I like the idea of randomizing which artifacts (all initially lost?) provide
curses. If you did that alone you would slow down the development of curses
at least 10 turns.
There is also a precedent for tweaking success chances. Look at the agent
changes. That would be the very easiest and invisible to normal play.
Matt
···
-----Original Message-----
From: Marc Pinsonneault [mailto:pinsonneault.1@osu.edu]
Sent: Wednesday, January 10, 2001 12:44 PM
To: mepbmlist@egroups.com
Subject: [mepbmlist] Re: Curse counters
I like the idea of not having artifacts improve the cast chance for
the curse list (OK for them to help in research). Curses are a nice
tool, but in 1650/2950 all of the mage artifacts can be used to make
it 100% certain, which is not consistent with the other kill orders.
It is simple to program, and would have the effect of placing more of
a premium on sickness/weakness squads rather than curse squads, or at
least add some uncertainty to using them. The cast percentages could
be tweaked higher, and Harlequin could also add the ability to more
artifacts (random each game) to both give a purpose to research
artifact spells and make them somewhat easier to learn.
IMO simple changes are more likely than complex ones.
cheers,
Marc Pinsonneault
--- In mepbmlist@egroups.com, "Ashley, Matthew" <Ashley.Matthew@h...>
wrote:
Now, I think a set of spells that would counter or mitigate curses
might be
useful. I would limit them to a specific target at the lower levels
(easy,
average) and maybe allow you to protect an entire hex at the hard
levels. I
think a spell that would stop curses in a blanket region is way to
much.
I think the spell should reduce the damage suffered in some fashion
from a %
reduction in damage to total immunity.
This spell would give your mages something to do (hang about casting
protection spells) but would not totally throw out the curses
ability. This
counter needs to be localized and defensive to prevent throwing
things out
of balance.
I have been on teams where we were able to get sickness/weakness
kills on
T2. That is a powerful tool and a team should be rewarded for doing
so (and
the death of several NG commanders at Minas Tirith in a row was
nice!).
Also, even if the Noldo?BS can put together a curse squad by t9 all
the more
power to him. He and his team spent the time and resources to make
it
happen. They should stand a better chance of winning.
Matt
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