robinh3123 Wrote:I partly agree the buff vs. debuf arguments in b0rsuk's game balance article "What went wrong in Master Of Magic" in some other forum.
That sounds like the Elemental forum. I've left some unfinished business in there, but I'm not going to stay and clarify.
Quote:I have an interesting idea to weaken life spells:
How about make some buffing white magic, such as "Holy weapon", "Holy armor", ... etc. to be Combat only? It will make it even vs. those debuf magics counterparts.
Or the other way around: why not allow casting weakening enchantments overland ? They are not lethal anyway, it wouldn't be more effective than overland buffs in most cases.
Some more analysis: with your proposal lairs and especially nodes would be most affected. I don't think pre-enchanting an army is a big deal in wizard vs wizard battles, thanks to Disenchant Area. Multiple enchantments are a problem early when Disenchant is not yet available, and you don't have enough skill anyway. Pure Life wizards are actually not that hard once you learn to wait and Disenchant (assuming no Invulnerability which used to be immune to dispel, and no Lionheart + ranged attack)
Let's consider the opposite, too: some enchantments could be overland-only. That way node and lair conquest wouldn't be affected (which I don't think is good), but it would have interesting implications against AI wizards. When there's no time pressure, player can easily outsmart AI by waiting a few turns until AI is out of mana and then cast enchantments. At certain point in the game AI will be casting Disenchant regularly when it notices 2+ enchantments. Which is exactly the point - if you wanted to pre-enchant your army, you'd run into the risk of AI casting Disenchant.
Yet another idea. How about making nodes cast weak Disenchant Area each turn, but in such way that it only affects spells which don't fit ? If you go into a Sorcery node with Life enchantments, some of them will likely be dispelled before the end of combat.
(Or make it one time Disenchant on entry, but this encourages save scumming.)
Quote: Another way is to increase the mana required to cast global buffing spells, for example 3x of current value.
I don't know. Pre-enchanting is already a bad idea against AI in mid game, this would make it worse. You'd still be able to use it for nodes, it just wouldn't be worth it when you only get mana as the reward.
Quote:Another interesting idea to enhance death magic:
Death magic can always pass through "counter magic"! (Because death magic has sorcery immunity!)
A bit contrived and too explicit for me (too much like M:tg). I still think Death magic, assuming the same effect (-2 swords Death spell vs +2 swords Life spell) is inherently worse. Overland, you are not just helping yourself, you're making the wizard easier to invade for others as well. In battle, even assuming no resistance (bad idea, the units you'd like to weaken the most are those who are the most resistant !), you'd need to fight 1 enemy with at least 2 units to make weakening spells better.
You can think about it this way: Master of Magic, at least partially, is a race game. A race to best spells, units, most cities or finally Spell of Mastery. If you spend your resources to harm someone, you lose resources and the target loses resources. Other players prosper. So you better be the 2nd when it comes to power ! Even then, by spending the resources on not helping yourself you make it easier for the rest to catch up.
A far-fetched idea that will NEVER make it into Master of Magic:
Death magic just needs to use another resource type. Inspiration comes from Dominions 3 and Dungeoneer the card game. In Dominions3, some Death spells use unburied bodies as resource.
In MoM it could work like this: each wizard has
kill counter. You can think of it as a sort of karma. The more kills you have, the worse for you. The kills you have could be used
by other wizards to cast Death spells on you. This would be a completely separate resource, with different costs. For example one spell might cost 3 kills, while other would cost 5 kills (5 units killed). In MoM, wizards are always killing something, even raiders, rampaging monsters, nodes, lairs, each other.
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Assuming someone makes it to this part, I have an idea how to make ranged attacks more balanced while using existing game mechanics.
The way I see it, ranged units are perfect killing machines. Click, click, click - there goes an army. Shots are efficient and never wasted except (potentially) when you're killing the last figure. It's as if two bowmen never shot at the same target. Unrealistic, and makes ranged units unreasonably strong. (I regard melee combat as more interesting because it's more positional, you maneuver units to get into the right place at the right time, pull out wounded units and replace them. It has strategical implications, town healing, shamans, animists' guild...).
Long story short, I would like bows to have Fireball-like attacks. This means attack strength proportional to the number of figures defending unit has. Fireball/Immolation/Wall of Fire deals lots of damage initially, then less and less (diminishing returns). Effectively this would make bows good for initial few salvos for weakening the enemy, but bad finishers. You'd need combined arms.