Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The Choosing Potential Changes for Jan 1
#61
(11-14-2016, 02:23 PM)unclemike Wrote: Actually, if Maelstrom represents a more conquest-like game, then Ancient Ones and Demon Princes should be replaced with other kingdom types that are more inline for this type of game.

Like replacing them with a Centaur kingdom and another that would provide a better fit for this type of scenario. Then 3rd Cycle would have two unique scenarios: The Choosing for those who like magic/political actions to dominate and Maelstrom who like the more military/conqueror type of game.

I would also reduce the number of emissaries for every kingdom so that political actions wouldn't be the norm when conquering a region (but instead relies on military/wizards to conquer). And make other game related changes that would fit this type of scenario better.

But we need a different scenario like this in order to attract the different mindset of players that are interested in playing tabletop-strategy-fantasy games. So I say, feel free in making the changes necessary to develop a new scenario that's different than 1st/2nd/3rd Cycle. By doing so, you'll attract the attention of the former Fall of Rome players among others who like this style of play.

Besides, Alamaze needs a fresh look and different scenario like this in order to broaden its product line and market appeal. A scenario like this would be worth it just to get the Fall of Rome players back. Any more than that would be frosting on the cake for all of us!
I like that this eliminates triple fear casting that I mentioned earlier.    Also eliminates triple summon death.
Reply

#62
(12-22-2016, 02:13 AM)Ry Vor Wrote: The backdrop for combat spell density is that players felt combat spells were not relevant in mid to late game in 2nd Cycle.  So we introduced battle density for combat spells in 3rd Cycle.  Now battle spells are once again relevant.  Damage spells are based on a value x Power level, and now x density.  I think it makes sense and makes the spells again meaningful. 

But to your previously written point about too many Earthquakes, etc, now you can only have one per group.  More imagination will be required in planning spell casting.

I understand the consideration for greater spell selection but I just think that making an effective counterspell available for all kingdoms at an earlier level would be a better way of solving the issue.

Then you won't have to impose a new game rule that restricts one spell per group (and the complexity of having that rule in the game) but allow players the flexibility to choose whatever they wish for a battle: cast an offensive spell for themselves or protect against an opposing kill/death spell with a counterspell.

The game will need new counterspells to combat fear and death and any others that are not currently covered. If future games show that these counterspells aren't solving the problem then the concept of having the restriction of only one spell per group can be introduced in a subsequent release like Maelstrom but I would try the counterspell approach first since it's a cleaner solution to the problem.

So an earlier dispel dome spell to help the dome problem, new counterspells for summon death/fear/others?, and move forward with your plans of making higher level wizards more expensive in order to prevent multiple pwr-7 liches flying around the realm.

I would also adjust spell lists for kingdoms in not allowing them to cast certain spells -- like the Druid in not being able to create a lich. In fact, since the Druid is more of a positive lifeforce type, all undead spells should be removed: wraith, lich, ghouls, wights, etc. Druids would still be able to cast rock golems, minotaurs, and perhaps a new type like sprites or such but not any of the undead spells.

So what does everyone else think? Ry Vor is asking our opinions on this matter so now is the type to chime in or live with the proposed change. As a player, do you really want to be forced to cast different combat spells and only one fear/death against an opponent? Would that make the game more fun or more restrictive? Or should the game solve these issues with low level and easily attainable counterspells?

I would also adjust the death spell even further to have a percentage based on wiz level rather than always being 100% effective. That combined with an effective counterspell and raising the summon death spell to be a higher level spell in the wizard spell lists (and only wizards, not gnome/elves/rangers will be allowed to cast death), should make summon death more manageable to defend against than forcing a new rule mechanic of only a single spell per group which could end up being problematic during gameplay.

Since Ry Vor is asking our opinion, now is the time to speak up or live with the proposed change of only one spell per group rule...
Reply

#63
I agree with the Druid not casting undead spells (or Famine for that matter). I would like to see more customized spell casting including a handful of new spells for each kingdom that only they can cast that play to their ancestral traditions and strengths.
Reply

#64
I agree that the ability to cast 3 fear and nuke 75% of the value of an opposing group, or 3 massive earthquakes, or 3 summon deaths is too powerful. The solution I don't think will be easy but a change is most likely in the best interest of the game.
Reply

#65
How about a level 4 teleport patrol spell?  As it is you have to wait until level 5 teleport brigade to teleport a patrol.  The other sized groups, brigade, division, army, all have their own spell so why not one for patrols?
Reply

#66
Am I right that the innate True Seeing has drastically diminished the value of invisibility spells?
-This Khal Drogo, it's said he has a hundred thousand men in his horde
Reply

#67
(12-23-2016, 04:26 PM)Wookie Panz Wrote: How about a level 4 teleport patrol spell?  As it is you have to wait until level 5 teleport brigade to teleport a patrol.  The other sized groups, brigade, division, army, all have their own spell so why not one for patrols?

Yep. Agree here. Also always thought if you can teleport armies, why can't you teleport a single emissary or agent across the board at around level 4?
Reply

#68
(12-23-2016, 05:04 PM)Acererak Wrote:
(12-23-2016, 04:26 PM)Wookie Panz Wrote: How about a level 4 teleport patrol spell?  As it is you have to wait until level 5 teleport brigade to teleport a patrol.  The other sized groups, brigade, division, army, all have their own spell so why not one for patrols?

Yep. Agree here. Also always thought if you can teleport armies, why can't you teleport a single emissary or agent across the board at around level 4?
Teleport emmy or agent.  That is a cool idea for a spell.   There could even be a higher level gate version.
Reply

#69
(12-23-2016, 04:33 PM)Drogo Wrote: Am I right that the innate True Seeing has drastically diminished the value of invisibility spells?

Intrinsic True Seeing has only been around about a month or so.  A kingdom with magic mastery, like the Elves would get the ability with a Power 6 wizard.  Below mastery, kingdoms wouldn't get it at all. 

It seems to make sense that a Power 6 wizard would be able to detect invisible things.  In game terms, invisibility has cost us more Alamaze players than anything else.  Somehow we survived not having invisible army groups.  Always we are trying to make the game better, and do away with the broken things where one "trick" eliminates a player that has invested maybe 60 hours in a game.
Reply

#70
(12-23-2016, 05:36 PM)Hawk_ Wrote:
(12-23-2016, 05:04 PM)Acererak Wrote:
(12-23-2016, 04:26 PM)Wookie Panz Wrote: How about a level 4 teleport patrol spell?  As it is you have to wait until level 5 teleport brigade to teleport a patrol.  The other sized groups, brigade, division, army, all have their own spell so why not one for patrols?

Yep. Agree here. Also always thought if you can teleport armies, why can't you teleport a single emissary or agent across the board at around level 4?
Teleport emmy or agent.  That is a cool idea for a spell.   There could even be a higher level gate version.

The Onyx Amulet customization option (and potentially unusual sighting) provides Gating for an emissary or agent.
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.