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Race changes: Units

I thought you were going to drop the cost of klackon troops into the 80-90 range? I'm also displeased that klackons have one of the lowest resistances when they previously had a small bonus, but I'm willing to wait and see how that part plays out.

I changed Klackons to +3 shields, 100 cost and 4 resistance. Also returned a shield bonus to lizardmen, at +2. The cost structure doesn't quite sit right with me. Should I put 4-5 races at 100 so there's an easy identifiable standard?

You listed both 4 and 5 crosses as 34% and there were a few other typos.
I think you meant
3 crosses 27% chance, previously 30%
4 crosses 34% chance, previously 40%
5 crosses 41% chance, previously 50%
6 crosses 47% chance, previously 60%
7 crosses 52% chance, previously 70%
8 crosses 57% chance, previously 80%
9 crosses 61% chance, previously 90%
10 crosses 65% chance, previously 100%

Thanks, corrected.

So, for people that are probably just me

Average resistance: 4.8
Median Resistance: 4
Std Deviation: 1.5
Baseline resistance range: 3-8
Total resistance range w/ xp: 3-11 (12 w/ warlord/crusade)

Resist +2, % range
Baseline: 41% - 65%
Total: 41% - 75%

Resist +0, % range
Baseline: 27% - 57%
Total: 27% - 69%

Resist -2, % range
Baseline: 10% - 47%
Total: 10% - 62%

Resist -4, % range
Baseline: ? - 34%
Total: ? - 52%
(if resistance penalties take you to 0 or less crosses, what is resist chance? 10%?)

Unless we decide to change the system, you'd have no resistance with zero crosses.

Looks good. Resistance shouldn’t go below 0 crosses and 0 cross = 0% resistance. The program, however, should keep track of negative resistance in case another spell comes that improves it. Say you start with 3, then get -4 then get +2 is 1 and not 2. I think in graphics we should not represent it, but player has to keep in mind. Or if easy visualization exists, then graphics may be updated.

Some comments:

1) Klackons seem a bit flavourless. Changing stag beetle breath to poison and giving all units either missile immunity or merging would be fun, imo.

2) My vague impression of the combat mechanics was that to hit penalties were crippling. Do we really want to do this to orcs?

3) Will troll death immunity prevent players from applying black channels on them? It's a fun potential synergy that would be a shame to lose.

fwoop Wrote:1) Klackons seem a bit flavourless. Changing stag beetle breath to poison and giving all units either missile immunity or merging would be fun, imo.
I had merging on all klackon units earlier but found it too powerful to have on basic units. And it made Stag Beetles less interesting. Poison on Stag Beetle would make it a weaker copy of Great Wyrm, I decided to go with Armour Piercing instead.
Quote:2) My vague impression of the combat mechanics was that to hit penalties were crippling. Do we really want to do this to orcs?
They are crippling, but I think orcs will manage. If necessary we can give them another sword to compensate, +1 figures is a big bonus.
Quote:3) Will troll death immunity prevent players from applying black channels on them? It's a fun potential synergy that would be a shame to lose.
I hope not, haven't tested it. If it causes problems I'll remove it.

Raised Klackon shields to +5 and Lizardmen to +3. Raised Orc swords to +2, lowered Gnoll swords to +1 and gave them Armour Piercing.



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