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What, if anything, do you believe in Alamaze is overpowered?
One thing that I think is overpowered in Alamaze is the revelation spell.
Yes, it's limited in its use against the same kingdom by a given kingdom, but having recently cast it in one of my Learning Games of Alamaze for the first time, it was a LOT of information that the spell revealed. Used in conjunction with an information warfare campaign, I imagine that the sheer amount of information that this spell provides to its casting player could prove to be quite devastating, if acted upon in a timely manner.
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(09-30-2023, 03:09 AM)Maximus Dominus Wrote: What, if anything, do you believe in Alamaze is overpowered?
One thing that I think is overpowered in Alamaze is the revelation spell.
Yes, it's limited in its use against the same kingdom by a given kingdom, but having recently cast it in one of my Learning Games of Alamaze for the first time, it was a LOT of information that the spell revealed. Used in conjunction with an information warfare campaign, I imagine that the sheer amount of information that this spell provides to its casting player could prove to be quite devastating, if acted upon in a timely manner.
Death Knights are darned strong. About the only thing they lack is a bounty spell...and healing , of course.
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Death Knight Kingdom is my first thought too. But not being able to counter the Immortals (Demon Prince)
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10-01-2023, 03:13 AM
(This post was last modified: 10-01-2023, 03:15 AM by Brekk.)
Immortal is going to be restricted significantly as is evil in the next release, and revelation may go sooner than that or be set to an extremely high limit, maybe a chance to cost the mage his life.
Love both Immortal and evil, just too many kingdoms have them.
Giants and Death Knights both need adjusting.
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(10-01-2023, 03:13 AM)Brekk Wrote: Immortal is going to be restricted significantly as is evil in the next release, and revelation may go sooner than that or be set to an extremely high limit, maybe a chance to cost the mage his life.
For Revelation, if you didn't want to get rid of it, you could just have it provide each item of information that it currently provides, but instead of a 100% chance of them all being revealed, you could attach a wide rang of chance for success and failure for each individual item of information.
This would still allow for the possibility of a player gaining a vast amount of information from casting Revelation, but more likely, what players casting this spell would receive, going forward, could vary widely.
In addition to risk of death, you could impose a random chance for other penalties - such as the casting character falls into a comma (again, for a random number of turns, or a random number within a predetermined range of turns (say, one to three turns, or one to five, or two to four, or whatever suits your taste buds). Then, too, you could have it drive the casting wizard or high priestess mad (insane), and they end up fleeing to another kingdom and then join in the service, thereof.
Meddling with magic and the gods should carry with such things the chance for risk and reward. Magical research sure does seem perfectly safe, as things stand now. Why? Just curious is all.
Alamaze is more high fantasy than sword and sorcery, otherwise I would advocate in favor of a more risky approach to magical research. The term, itself, is fine, but it has a sort of sterile ring to it. Do tampering with the black arts and demonic forces ever open portals from other dimensions, through which begin to pour all kinds of nasties? Just wondering aloud, not trying to cut into your cigar puffing time.
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10-02-2023, 07:24 AM
(This post was last modified: 10-02-2023, 07:25 AM by Maximus Dominus.)
(10-01-2023, 03:13 AM)Brekk Wrote: Immortal is going to be restricted significantly as is evil in the next release
Boo! Hiss! Hiss!
I'm fine with it, actually, and there do sure seem to be an awful lot of immortals populating the map, even at game start.
Even still, immortality being incorporated within the game is a nice touch. It has a certain flair of the dramatic to it.
You also have an option to go with something like Banish, and it could work sort of like a temporary death, perhaps, of two or more turns. Likewise, one that makes it back could possibly be even more powerful than when they were here, before. Just tossing bones of thoughts out as the come to me. Do with them whatever you will.
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I am not totally against the idea, I would just like a chance at taking one out or even neutralizing them a few turns. maybe revamp an artifact or two?
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(10-01-2023, 03:13 AM)Brekk Wrote: Love both Immortal and evil, just too many kingdoms have them.
Giants and Death Knights both need adjusting.
What about artifacts? Are there too many of those? I don't hate artifacts by a long shot, but they certainly don't have an air of rarity about them.
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10-02-2023, 04:23 PM
(This post was last modified: 10-02-2023, 04:50 PM by Strongwill.)
(10-02-2023, 04:08 PM)Maximus Dominus Wrote: (10-01-2023, 03:13 AM)Brekk Wrote: Love both Immortal and evil, just too many kingdoms have them.
Giants and Death Knights both need adjusting.
What about artifacts? Are there too many of those? I don't hate artifacts by a long shot, but they certainly don't have an air of rarity about them.
I would like to see three bonuses, evil trait, good trait and a neutral (maybe like Druid, Alchemist, or other kingdoms). If all three types had cool stuff like the evil bonus has, selection would take longer to decide?
Evil kingdoms: DA (Dark Elf) DE (Demon Prince) DK (Death Knight) RD (Red Dragon) LI (Lizard Men) LY (Lycan) NE (Necromancer) TY (Tyrant) UN (underworld) CI (Cimmerian) BL (Black Dragon)
Good Kingdoms: AL (Alchamist) AM (Amazon) AN (Ancient Ones) AT (Atlanteans) DW (Dwarf) EL (Elven) FF (Fairy Folk) HA (Haflings) RA (Ranger) SA (Sacred Order) EM (Elementalist)
Neutral kingdoms: WA (Warlock) SO (Sorcerer) PI (Pirate) NO (Nomad) IL (Illusionist) GN (Gnome) GI (Giant) FT (Free Trader) FO (Forgotten) DU (Druid)
Or something like this?
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I don't think immortality is overpowered in general. A king immune from assasination, kidnap and some other benefits is fine. Its overpowered w/r/t the Demon Princes, who can teleport 4 princes anywhere on the map with no risk of death or capture AND no blocking by armies. They have much different function than a king, and compounded with their other abilities and number makes that kingdom's immortality overpowered (and really a different function than all the other immortals, with the possible excpetion of the AN).
AN, not sure, but who cares about an immortal priestess? Doesn't really multiple the high priestess' power like it does with the DE.
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