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November 30th, 2008, 03:42 PM
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Corporal
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Join Date: Feb 2007
Location: Hannover, Germany
Posts: 198
Thanks: 87
Thanked 7 Times in 7 Posts
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Re: Improve assassins
I got it. All are from blood sites. That's why I always miss them.
Thanks for your information. Maybe we only need improve its frequence/level a bit then?
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December 1st, 2008, 01:26 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Improve assassins
Assasins are perfect as they are. They are cheap, and if you want to equip them, they can do the job most of the time. I would say assasins are good for one hit, maybe two. That's what you pay for.
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December 1st, 2008, 07:22 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Improve assassins
Quote:
Originally Posted by Lingchih
Assasins are perfect as they are. They are cheap, and if you want to equip them, they can do the job most of the time. I would say assasins are good for one hit, maybe two. That's what you pay for.
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Lingchih, yeah the assassins themselves are great. But the problem is if you don't buy an assassin you could buy a mage. Which is better. (Esp as they can use assassin spells later, with little chance of death. (of course this costs gems)). I like assassins for their character, but they are not really a good gameplay tactic. (I do like the assassin mercenary, who is a good buy imho).
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December 1st, 2008, 10:12 AM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Improve assassins
I still don't get why an unequipped Abysian assassin may lose against a normal indie commander. It happened to me several times... now, I know that you should equip them and that the open-ended dices can give very strange results; still, one unit trained to kill one-on-one IMHO should beat without problems one indie which task is to lead units...
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December 1st, 2008, 11:56 AM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
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Re: Improve assassins
An indy commander could be someone who rose through the ranks and has first-hand combat experience, an aristocrat whose family bought the best weapon training their money could buy, the product of a natural martial society, and so on.
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December 1st, 2008, 12:03 PM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Improve assassins
Still the other is trained to kill exactly this kind of targets (nobles, leaders) in 1 on 1 assassinations he doesn't have leadership nor other capabilities - all of his purpose in life is focused on this.
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December 1st, 2008, 12:09 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Improve assassins
And he should not fight him in a fair duel, but stab him when he is unaware.
Hmm, what brings me to another idea - give the attacked commander 50 fatigue on the start of the battle to represent that.
Maybe with mod #onebattlespell on the assassin with a spell with 100 precision that deals 50 fatigue damage.
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December 1st, 2008, 12:28 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Improve assassins
There is a magic site that provides recruitable assassins.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 2nd, 2008, 05:46 AM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
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Re: Improve assassins
I don't think assassinations should be viewed too realistically. Otherwise you'd need to start asking questions like why the assassin doesn't just put poison in the target's food, or push a stone off a parapet onto his head, or why he's never equipped differently because he could be in disguise, or why he shouldn't sometimes have his assassination aborted simply because he didn't have an opportunity to get to the target.
Dom3's assassination mechanic is a gameplay representation, not a reality simulator - it could have as easily been abstracted to a percentage chance like the way it is done in the Total War series, or just a success/fail message like Mind Hunts. The bottom line is that it works for gameplay: we all know what happens and how we can influence the outcome, and it looks nice.
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December 2nd, 2008, 09:01 AM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Improve assassins
Agema, we all know that We're just discussing bout how some of us would like the assassins to be slightly more cost effective Nobody is thinking about full-reality. It's just balancing (and coolness ) of a kind of units like it has been discussed before about spears, elephants, archers and spells
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