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January 9th, 2004, 11:05 AM
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Join Date: Oct 2003
Location: Rovaniemi, Finland
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Game balance suggestions.
Ok, since everyone has probably spent few sleepless nights with the full Version already they've probably noticed some game balance problems that need to be, if not fixed, at least noticed. So, please post them here. Shrug, I suppose I got a few, too.
1. Give more medium infantry strategic move of 2. Okay Pythium legionnaires and Arco hyapists already got this but for example pan satyrs lack the ability (which is crippling for the pan as a nation as they _need_ to be able to move fast) and wear lighter armor and certainly have more speed and stamina than that aforementioned. Heavy infantry is still a no-brainer but I'd easily consider giving up some prot for that strategic move so please give us the choice.
2. This has been discussed earlier but I'll still bring it up: Tune Order/Luck balance. Reduce the income to 2-3%(and possibly make it kill off some unrest in case someone wants to overtax) and eliminate the modifier to random event frequency or something like that. Just anything to make options other than order/misfortune viable.
3. Paralyze and Mind BLast seem to be a bit broken. They're slightly too hard to resist and the paralyze time is far too long. I have yet to see anyone snap out of paralysis (prior to dying, that is).
4. Elemental magic seems to have gotten the shaft in Dom2. Water still got little going for it. Removing the fire requirement for acid spells and adding some decent amphibious summons and items would go a long way in actually making it useful. I recall that the devs were hesitant to add new spells/units but I hope that doesn't include the requirements.
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Veni Vidi Visa - I came, I saw, I did some shopping
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January 9th, 2004, 11:31 AM
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Sergeant
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Re: Game balance suggestions.
My two cents :
1) Mictlan as well might deserve to have their strats move looked at...
2) I think the Turmoil/Luck combo is also playable for nation that are not too dependant on gold, and quite fun. But those scales seem tilted in that it is better to go to a 3/-3 or -3/3 combo (for 0 points) than anything else (be it 0/0 or 3/3). In particular, the 3/3 order/luck combo is very expensive, and barely better than a 3/-3 order/misfortune. Perhaps the Gold bonus on the order scale need to be tuned, but I think the real problem is the events reduction power of that scale. 3 order is just too powerful at stopping random events, totally negating the effect of luck -3
3) I don't know, I have never tried these
4) No opinion on the subject
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January 9th, 2004, 12:00 PM
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Re: Game balance suggestions.
I know I already mentioned this before, but please... some kind of special regeneration for pretenders that allow them to cure their battle afflictions (maybe an special order "heal wounds" that gives a 10% Chance to lose a battle affliction).
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January 10th, 2004, 02:58 AM
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Re: Game balance suggestions.
Quote:
Originally posted by PrinzMegaherz:
I know I already mentioned this before, but please... some kind of special regeneration for pretenders that allow them to cure their battle afflictions (maybe an special order "heal wounds" that gives a 10% Chance to lose a battle affliction).
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Or allow pretenders a chance to heal afflictions whenever they are in their home province.
Or allow priests to use the Call God command to heal living pretenders of one affliction once 40 priest levels have accumulated.
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January 9th, 2004, 03:07 PM
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Re: Game balance suggestions.
Quote:
Originally posted by General Tacticus:
2) I think the Turmoil/Luck combo is also playable for nation that are not too dependant on gold, and quite fun. But those scales seem tilted in that it is better to go to a 3/-3 or -3/3 combo (for 0 points) than anything else (be it 0/0 or 3/3). In particular, the 3/3 order/luck combo is very expensive, and barely better than a 3/-3 order/misfortune. Perhaps the Gold bonus on the order scale need to be tuned, but I think the real problem is the events reduction power of that scale. 3 order is just too powerful at stopping random events, totally negating the effect of luck -3
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For a nation that produces 100 gold...
+3 Order / -3 Luck = 121 gold
-3 Order / +3 Luck = 79 gold
That is crippling to a turmoil/luck nation.
I would suggest reducing the gold effect of Order to +/- 4% and adding a +/- 2% to the Luck scale.
Maybe they should make Pangaea immune to turmoil tax reduction the way Ulm smiths are immune to drain.
[ January 09, 2004, 13:22: Message edited by: Catquiet ]
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January 9th, 2004, 03:57 PM
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Second Lieutenant
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Re: Game balance suggestions.
Well it might make sense that luck dominion adds to gold income. Even the taxcollector gets lucky I guess, but doesn't that make your citizens unlucky? But the present big "bonus" of a Turmoil/Luck combination is the chance of getting a very good streak of random events. I often use this combo and while it's a real gamble I often get a lot of good effects. Then earthquake/hurricane/vinemen invasion strikes my major production/gold province.
Perhaps it would be better to make the random events slightly less random so that only a very unlucky dominion often sees the major disasters and only a strong luck dominion gets the best advantages more than once or twice?
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