balancing MA Man
That is true to a degree, Twan, but many of the MP games had skilled players. And most of the games are not noobie games, so I think the Hall of fame is indicative as a guide of a nation's ability to win a mp game.
Though you are correct, it is not conclusive.
A better guide is the opinions of veteran players who have a thorough understanding of all the nations of the era, and who have competed in mp games against quality players of various nations.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 4th, 2008, 04:52 PM
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Lieutenant General
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Re: Thoughts on balancing MA Man
Well that is what was said.. so why I returned it.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 8th, 2008, 07:39 PM
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First Lieutenant
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Re: Thoughts on balancing MA Man
I have to disagree strongly with those who say MA Man does not need help. They often make a go of it in the early game, but nearly always suffer a sudden and thorough crushing later in the game. I have seen this over and over again. I honestly believe that one reason for their frequent early success is that sharks leave them for later because they know that they wipe them out easily in the late game. Their collapse usually happens when they have the misfortune to face a foe with a couple of air mages and mid game research.
They can put forth a pretty formidable force with mass longbows and a ton of mages spewing lightning and soothed by song. But longbows are simple to counter, and lightning is single target- it takes many many mages to kill a full size army with lightning.
Lots of nations are in this situation- they have a powerful tactical combo that eventually becomes obsolete as other player develop counters, but Man's problem is that they have great difficulty coming up with a plan B. Their non-cap mages are very limited and Crones are overpriced, narrow,underpowered, slow, fragile and old. What it comes down to is that they basically have only one type of magic- nature- and no good battlefield mages. Nature magic is fine, but it really kinda lacks lethality. Crones are fine lab mages, but not so good in the field. Two air, which is what they get outside of Crones, gives you lightning and some forging. It's barely possible that you can get 4A on 1% lucky Crone and build some power ups, but failing that and absent astral you need to put air on your pretender to even have a shot at the powerful advanced air spells. Given how narrow your magic is to begin with, this is a painful necessity.
What about the army? Well, there's nothing really wrong with it, but there are many with better, and given it's similarity to knights and longbow indies anyone who can't beat it needs more practice before they play MP.
Many nations have both excellent casters and excellent armies. Most nations have one or the other. Some nations have spiffy national spells. Man has Song of Soothing and excellent spies. Neither of these is a basis for world domination.
Here are three pretty conservative suggestions for improving Man
-upgrade crones by one of the following methods listed in order of power:
1) Give them a second random of the same spec they have now with no cost increase. (weakest upgrade) or
2) Replace +1 100% A/N/W/E with +2 of the same. (This will let them make air power up items and Earth Boots.) or
3) Give them an additional +1 A/S/E/W (this will let them make power ups and do communions with $300 slaves or make Crystals)
I'd like to say limit the age problem as well, but Reno has a good point, it's thematic as can be. They'll just have to Transform.
- Why aren't Knights of Avalon sacred? There is no thematic or balance reason. Man is an old DomII race and DomII nations seldom had two kinds of sacred unit, that's why. Make them sacred.
- Upgrade either the Bard's leadership or the Lord Warden's stealth. As it is now their stealth troops are not stealthy enough to sneak into the kitchen for a midnight snack.
I reiterate that i believe Man's real problem is excessively narrow magic and what they truly need is an upgrade in air and/or a third magic type at high enough level that they can build it up and get something other than Nature going in the late game.
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