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Old June 20th, 2008, 03:21 PM

Xietor Xietor is offline
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Default Thoughts on making \"luck\" equally attractive

Yes, a separate thread from Baalz' thread on scales. From my personal observations in Kingmaker, even the addition of Worthy Heroes was insufficient to move players away from the cookie cutter 3 order plus misf scales.

Assuming diversity is the spice of life, and we are trying to avoid cookie cutter builds, which of the following do you think may be a good idea to get more players to take luck scales(or add your own ideas):

1. Tougher Heroes: Since you have a base 3 percent chance to get a hero each turn, and luck adds an additional percent, making tougher heroes could cause people to forgo the order/misf scales for a chance at a tough hero.

*the problem with this theory is a tough hero likely only helps you early in the game. Getting a tough hero after you have angels or wraithlords in constr 6 gear is a yawner.

2. With each point of positive Luck, add some fortune telling to your pretender/or capital. Similar to dom 9/10 giving awe. Have luck give an added feature to the pretender. Maybe 3 luck even gives fortunetelling and luck in battles to your pretender only.

3. Divorce the order/turmoil scales from the luck scales

Presently Order 3 is considered the strongest scale with its strong income bonus. An added bonus is order 3 also reduces random events. This reduces the risk of early bad events, allowing a realistic risk of 2 misf(and some bold players 3 misf). The theory being if they can survive the 1st year with no awful event, then the bonus points were worth it.

If Order ONLY gave a bonus to income, then taking misfortune becomes a greater risk(and should it not be). So then instead of a double bonus from order 3, you get the income, but to get the points for misfortune, you will actually bear the true cost of misfortune.

4. Add a percent chance for a band of mercenaries to show up at your gate for you to hire. You could only get a chance at mecenaries appearing if you had positive luck.
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