Jeremy,
My default thought would be to keep curses as they stand. I think the
effort to get the items, dedicate the characters and then coordinate the
intelligence to get the kills tough and if a team is good enough to do so
then they deserve the results.
Matt
···
-----Original Message-----
From: JeremyRichman@compuserve.com [mailto:JeremyRichman@compuserve.com]
Sent: Wednesday, January 10, 2001 8:18 PM
To: mepbmlist@egroups.com
Subject: [mepbmlist] Re: Curse counters
In a 1650 game, with curses artifacts all known,
there is first a race for them (plus agent artifacts)
then during the course of the game they are stolen
and re-stolen back and forth.
I don't think it would work very well to randomize
them. The first side that was lucky enough to discover
one would not only get a big advantage, but the other
side wouldn't even know that it had been discovered
or what its number was -- couldn't even try to steal it.
(Personally I don't see the current curses as needing
fixing, and as I've said, I see it as the only deterrent
to superpowerful agents. Also as others have pointed
out, the effort to create a company and field
it in terms of number of orders is enormous,
and it only kills one per turn. In 1650, both
sides start on a fairly level playing field regarding
curses potential, mage-wise. Compare that to the
power of agents and the imbalance toward the DS.
While we are weakening curses, how about doubling
the power of guards, or making all guard orders by
guards over 60 rank be automatically successful?<g>)
Jeremy
--- In mepbmlist@egroups.com, "Ashley, Matthew" <Ashley.Matthew@h...>
wrote:
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@o…]
Sent: Wednesday, January 10, 2001 12:44 PM
To: mepbmlist@egroups.com
Subject: [mepbmlist] Re: Curse countersI 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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