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Spellweaver

That's a good point. A life specialist spellweaver with divine order (a fairly strong spell I initially thought was subpar) would be kind of ridiculous in this regard, particularly because specialist has that overpowered +100% dispel resistance bonus that combines well with the spell cost reductions.

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(August 16th, 2018, 15:47)Bahgtru Wrote:
(August 15th, 2018, 12:34)Juffos Wrote: I was considering some trade bonus gold thing but it would step on the toes of too many races.
Actually, it'd synergise with some races well, what do you mean with your comment? I like this idea.

Races without engineers wouldn't benefit if it was a multiplier to the road bonus, and how would nomads interact? Of course, if the retort gave a nomad bonus to everyone, which stacks with the roads and nomad native trade, it would work. It could even be a production bonus, based on the city's current trade bonus, but I doubt the code allows that.
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I misread and understood it as a tax increase basically. Which might be what you're proposing Juffos?
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I strongly suggest a fleer retort, say, combat flee guarantee no lost at turn 7 or after.  20% more fleeing chance than normal at turn 1, linearly to 100% at turn 7,.  Numbers can be discussed. This allows exploring for more combat strategies based on easy fleeing.
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Call it retreater. We always prepared retreat paths.
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How would the AI take advantage of having that retort?
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I don't really care about how AI can do. As long as it won't give human too powerful unbalanced win, After all games are created for human to enjoy. If AI can not make use of it, just don't pick the retort.
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Easy to implement, fun to have it.
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How would that retort do anything other than quality of life, or abuse? If you can survive 7 turns, you can usually survive 25 turns, and just end the combat 

In that case, the retort did nothing except avoid clicking buttons for 18 turns, therefore quality of life. (This may actually be a valid reason to take a retort, and would provide a good reason to explain why the AI never chooses the retort)

Otherwise, the main use for this retort will be 'attsck with one spearmen, cast super destructive spells like flame strike and horribly damage the enemy, then flee. Repeat as necessary until nothing left.'

Spearmen is replaced by whatever the weakest unit is that can survive the 7 turns.

Or, attack with draconian bowmen or horsebowmen, and flee as soon as they are out of ammo.

Those both seem abusive to me, rather than something that encourages enjoyable gameplay.


So, what are you seeing as the common scenarios this is supposed to help, and can we fix that without providing for abusive gameplay?
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For example, invisible units normally can survive 7 turns but not 25 turns. Also , you don't have to wait for 7 turns. 90% retreat rate is good to have. If 7 is not a good number , how about 5? Spearman strategy is always there, having this or not . One senario is to get some damage but assure partial enemy troops' death. For example, valuable hero.
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