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April 8th, 2011, 04:58 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Making leadership matter
Good point.
They would still be useful for passing cursed items and, if minimally equipped can also deal with normal commanders, even with a few body guards.
Besides, none is saying that if/when assassins become too niche that CBM can't do something about that.
Bear in mind though that the assassination mechanism as implemented in dom is inherently underwhelming.
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April 15th, 2011, 04:25 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
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Thanked 10 Times in 8 Posts
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Re: Making leadership matter
Quote:
Originally Posted by WraithLord
Bear in mind though that the assassination mechanism as implemented in dom is inherently underwhelming.
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If I asked you to kindly explain this statement, but limited you to a single sentence, would you care to do so?
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April 15th, 2011, 04:53 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Making leadership matter
It's difficult to explain in a single sentence. Since this conclusion is based on many other concepts, facts and underlying strategic principals. The essence of it is basically an attempt to inspect every possible action/commander/spell-cast as an investment of a resource, be it gems/gold or more subtle (like time) that yields X gain over the next turn, 2 turns, 10 turns etc. So you buy the assassin, equip it and then have it lie in ambush or move towards ambush but most of the time it's idle. This is already bad for ROI. Then there are so many counters to assassinations once your enemy is alert and skillful that you're most likely to lose it.
I'm not saying it's bad. Sometimes you'll score a significant hit and/or make your opponent paranoid (so he will "waste" resources on counters) but I am saying that you could most likely put your money on a better horse. This is my point of view - based on experience and my own judgment, not on pure number crunching.
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April 15th, 2011, 05:06 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
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Re: Making leadership matter
That is a long sentence , but thank you for the explanation!
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April 15th, 2011, 06:35 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: Making leadership matter
I admit I had fun and some actual use with Nagini seducers in a recent MP game. Bottle of Living Water and scripted to Frozen Heart x 5, they were pretty successful. Even snagged me a few blood and other useful mages.
Mostly I'd bought them early on when I couldn't afford Nagarishis and used them for a lot of site-searching and forging, so I'd gotten my money out of them before sending them off to seduce.
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April 16th, 2011, 02:39 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Making leadership matter
I agree. Seducers/Assassins that can do other useful stuff are way better since they can do that useful stuff and every so often take advantage of an opportunity to seduce/assassin.
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