(October 3rd, 2016, 14:05)Nelphine Wrote: Only thing I really ask is: why does great unsummoning ignore your own units when meteor storm doesn't?
That...is an amazingly good question. Why have no one asked this before?
It doesn't hit your own cities either so...I can't even say because the meteors are too hard to control.
There is no reason, aside from that's how it was in the original game.
There is one thing. Not being able to attack cities owned by other players with anything but high tier summoned units (or trolls) is overpowered if you can attack them meanwhile just the same. Except...there is Final Wave which ignores this argument and wipes out all lower tier units anyway. Besides, as a Chaos wizard with very rare spells, if you reach a city with units, it's yours anyway, you can nuke all the defenders...so MS isn't really hindering you in attacks all that much.
We need to rethink Meteor Storm.
What is our intended purpose for the spell?
1. Hold back enemies from advancing to higher power base, income and better spells by destroying buildings repeatedly.
2. Reduce enemy economy over time until there is nothing left and win the game
3. Deny the ability to attack our own cities with lower tier units.
4. Deny the ability to attack us with high tier units by destroying the buildings required to produce such.
5. Prevent new cities from being founded.
6. Prevent enemy units from guarding nodes.
As is, it does all of the above and is bad at all of them except 3 and 5. This one is not trivial to answer because all of the above makes sense, so this is a design choice. However notice that 3 and 4 combined means the enemy can't fight back at all using normal units.
Do we want the spell to be AI friendly?
1. Yes, it shouldn't hit its own units
2. Yes, it shouldn't damage units at all, the AI is unable to respond by sending vulnerable units back to cities or healing them with spells, while the human player can.
3. No, it doesn't matter.
How powerful do we want the economic part to be?
1. Win the game over time on its own (like Armageddon and Great Wasting does by destroying all terrain and causing enough rebels for population to shrink)
2. Stall the enemy so they are roughly stuck at the same level of development
3. Slow down the enemy but still destroy less than they can produce allowing some advancement.
4. None at all, killing units is plenty.
So we have a lot of options, not just not hitting own units.
Chaos Rift is more straightforward, I think the spell is fine, except the cost should be like 200? The current cost is way too expensive, if I can afford that, I rather summon another Efreet, or cast Doom Bolt or Disintegrate in battle 6 times or...cast Fire Storm twice on the city or...Call the Void if I have that, or 6 Magic Vortexes in combat to ruin the city way better than the Rift ever will...or 5 Flame Strikes to just conquer it.
The only case I see a use for this is if the city is too far from my troops to hit in a forseeable amount of time, in which case I probably don't want to spend 300 on that. Or if I want to slow down someone who is not an enemy but will become a threat if left unchecked...in which case I certainly can't afford paying 300 per city to do so as well, doing that slows down myself too much.
(The spell is definitely powerful for Small and Tiny maps where there are only a few cities that are much more valuable but I think it should be useful at least on normal sized maps too)