.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

View Poll Results: Should the slave collar grant the mindless tag?
Are you crazy! The collar is fine as it is. I use it all the time... on all my casters. 12 41.38%
This change would be nice. It would also be perfect for my pretender. What does feeblemind do again? 11 37.93%
I couldn't care either way. I know I came to you, but leave me alone. 6 20.69%
Voters: 29. You may not vote on this poll

Reply
 
Thread Tools Display Modes
  #21  
Old August 28th, 2008, 01:15 PM
vfb's Avatar

vfb vfb is offline
General
 
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
vfb is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

Quote:
Originally Posted by Twan View Post
Actually the only use I ever made of a slave collar was to render useless a mage mercenary when the contract was about to end.

I'd rather like a mindless effect instead of the current one (of course would be very good for already feebleminded tartarians, but for this use you usually would need to spend the 20 nature of a GoR on a magic-less tartarians, so it's not overpowered I think).
No, about 1 in 4 pops out as a commander, and if you don't have the chalice or GoH you're stuck with no magic and feeblemind anyway.

You can also use a slave collar on thugs which have horrible MR anyway, like a caveman commander.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
Reply With Quote
  #22  
Old August 28th, 2008, 02:22 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

Quote:
Originally Posted by vfb View Post
No, about 1 in 4 pops out as a commander, and if you don't have the chalice or GoH you're stuck with no magic and feeblemind anyway.

You can also use a slave collar on thugs which have horrible MR anyway, like a caveman commander.

A Captain Caveman?


And I believe it's 1/5.
Reply With Quote
  #23  
Old August 29th, 2008, 07:54 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

In my current solo game, the merc Günter Blukraft was wearing a Slave Collar when I hired him.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #24  
Old August 31st, 2008, 03:23 AM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

Might be nice if it made the unit immune to Awe/Fear effects? Or maybe just add a "rose-tinted glasses" helmet to the game 8)
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #25  
Old August 31st, 2008, 04:00 PM
AreaOfEffect's Avatar

AreaOfEffect AreaOfEffect is offline
Major
 
Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
AreaOfEffect is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

I'm pretty sure that having a 30 moral would effectively make you immune to awe and standard fear checks. I'm not sure if it prevents moral damage though. So I suppose the slave collar already fulfills your request.
__________________
Strategy Guide: MA Caelum - Fear of Flying
Strategy Guide: LA Man - Death and Taxes
Strategy Guide: MA Mictlan - An Introduction
Guide Supplement: LA Man - Castle Warfare
Referance: Prophet Transformations
Reply With Quote
  #26  
Old September 2nd, 2008, 04:44 PM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

... what I envision:

Commanders on the battlefield should route immediately if wounded.
Without any morale check involved, no matter how low the sustained damage is. Unless, of course, they're
- immortal and in friendly dominion
- berserk
- mindless

This would have the following effects
.. at least I hope so. Open for discussion ..
- make SCs quite a bit more difficult to build and risky to use
- give use to seldom-used items: Berserker Pelt, Slave Collar etc.
- give a little bit more survivability to human commanders and -especially- heros

Slave Collar should be changed to give "mindless" tag instead of "feebleminded"
Basically, I see little use -and sense- in a feebleminding Slave Collar, but quite some -thematically- use if with the changes above. Oh, and regarding spellcasting .. I don't see where an enslaved mind is unable to cast the formulaic magic spells in the Dominions universe. A big hit to the research ability should be in order, though. I think these changes should be quite easy programming-wise, but sadly we cannot test them via modding ..

Whaddoyou think ?
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
Reply With Quote
  #27  
Old September 2nd, 2008, 05:34 PM
Tifone's Avatar
Tifone Tifone is offline
Lieutenant Colonel
 
Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
Tifone is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

@ Arralen,

I always appreciate reading about someones ideas, so your one too ^_^ But as you ask waddusthink, excuse me but I think this wouldn't make sense. A Wyrm with 900+ hitpoints running away for a scratch got from a lucky slinger? Seems unthematic - what kind of useless high-hitpoints SCs would those be? I want my commanders and heroes to fight epicly to the bitter end for me! And why really a commander would run away for just a wound? And why soldiers don't so too?
I think i.e. flyers would become extremely overpowered also - they attack rear and if they start just scratching the even most powerful commanders, all the huge army routes?
I think the way it works now is ok as it is, with routing and fear and morale mechanics and all that stuff. just my opinion of course
Reply With Quote
  #28  
Old September 2nd, 2008, 06:43 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

Even though I tend to dislike SC's, and like my human commanders to stay alive, I wouldn't want all commanders to rout when injured. I would like more control over what causes specific troops and commanders to withdraw, but then, I like to micromanage combats. AI tweaks for routing would be welcome.

As for the Slave Collar, yes I have almost never used it because of the feeblemind effect. I'd suggest just removing that effect, if anything. The cost and slot use seem like enough of a disadvantage to me, and while feeblemind is interesting I'm not sure it makes sense and I do think it tends to add up to an extremely niche item.
Reply With Quote
  #29  
Old September 2nd, 2008, 07:17 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

It might be interesting if commanders would always run at 75% though. Unless Mindless or Immortal of course. But discretion IS the greatest part of valor, and all that.
Reply With Quote
  #30  
Old September 2nd, 2008, 07:20 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Should the Slave Collar make you Mindless?

On the long-running question of human surviveability, it strikes me that if human commanders (commanders only) were given a 1 hp. firstform, it would make them a good deal more surviveable, while at the same time not altering their overall Hp.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:42 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.