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  #11  
Old December 7th, 2006, 07:12 PM
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Default Re: Suggestions to the devs: improving ME Ulm

I could see assassin and stealth preacher. It seems to me that Ulm is supposed to be fairly non-magical, and rely on armor/weapons but those two things might fit in.
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  #12  
Old December 8th, 2006, 07:55 AM

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Default Re: Suggestions to the devs: improving ME Ulm

I don't see an assasin as very fitting. I've always read Ulm as not believing in all the corrupt politicing of some of the other human nations. An Ulmish noble would surely prefer to bash in his enemies head personally than pay for some sneaky low-life to do it.

And surely ME Ulm is stronger now than before, what with the new focus on armies rather than magic/SCs?
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  #13  
Old December 8th, 2006, 12:20 PM
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Default Re: Suggestions to the devs: improving ME Ulm

Quote:
TomD said:
I don't see an assasin as very fitting. I've always read Ulm as not believing in all the corrupt politicing of some of the other human nations. An Ulmish noble would surely prefer to bash in his enemies head personally than pay for some sneaky low-life to do it.

Give the stealth/assasin ability to all Ulmish leaders and think of it less as an assassination than a challenge to a one-on-one duel: "the Ulmish hero crosses the enemy lines under flag of truce to challenge their leader to a trial by might..."
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  #14  
Old December 8th, 2006, 12:36 PM

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Default Re: Suggestions to the devs: improving ME Ulm

Good idea, that works for me. And bodyguards just show that you can't trust foreign scum.

Of course a Black Lord (I think that's the name, the commander version of the Black Knight) would be an awesome assasin even without items. It probably needs a nerf somewhere to make it balanced.
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  #15  
Old December 8th, 2006, 01:06 PM
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Default Re: Suggestions to the devs: improving ME Ulm

Ulm got rid of its stealthiness in EA to embrace the fielding of horses. I particlarly think a national forge item would make Ulm complete. Then again, I suppose this isn't something the Doms 3 system is built to support.

On another note, Sorlakind's best point is that a monthly construct command is sorely lacking from the game. It's rather surprising there is monthly spell-casting and not monthly forging.

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  #16  
Old December 8th, 2006, 01:12 PM

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Default Re: Suggestions to the devs: improving ME Ulm

Yeah we need monthly forgings.
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  #17  
Old December 8th, 2006, 02:00 PM
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Default Re: Suggestions to the devs: improving ME Ulm

Regarding Ulmish assassins, how about a 'mage hunter', with very high magic resistance and a magic weapon?
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  #18  
Old December 8th, 2006, 02:44 PM
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Default Re: Suggestions to the devs: improving ME Ulm

Ahhh now that makes sense. I like that. And a nice rock-paper-scissors balance to it also.

"Ulm, having learned its lessons in the Early Era, has trained special assassins to target other nations mages."
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  #19  
Old December 8th, 2006, 04:42 PM
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Default Spies don\'t seem out of place to me.

After all, there have been plenty of spies in the mundane world.

A spy with a siege bonus would be interesting; let the bonus reflect having sufficient knowledge of engineering to identify likely weaknesses in fortifications.
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  #20  
Old December 8th, 2006, 05:38 PM
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Default Re: Spies don\'t seem out of place to me.

Not sure the assasins would help. My experience with non-glamoured stealth units so far in Dom3 is that they have a very hard time. With the bigger economies and better troops, PDs of 25 are very common and 40+ is not rare, but stealth rating have not gone up. Thus- lots of assasins killed by PD. For instance, in one game i'm playing atm, 6 out of 7 enemy assasins have been nailed by my PD.
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