(05-28-2016, 03:18 PM)Atuan Wrote: I would get more feedback on true seeing and dire wolves. I see changes but dont think true seeing will be an issue, its just an adjustment. But the dire wolves... that one I do believe that one only raises the wizard kingdoms up.
I like the other intrinsic options already in place.
"Raises the wizard kingdoms up"?
Compared to what they were in 2nd the wizards are woeful now -- or will be in late games.
Their most powerful spells require brigades within the group. [This makes them infinitely more susceptible to danger.]
Many kingdoms have resistance or immunity to some of their best spells such as sleep and summon death. [This makes these spells less attractive. Why cast a spell with a 33% likelihood of failure instead of one I am certain will work?]
They cannot destroy population centers at range. [This makes their late game utility nearly disappear -- except to gather information (as an agent does) or assist groups (as a military commander does) or adjust regional reaction (as emissaries do.)] So where do wizards dominate in the late game? I will grant there is utility there but no unique impact upon the game. They used to dominate late game.
I imagine kingdoms without wizards late game will just purchase a couple to raise to level 3 for intrinsic presence and be satisfied...
The agents are already improved in The Choosing -- and by a wide margin. After level 7 they do not die with unsuccessful missions. They can recon 4 hexes now and simultaneously find pcs, groups, and US. Agents are more ubiquitous as well, since more than a single kingdom starts with level 6 agents. Multiple kingdoms can train agents at a reduced rate (some pay an exorbitant rate). Agents are much, much safer in water hexes than previously. Their guard abilities have been improved. Etc...
I had a conversation recently with another player and expressed the opinion that wizards are now glorified military personnel. Summoning and Battle Spells are their sole forte. They cannot dominate the game late so are far less fearsome to other kingdoms. If wizards are going to be relegated to military support units then intrinsic Dire Wolf and True Seeing fits right into this concept, in my opinion. Intrinsic Dire Wolf will only matter for a few turns at most. By the time more than one wizard reaches a sufficient level almost every player will have level 10 or higher agents set to a standing order to guard important groups. If Dire Wolf is bothering you than your opponents are not properly protecting their groups anyhow. Intrinsic True Seeing also fits right into this concept of military support units. The experienced players are already scouting with high-level agents wherever the groups are landing. Invisible wizard hunting groups were previously so awesomely powerful that every experienced player used Agents to scout for those invisible groups.
I see intrinsic Dire Wolf and True Seeing as a stop-gap measure until the high level agents become available. This is a good idea.
Nothing worse in the early game than for a player to invest 200,000+ gold to raise a wizard to mid-level only to have it die to an agent that cost less than 50,000 gold to train. Don't want to worry about intrinsic Dire Wolf as UN? Strike before intrinsic Dire Wolf is available. Even after it is available hope that your opponent relies upon Dire Wolf as sufficient instead of posting a high level agent or two to counter espionage groups. This could make the UN (and other agent kingdoms) even more powerful if players rely upon intrinsic Dire Wolf. Also, this change will most likely only affect one group at a time for the majority of the game unless players are placing their high level wizards in multiple groups. If they do, this is inefficient. A wizard teleporting around to scout is not as efficient as artifacts or agents or other spells. Most players will still post their high level wizards in their most powerful groups.
I think intrinsic Dire Wolf and intrinsic True Seeing are great changes.
I do think that True Seeing should provide a complete description of any groups in the same hex -- i.e. all 10 brigade types present as well as leaders and wizards. But this is a different conversation.
I will say that I presently hate the limitations placed on wizards. And it is the wizards in Alamaze that give the game its sense of fantasy worlds coming to life. Once I stop thinking wizards are anything special/powerful/feared/mighty I probably stop playing...
As always, just my thoughts.