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Bitch / Gripes / Improvement Ideas...Share
#61
(11-09-2023, 03:04 PM)PTRILEY Wrote: No, you missed my point, the only reason one would use it against them self would be to keep the rest of the players for the remainder of the game from casting it against your kingdom to gather your info. This only makes sense if only one can be cast per game against a specific kingdom. Kinda like sacrificing troops or destroying one of your pops on a border to increase the range of an enemy emmie from moving into your region because it will increase his range past what he can move. Solely a strategic calculation a king would make. Smile

I haven't missed your point, at all.

In essence, what you are proposing is a way to make one's kingdom immune from other kingdoms gathering information on it by way of casting the Revelation spell on one's own kingdom.

The Revelation spell was originally intended as an information-gathering spell, wasn't it? I don't think that it should be transformed into what would effectively become an immunity spell, or more specifically, an immunity spell when cast a particular way. That's akin to an opt-out option, and I don't view it as akin to sacrificing troops or destroying one of your kingdom's own population centers.

Casting the revelation spell would, under your proposal, act more akin to a Dome of Invulnerability spell - but a permanent one, at that, rather than a one-turn deal. It would, in essence, confer invulnerability against other kingdoms being able to gather information on your kingdom via the casting of all of their invulnerability spells for the entirety of the game. And that strikes me as being an overpowered approach, in its own right. I don't favor removing the Revelation spell from the game, but if it is to go the route that you propose, I think that it would make more sense to just remove the spell from play, entirely.

In a modern warfare context as an analogy, if a nation were to shoot down its own spy satellite, should that preclude all other nations' spy satellites from working against that kingdom?

As an aside, I firmly believe that the Revelation spell, in its current form and chose method of implementation, is overpowered. I thought that the very first time that I used it against another kingdom. That said and conceded, I don't think that the underlying concept behind the spell is a particularly bad one. Rather, it is the chosen method of implementation that results in the Revelation spell being overpowered.
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#62
Maybe best to just remove it? Any dumbing down just makes the spell a more or less a divination from HP. I would find better uses for a high lvl wizard tbh
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#63
(11-09-2023, 03:41 PM)PTRILEY Wrote: Maybe best to just remove it? Any dumbing down just makes the spell a more or less a divination from HP. I would find better uses for a high lvl wizard tbh

I don't agree that it's best to remove it, if the reason is that one just can't use it to provide an immunity from other players using the spell. After all, there are numerous other alternatives that are viable choices for reducing the overpowered aspect of the spell in current form, short of eliminating the spell outright.
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#64
Oh! I got one. Fanatics should be able to be female.

It reminds me of when I was in high school algebra and the teacher would read a word problem for us to solve. He read from the same textbook we had, but in his word problems, all the people were male. We thought he was a sexist, and maybe he was, but someone later noticed his book was an earlier edition of ours.

Nice story, Pine!
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#65
(11-09-2023, 06:53 PM)Pine Needle Wrote: Oh! I got one. Fanatics should be able to be female.

It reminds me of when I was in high school algebra and the teacher would read a word problem for us to solve. He read from the same textbook we had, but in his word problems, all the people were male. We thought he was a sexist, and maybe he was, but someone later noticed his book was an earlier edition of ours.

Nice story, Pine!

Next he will want Priest instead of Priestess.
Just saying.
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#66
Def agree revelation is way overpowered and needs to be nerfed in some way. Wizard loses levels, make it P10 something. It's too easy. I mean for fuck's sake the locate individual emissary spell was removed and this was added?

Still wish we had a teleport emissary/agent spell. Will say it a thousand times. Makes zero sense you can teleport an army group but not a single person.

Cities and Towns with fortification should be able to station leaders and wizards and artifacts that affect battles just like groups do.
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#67
(11-09-2023, 07:28 PM)Acererak Wrote: Still wish we had a teleport emissary/agent spell. Will say it a thousand times. Makes zero sense you can teleport an army group but not a single person.

Yep

Quote:Cities and Towns with fortification should be able to station leaders and wizards and artifacts that affect battles just like groups do.

Like this, always have.
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#68
(11-09-2023, 07:15 PM)Wookie Panz Wrote:
(11-09-2023, 06:53 PM)Pine Needle Wrote: Oh! I got one. Fanatics should be able to be female.

It reminds me of when I was in high school algebra and the teacher would read a word problem for us to solve. He read from the same textbook we had, but in his word problems, all the people were male. We thought he was a sexist, and maybe he was, but someone later noticed his book was an earlier edition of ours.

Nice story, Pine!

Next he will want Priest instead of Priestess.
Just saying.
Yeah, I thought about that. I just get mad when I hire them, then it says they can't do whatever, and I have to go back and rehire as a male and remember whatever dumb name I chose in the first place.

(11-09-2023, 07:45 PM)PTRILEY Wrote:
(11-09-2023, 07:28 PM)Acererak Wrote: Still wish we had a teleport emissary/agent spell. Will say it a thousand times. Makes zero sense you can teleport an army group but not a single person.

