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Topic ClosedMark of fear.

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Dervious Jhyris View Drop Down
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Direct Link To This Post Posted: 30 Sep 2010 at 19:32
SC, if you want to keep things simple, I see two options

1)Keep the diplos in the party, but don't let them attack. Hold them back like the army in siege. This "splits them up", but still only allows 1 diplo group.

or
2) go with the other idea, make the fear rune NOT have charges and only break if beaten, but make it slightly larger and have it completely fail if its taken down.

The second is obviously a lot simpler to set up and would still be a perfectly reasonable method of increasing the runes versatilty - by not being charge based, and lasting until its trumped either way, it carves out a very nice niche for itself.
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Direct Link To This Post Posted: 30 Sep 2010 at 20:00
Fear runes aren't completely useless. I use them until I can get my mage tower to 15, which takes quite a while. So they're good for low level players. I think even if you made changes to the spell people are going to to favor the ward of destruction anyway. I'd rather simply kill my opponent rather then send them back to their city. The seeking runes are kind of useless too as they're too limited. Sure I could take out 400 of something but it's only one type of diplo. 
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bartimeus View Drop Down
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Direct Link To This Post Posted: 30 Sep 2010 at 20:02
I disagree, seeking spell is awesome if you get attacked by thieves. They never attaque you again after that.
Bartimeus, your very best friend.
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Direct Link To This Post Posted: 30 Sep 2010 at 21:22
Originally posted by bartimeus bartimeus wrote:

I disagree, seeking spell is awesome if you get attacked by thieves. They never attaque you again after that.
Agreed.  I used to think seeking runes were useless, but I'm more likely to be hit by theives than anything else, so they make sense, but if a war should occur, then I can switch to death runes.
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Direct Link To This Post Posted: 30 Sep 2010 at 21:29
Originally posted by Shrapnel Shrapnel wrote:

Originally posted by bartimeus bartimeus wrote:

I disagree, seeking spell is awesome if you get attacked by thieves. They never attaque you again after that.
Agreed.  I used to think seeking runes were useless, but I'm more likely to be hit by theives than anything else, so they make sense, but if a war should occur, then I can switch to death runes.
 
In war, the seeking spell vs. assassins is also extremely useful...
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Direct Link To This Post Posted: 30 Sep 2010 at 21:56
Seeking spells are, indeed, awesome.

But I am interested in "rejuvenating" the generic fear spells beyond the early days, and there are some good suggestions here.

Another interesting thought is to let scouts and spies be affected by fear (in addition to some of the suggestions made here).

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Direct Link To This Post Posted: 30 Sep 2010 at 23:06
even if you make the fear rune larger it would still be utterly useless from a military perspective i'm not that big but the rune would easily fail under my force.
Could the rune actually target the commander of the army, making him more than aware of his own failings, effectively removing any benefits the commander would normall impart. Would this be easier from a programmimg perspective?
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Direct Link To This Post Posted: 01 Oct 2010 at 01:27
Make them go away and move at half speed as well.
Just reverse engineer the caravanserai bug a while ago and.. hope you can figure it out.
I am not amused.
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Direct Link To This Post Posted: 01 Oct 2010 at 13:53
Just wondering if it would be that difficult to split the armies. Surely the explanation to the sending player could be contained in the e-mail they'd recieve when they triggered the ward. And the code could be simmilar to the ward of destruction except the slain units would be duplicated and sent home. (I don't know how hard this would be)
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Direct Link To This Post Posted: 01 Oct 2010 at 14:06
Originally posted by col0005 col0005 wrote:

Just wondering if it would be that difficult to split the armies. Surely the explanation to the sending player could be contained in the e-mail they'd recieve when they triggered the ward. And the code could be simmilar to the ward of destruction except the slain units would be duplicated and sent home. (I don't know how hard this would be)


It'd be horribly difficult for many reasons.

To name but a few off the top of my head:
What is the new "feared" army name?
What is/are the division names?
Would we have multiple divisions, mirroring the original armies' structure?
What if it no commanders got feared? Armies can't move without at least one commander...
What speed does the "feared" army move at?

So definitely another solution needed!

Best,

SC
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