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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Topic: Mark of fear. Posted: 30 Sep 2010 at 12:22 |
Hey I was just wondering if anyone actually found the fear runes useful, the ward of insanity in particular seem useless as it only has 50 more charges than with a re-cast 4 hrs sooner, yet the player can seend all 300 units right back at you.
So I was thinking that this spell could be a lot more useful if rather than dissapating like the other spells if the ward of insanity was a permanent ward that sent say 100 units back home, not even close to as good as the ward of destruction yet would block small attacks indefinitely so very useful against many opponents.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010 Location: Right behind U Status: Offline Points: 222 |
Posted: 30 Sep 2010 at 12:49 |
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You are rigth in saying the fear rune are currently useless. but your solution seams to make it to potent in my oppinion. unless the dev give us some way to crack the spell (mage unit?).
Edited by bartimeus - 30 Sep 2010 at 12:49
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Bartimeus, your very best friend.
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Zangi
Forum Warrior
Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 30 Sep 2010 at 13:18 |
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So, you are saying, this fear ward would have infinite charges and not dissipate when overwhelmed?
No to that.
It would be more useful and balanced if... for example, it has 50 charges left and the attacker/thief sends 100 units.
50 of those units run back home, while the other 50 keep on their mission. (And get themselves killed.)
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 30 Sep 2010 at 13:26 |
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maybe.... what about if it was a new fear spell that required level 18 mage tower and only worked against military units, remember it would then only be useful against a co-ordinated military assault. And by that stage a loss of 100 troops (which just get sent home) Shouldn't affect a battle to too great an extent. Also the cost of the spell is the one off ability to instantly slay 250 troops rather than send say 1000 troops home against 10 opponents.
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Dervious Jhyris
New Poster
Joined: 25 Jun 2010 Status: Offline Points: 19 |
Posted: 30 Sep 2010 at 15:13 |
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I think it shouldn't have charges at all... simply a "break" point. If it's overwhelmed, its destroyed (while still sending those units back!), but otherwise it lasts forever.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010 Location: Right behind U Status: Offline Points: 222 |
Posted: 30 Sep 2010 at 15:19 |
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I'm totaly for your Idea Dervious
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Bartimeus, your very best friend.
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Zangi
Forum Warrior
Joined: 15 Jul 2010 Status: Offline Points: 295 |
Posted: 30 Sep 2010 at 15:27 |
Dervious Jhyris wrote:
I think it shouldn't have charges at all... simply a "break" point. If it's overwhelmed, its destroyed (while still sending those units back!), but otherwise it lasts forever. |
I'm good with that.
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
Posted: 30 Sep 2010 at 15:34 |
Dervious Jhyris wrote:
I think it shouldn't have charges at all... simply a "break" point. If it's overwhelmed, its destroyed (while still sending those units back!), but otherwise it lasts forever. |
Is this not what it already has, with the exception of "allowing the units to carry on" vs "sending them back"?
Or are you saying it should send back X units who were "feared" but allow Y to carry on, thus breaking the attackers force...?
Best,
SC
EDIT: re-read it... Oh, you're saying it should never reduce charges unless it breaks. Interesting.
Edited by GM Stormcrow - 30 Sep 2010 at 15:35
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Strategos
Postmaster General
Operations
Joined: 12 Apr 2010 Status: Offline Points: 214 |
Posted: 30 Sep 2010 at 15:39 |
It's an interesting idea, the first thought that comes to mind is that this might be fair, given the rune doesn't kill any units.
My second thought however is, wouldn't this make it very difficult for a group of smaller players to band up against one larger player?
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Postatem obscuri lateris nescitis
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Shrapnel
Wordsmith
Joined: 01 Jun 2010 Status: Offline Points: 180 |
Posted: 30 Sep 2010 at 15:53 |
Strategos wrote:
It's an interesting idea, the first thought that comes to mind is that this might be fair, given the rune doesn't kill any units.
My second thought however is, wouldn't this make it very difficult for a group of smaller players to band up against one larger player?
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What if the breaking point is based on how many units attack within a certain time period? For example, say a rune has 100 "charges" before it breaks and army A attacks with 50 troops, 5 minutes later army B attacks with 40 trroops, then another 5 minutes later army C attacks with 50 troops. The rune then breaks because more than 100 "charges" were used within 10 minutes, but say army C didn't attack until 10 hours later, then the rune doesn't break. Maybe the fear runes will still have charges, but the charges regenerate over time?
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