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Arthus
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Post by Arthus »

So you are saying that 20k not fully qualified wizards killing around 2.5 million fully qualified wizards makes sense? I question your logical reasoning skills.
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Shadow I
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Post by Shadow I »

yeah it doesn't make much sense, but it is needed as a balance - if you can come up with an alternative, maybe we could go with that?
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Freenhult
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Post by Freenhult »

Complaints are great. But also think of the balance issue.

If you can give me a solution and a counter balance, then I'll try to see it done.
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Arthus
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Post by Arthus »

Heres a counterbalance. Have a new std attack take mages into consideration. Then an angry indy can smash a mage into the stone age if the mage murders them. Call it whatever you want, but it can be a way for an indy to cripple an opponents mages.

Shielded murders don't really do much damage, and magers are highly reliant on a good mage ratio. Decreasing there mages before a run causes them to spend many turns getting them back, decreasing the effectiveness of their run.

Balance? And the kicker is it makes sense logically to. Mages can be killed by normal troops and should be done in the game.
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Post by Shadow I »

shadow likes
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Post by Slasher »

i disagree, that's gonna make indy way overpowered
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The Oblit
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Post by The Oblit »

Arthus wrote: Heres a counterbalance. Have a new std attack take mages into consideration. Then an angry indy can smash a mage into the stone age if the mage murders them. Call it whatever you want, but it can be a way for an indy to cripple an opponents mages.

Shielded murders don't really do much damage, and magers are highly reliant on a good mage ratio. Decreasing there mages before a run causes them to spend many turns getting them back, decreasing the effectiveness of their run.

Balance? And the kicker is it makes sense logically to. Mages can be killed by normal troops and should be done in the game.
And this is exactly what a suicide does.
There is no way for a indy to be productive and defend against leaders.
Therefore there should be no way for a leaderer to be able to defend.
Also dont tell me murder does nothing i have seen a whole runs worth of troops be killed off in just 80 turns by a leaderer. Believe me it hurts.
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Post by Shadow I »

40 shielded murders here do -nothing-

if you had shields down too bad
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Arthus
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Post by Arthus »

Wouldn't overpower indies. Mages would also count to defense. Considering no matter what you will have less mages than troops, the mages defensive power will be fairly high. Also, it would stop mages from stocking up on gold and runes and actually have an army on them so they can defend from angry indies.

And that I said is not what suicides do. Those kill a ridiculous amount of a magers mages and do nothing to the guy suiciding because they barely have no mages.

The indy will lose a hell of a lot killing off the magers mages.

Also, if you still think that shielded murders do too much. Why don't we just reduce the damage that they do? A simple change will create balance wouldn't it?

Oblit, besides saying that this is for balance, maybe you can make useful suggestions to balance the game while still allowing it to make sense.

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Post by Slasher »

Personally I think that'd just make the mage/spies like a troop 5, kinda pointless really. It's really ok as it is now, if we change it to how you said, then that would make the game easier for indiers
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Arthus
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Post by Arthus »

Uh. Technically it would also make it easier for farmers and cashers. Or you know, anybody that has troops on them.
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Post by Freenhult »

Arthus wrote: Uh. Technically it would also make it easier for farmers and cashers. Or you know, anybody that has troops on them.
Then its not a good balance.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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Post by The Beatles »

Well, we could make the mages be much more powerful than usual troops. That would make sense for mages, though not for spies. Although James Bond...

In any case, spies are useful in battle. We could for now just make them 5 times as powerful as the strongest enemy unit. But they could never be used offensively. Later on we can add checks that they're not so powerful when the rest of the army has been wiped out and they're on their own -- sort of like towers are now; they need to be manned.
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Post by Gen. Volkov »

Shielded murders don't really do much damage, and magers are highly reliant on a good mage ratio. Decreasing there mages before a run causes them to spend many turns getting them back, decreasing the effectiveness of their run.
I think the indy "kill mage" attack needs to be affected by shields too. Maybe not as much as murders are affected by shields, but I think an attack that lets indiers standard attack and kill mages is over-powered, especially since the mage cannot reply in kind, as long as the indy is competent and has shields up. That or give the mage unit a ridiculously high defense bonus, because otherwise an indy is always going to be able to get enough troops to break a mage in a standard attack. The way I see it, it's a way to give indies a "murder" spell, and the mages are going to be hit by the same percentage as the troops are, which means lots of dead mages in relatively few attacks. So have it affected by shields, or make it hard to do, or give the mage unit a really stupidly high defense bonus. Otherwise it's obscenely overpowered, and you've just eliminated mage as a viable strategy.
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Post by Slasher »

Personal opinion, indy kill mage is stupid. It's not how promisance was meant to be. You either indy or you mage, each one needs some kind of weakness. Magers don't usually have many troops due to upkeep costs, so it's balanced out.
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