Yep
Cities and Towns with fortification should be able to station leaders and wizards and artifacts that affect battles just like groups do.
[/quote]

Like this, always have.
[/quote]

Agree

(11-09-2023, 07:28 PM)Acererak Wrote: I mean for fuck's sake the locate individual emissary spell was removed and this was added?
At least revelation is one time only and pretty high level. Locate individual was instant death to hidden capitals.
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#69
(11-09-2023, 07:28 PM)Acererak Wrote: Def agree revelation is way overpowered and needs to be nerfed in some way. Wizard loses levels, make it P10 something. It's too easy. I mean for fuck's sake the locate individual emissary spell was removed and this was added?

Still wish we had a teleport emissary/agent spell. Will say it a thousand times. Makes zero sense you can teleport an army group but not a single person.

Cities and Towns with fortification should be able to station leaders and wizards and artifacts that affect battles just like groups do.

Yep!  Teleport the emmies is great!
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#70
No to teleport figures.  But then I would remove teleporting groups as well.  And yes, I abuse teleporting groups practically every game, so I know they are overpowered.

Remove revelation.

Here's one that bugs me every game... Kingdom brigades are more hassle than benefit for most kingdoms.  I accidently visit my capitol on the wrong turn and one or two useless kingdom brigades pop in and ruin my group size or add walking troops to a flying army.

Allow to reorganize kingdom brigades even if there are non-kingdom brigades present.

Or... at least make kingdom brigades of some value.  I think it used to be in the original game that new leaders would only arise if there were kingdom brigades present.  Of course, that is of little value now since you can hire centurions.  Maybe when kingdom brigades are present, new leaders start as generals rather than centurions?  I don't know, I'd just like to be able to reorganize them out.

There are a lot of new spells and rules that are robbing the game of important strategic considerations, if groups and figures can teleport, one no longer needs to worry about distance as a strategic consideration.  If one can cast revelation, one no longer needs to search for hidden capitols.  If hidden capitols are too powerful, just eliminate THOSE instead of adding a ridiculously powerful spell to counter the broken mechanic.

I know this isn't a rule yet, but I am concerned about making water PCs essentially a land square.  This pretty much eliminates the need for sea power as groups will be able to ship of mist to water PCs.  Sea power should be able to protect water PCs from groups, as it is now. 

Although, flying groups should be able to battle seapower instead of getting sunk with no fight.

(11-12-2023, 04:57 AM)Senior Tactician Wrote: No to teleport figures.  But then I would remove teleporting groups as well.  And yes, I abuse teleporting groups practically every game, so I know they are overpowered.

Remove revelation.

Here's one that bugs me every game... Kingdom brigades are more hassle than benefit for most kingdoms.  I accidently visit my capitol on the wrong turn and one or two useless kingdom brigades pop in and ruin my group size or add walking troops to a flying army.

Allow to reorganize kingdom brigades even if there are non-kingdom brigades present.

Or... at least make kingdom brigades of some value.  I think it used to be in the original game that new leaders would only arise if there were kingdom brigades present.  Of course, that is of little value now since you can hire centurions.  Maybe when kingdom brigades are present, new leaders start as generals rather than centurions?  I don't know, I'd just like to be able to reorganize them out.

There are a lot of new spells and rules that are robbing the game of important strategic considerations, if groups and figures can teleport, one no longer needs to worry about distance as a strategic consideration.  If one can cast revelation, one no longer needs to search for hidden capitols.  If hidden capitols are too powerful, just eliminate THOSE instead of adding a ridiculously powerful spell to counter the broken mechanic.

I know this isn't a rule yet, but I am concerned about making water PCs essentially a land square.  This pretty much eliminates the need for sea power as groups will be able to ship of mist to water PCs.  Sea power should be able to protect water PCs from groups, as it is now. 

Although, flying groups should be able to battle seapower instead of getting sunk with no fight.

By the way I would not object to teleporting figures and groups if it was extremely limited.  For instance, Make the demonic gate artifact (onyx somethingorother) have unlimited distance, and make it craftable with mithril.  A spell is too common.  Same with groups, make the gem of planes a superior artifact, rather than a quest artifact, make it unlimited distance, maybe add one or two more to the map, and make them craftable.  Then you can remove the teleport groups.

Oh, no wizards and leaders in PCs, it's a useless mechanic and doesn't make sense anyway.  A PC has a loyalty, and an army, of its own, it's not yours like your leaders and wizards are yours.  With the exception of your capitol, any silver tonged royal can swing that loyalty.  What happens if you have a general and a power 6 in a PC that your opponent usurps control of?  You don't own PCs, they support your cause by paying taxes.  And yes, I merely tolerate fortifications and buildings for the same reason.

Cap food and gold production at PCs (hidden ore, fertile fields... etc..).  Another mechanic I abuse regularly, despite how boring it is because it's so overpowered.
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