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Old June 20th, 2008, 04:34 PM
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Hoplosternum Hoplosternum is offline
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Default Re: Thoughts on making \"luck\" equally attractive

Worthy Heroes is a great mod. But the problem with many of the heroes are they are too thematic and therefore similar to what you get anyway.

For example Pythium gets a great Mage as a hero. He's like an extra Holy Theug. Stacks of magic. But he's very similar to the mages you already can recruit - even if a bit better. He doesn't really add anything different. A weaker mage with Nature or Earth would be far more useful really.

Likewise Jomon gets a nice assassin hero. But they can already recruit assassins so his value is that much less.

Niefel gets a blood Jarl iirc. Probably the strongest hero in the mod. But to Niefel he is just another Jarl with an extra blood path or two.

The sea nations seem to get a few traitors/heretics from their enemies and I think these are probably very useful. What you want is not necessarilly more powerful heroes but ones that can do things you usually can't. Paths you can't recruit. A thug if you have none you can summon/recruit. An assassin or spy if you don't have these as nationals. Someone who is naturally amphibious for a land lubber nation. If the heroes gave you extra options rather than just an extra (all be it good) leader that would make the luck scales better.

As I am a big fan of magic diversity I would also like to see an event that gives a random commander a random path in magic.
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