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Old February 7th, 2009, 05:20 AM
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OmikronWarrior OmikronWarrior is offline
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Default Re: SC and Thug Diversity Project

Creating summonable thug chasises has got to be the least imaginative way to "balance" paths. For example, I'd love to get some units that help with magical diversity, like an Earth summon with 4 randoms each F/E. Or how about summons with unique skills, like an Argus summons whose 100 eyes gives him Patrol-100. Or a water summon that causes unrest and cold scales in his current province.

I am not saying don't make thugs (especially if they have an interesting mythological background, of which Tolkein is only a mediocre example of), I am saying trying to use some creativity and imagination.
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Old February 7th, 2009, 06:39 AM

Panpiper Panpiper is offline
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Default Re: SC and Thug Diversity Project

Quote:
Originally Posted by OmikronWarrior View Post
Creating summonable thug chasises has got to be the least imaginative way to "balance" paths.
I do not disagree with you that having imaginative thugs is good. However I would point out that the exercise here is not one of balancing paths but rather simply adding summonable thugs and super combatants such that there are greater options for people in larger games who are not first up to bat with getting the current uniques. This is not to say that balance should not be taken into serious consideration, but the primary intent is variety and options.
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