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Maelstrom Continuing Development - Stage One
#21
(11-13-2020, 12:52 PM)Acererak Wrote: Looking good on balance. Would like to see some other things changed that after years of playing I think to myself "huh, why wouldn't it be this way". Examples:

Extremely powerful wizards even a P8 or P9 can't do a single thing to protect emissaries from agents (or themselves if they don't have the direwolf spell and that is barely effective in the endgame). That seems silly. Also, if they can teleport army groups anywhere on the board why can't they teleport an emissary? If they can dome popcenters why can't they dome their groups? I'd think if you are at P5 or higher you should be able to at least effect agent actions against you, your groups or your emissaries if you cast a spell. P7+ have some kind of eagle familiar that finds hidden pcs? Of course they can.

Dragons are immune to some of the more deadlier spells in that they are partially immune to battle magic, are stalwart so can't be affected by fear, flash flood can't reduce their biggest combat multiplier and earthquake has no effect. However, it seems to me that Tornado would be even more effective against dragons than others so why can't it?

Rangers- Only move 5 in the plains? Huh? Any kingdom that has riders should automatically get movement of 4 in the plains.

People are still using moving Lvl 1 agents into the wild to find hidden pcs. This is an exploit (looking at you Dusi- it's how you cost me the game and my capital when I was the AN and you were the DW). This should be stopped somehow. Maybe agents can only move to a known,owned popcenter until they are P4 minimum.

I've got more. :-)

And my #1 10+ years in the asking totally makes sense change that I recently re-upped: stationing leaders and wizards at popcenters.

Spoken like a true wizard.  I can already hear the howls of the military and dragon people.  Some good ideas but some already covered.  Unless my mind has not awoken, I don't think leaders and wizards can be targets of agents.  We are moving CE and Guard to the beginning of the turn to have some way to deal with the Underworld.  Of course Ward is the simple answer to protecting nobles.  I do have a new spell for teleporting nobles and agents but that would be Stage 3.  I agree with the Ranger should be 4 in the plains - that is an oversight. 

There are other balancing aspects for both kingdoms and regions in Stage 2.  CI and SA see significant improvement, among other things.
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#22
Yes you can kill leaders and wizards with agents:


945 ASSASSINATE FOREIGN HERO OR WIZARD - Similar to Order #940, except the target is a group figure, not an emissary. The group must be within the agent's 8 area range in order to have an opportunity of succeeding, but the exact location of the group need not be known. The actual location of the group cannot be more than 5 AND within the overall 8 area limit of the agent (i.e. the mini 5 radius must reside within the 8 area range of the agent). Assassinating an undead leader/wizard (nazgul/wraith/lich) requires a Weapon classed artifact in possession of the agent. Assassination of group figures is slightly (about 10%) more difficult than that of emissaries due to the security of a military organization. This order will not be allowed on turn #1 and a kingdom may never attempt an assassination on a member of his group.
• First two letters of the agent's name
• Group I.D. of the target group
• Assassinate leader or wizard?
• Highest or lowest ranking leader or wizard; or specific target’s initials
• Target area within agent range: actual group location must be no more than 5 areas from here.
• Resource Cost - The agent's proficiency * 500 Gold.
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#23
(11-14-2020, 12:05 PM)PTRILEY Wrote: Yes you can kill leaders and wizards with agents:


945 ASSASSINATE FOREIGN HERO OR WIZARD - Similar to Order #940, except the target is a group figure, not an emissary. The group must be within the agent's 8 area range in order to have an opportunity of succeeding, but the exact location of the group need not be known. The actual location of the group cannot be more than 5 AND within the overall 8 area limit of the agent (i.e. the mini 5 radius must reside within the 8 area range of the agent). Assassinating an undead leader/wizard (nazgul/wraith/lich) requires a Weapon classed artifact in possession of the agent. Assassination of group figures is slightly (about 10%) more difficult than that of emissaries due to the security of a military organization. This order will not be allowed on turn #1 and a kingdom may never attempt an assassination on a member of his group.
• First two letters of the agent's name
• Group I.D. of the target group
• Assassinate leader or wizard?
• Highest or lowest ranking leader or wizard; or specific target’s initials
• Target area within agent range: actual group location must be no more than 5 areas from here.
• Resource Cost - The agent's proficiency * 500 Gold.

Rick knows, his mind just isn't up yet. A couple games ago I lost a P7 and two P6 as the Gnome in a single turn by the UN assasinating them. So it definitely happens. The Gnome has no dire wolf either to cast or as intrinsic so there is literally not a thing they can do to protect themselves from the UN. Even if you make your group invisible, you still get assassinated. I know, it happened in that game as well.
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#24
(11-14-2020, 12:07 PM)Acererak Wrote: Rick knows, his mind just isn't up yet. A couple games ago I lost a P7 and two P6 as the Gnome in a single turn by the UN assasinating them. So it definitely happens. The Gnome has no dire wolf either to cast or as intrinsic so there is literally not a thing they can do to protect themselves from the UN. Even if you make your group invisible, you still get assassinated. I know, it happened in that game as well.

Yes I’ve had many slaughtered in a turn too  Smile
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#25
(11-14-2020, 12:21 PM)PTRILEY Wrote:
(11-14-2020, 12:07 PM)Acererak Wrote: Rick knows, his mind just isn't up yet. A couple games ago I lost a P7 and two P6 as the Gnome in a single turn by the UN assasinating them. So it definitely happens. The Gnome has no dire wolf either to cast or as intrinsic so there is literally not a thing they can do to protect themselves from the UN. Even if you make your group invisible, you still get assassinated. I know, it happened in that game as well.

Yes I’ve had many slaughtered in a turn too  Smile

And I'm not advocating for a big change, I just think that particularly high level wizards if their sole focus that turn is to help themselves survive- there should be a way to do it. Right now that is not the case with some kingdoms and it doesn't make a lot of sense to me.

Also, I have nothing but respect and confidence that Rick will make the right choices. He is amazing at this and has created and optimized this game I have been playing for over 30 years himself.
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#26
·        Plow of the Prophet provides 2x food production instead of 3x and is reclassified as a Superior Benevolent artifact with Superior guardian.

 
it's like a scene from the Queen's Gambit. Not that scene.
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#27
Unless Elan's description says gives Valor or casuues Fear, it is a different magical category that provides the bonuses, same for bonuses from other weapon artifacts.
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#28
I would like to see the prerequisite for granary dropped.
Seems unnecessary, unless you are balancing the power with it
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#29
Also, what is the purpose of the adjacent sea area that must be listed regarding increasing fleets? Seems unnecessary but maybe i do not know a secret you guys do
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