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Maybe the lower spell could require the caster to be at the location.
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Perhaps Warlords can dispel some at 100% and Marshals at 50%.
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Why not to remove dome? There have already been complaints about the magic kingdom becoming nothing more than militaries with magic. Removing dome completely would add to this. You would basically be dictating that you must build a force strong enough to stop would be attackers. And remove some play styles. Armies that go invisible would not be able to block attacks so you would need army groups. Dome was around in second cycle and players were not really complaining about it. This was because pretty much every kingdom could get dome at there highest Mage level. In third cycle this is not the case. So Dome is viewed as stronger. Personally I have had no problems playing RD or TY in multiple games now. For the TY if you suspect a dome you can do a two turn siege and/or split into 6 groups and see how they do with that. For RD if they are doming one region take your 5 groups to another.
If Dome is viewed as two strong there are many ways to weaken it but still keep it. Some ideas and some others have mentioned. Not all at once but a mixture of a few could be good.
-make it so every kingdom has access to dispell Dome at maximum of 1 level above there magic limit. I.E. A DW could get it at level 3
-make it have a range limit 3 squares instead of within a region.
-magic inept like DW/HA can attack through it at 50% perhaps a tactic 3. TY is not here because they get it at level 5 one above there max limit.
-create a low level version of dispell that only has a 50% chance to work.
-stagger the size of group it can block. SO gets dome at level 5 he can block brigade at that level and could block army groups if cast by a level 8 wizard. DU can stop brigade size groups at level 6 and need a level 9 to stop army groups. Perposely blocking army groups should be a level higher than a lich
-give it a chance to fail - I do not like this one this is something that would get a player upset.
-perhaps a lower version of dispell that is cast a turn before, but the PC owner or groups at the PC would see it is in effect but maybe not how many are stacked.
-artifact that casts dispell dome on the location the group is attacking.
Really my feeling though on this is players just have not rethought tactics to work around would be doming kingdoms. In the games I have played I have used more Domes vs Mage kingdoms than military ones. I found military kingdoms easy to beat and not really needing dome. Which is likely the real issue that military kingdoms are relatively weaker.
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Perhaps the Dome spells can be like Teleport and Invisibility. Dome versus Brigade would be several levels lower than Dome versus Army Group. Dispel Dome could match.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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I think the srength of the wizard kingdoms definetly seems higher with Dome being a big part of it. I am in favor of non magical Kingdoms getting dispel dome at level 4.
I would include DW, CI, HA, PI?
Also I still think there should be some counter for Summon Death. What if magical weapons eliminated the morale loss assoicuated with the spell? Or Warlords could eliminate the morale loss as well. Just a thought.
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10-02-2016, 05:22 AM
(This post was last modified: 10-02-2016, 05:26 AM by Ry Vor.)
OK, just went through the whole thread again. And of course I have my own thoughts.
- New map, probably not now Mediterranean. But there still may be a central sea to potentially not have an Amberland like region.
- About 5 dragons and 5 giants become individual characters. Perhaps new character classes and the ability of a group to have up to 3 "special" characters as well as up to 3 leaders and 3 wizards. So the green dragon mates or the adept twins are easier to accomodate.
- Two new kingdoms to replace the Red Dragons and Black Dragons. Potentially some new birdmen-like kingdom as one.
- Revisions to artifacts and keys.
- Revision to some spells, like Dome of Invulnerability. Perhaps will work more like Wall of Flame.
- Several to many new PC Improvements, also referred to as Buildings. You might need an Engineer to build some of these, and they can be kidnapped and work for the other side like a High Priestess or Fool.
- We'll probably bring the Ready Button in and have other interface enhancements.
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(10-02-2016, 05:22 AM)Ry Vor Wrote: OK, just went through the whole thread again. And of course I have my own thoughts.
- New map, probably not now Mediterranean. But there still may be a central sea to potentially not have an Amberland like region.
- About 5 dragons and 5 giants become individual characters. Perhaps new character classes and the ability of a group to have up to 3 "special" characters as well as up to 3 leaders and 3 wizards. So the green dragon mates or the adept twins are easier to accomodate.
- Two new kingdoms to replace the Red Dragons and Black Dragons. Potentially some new birdmen-like kingdom as one.
- Revisions to artifacts and keys.
- Revision to some spells, like Dome of Invulnerability. Perhaps will work more like Wall of Flame.
- Several to many new PC Improvements, also referred to as Buildings. You might need an Engineer to build some of these, and they can be kidnapped and work for the other side like a High Priestess or Fool.
- We'll probably bring the Ready Button in and have other interface enhancements.
If you can keep it close to 3rd Cycle in form, as in 12 zones, it will be easier to merge it into Valhalla or to modify Valhalla to match it. It would be nice to keep past accomplishments going through the various versions.
I like what I am seeing here! I do think that the military kingdoms should have the best companions and the wizards the fewest. Minor stuff though. This is exciting.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Just a thought, if dragon are going to be single unit entities, what about the demon princes. Currently the Princes are just emissaries, but think back to playing D&D, the demon Princes were usually the end boss fight of an epic campaign, and unless it was a named dragon, the Princes were much more powerful. I bring this up as what about a king who fight in battle and/or casts spells? I never understood why the witchlord (ruler) could not cast spells. Think about it, why would a lich listen to any king unless the king was more powerful then the lich. I think steps were slowly going the way of more special kingdom special abilities, but how about a caster king who could cast spells, a devote king who could bless his army, or just more unique powers to kings.
A couple of logical spell suggestions for the next scenario:
- If the power exists at high levels to teleport army groups and everything in between at lower levels I've always thought it should be table stakes that a P4 or maybe 5 should be able to teleport an emissary across the board.
- Higher level ward and sleep that has no range, perhaps double the power of the kingdom acquiring the originals.
- Combination Defense/Food/Gold similar to the Lesser Angel. Maybe at P6ish?
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