While Mrac's suggested changes seem interesting, I have another proposal to change the NKA game.
Suicide Assassins. That is, the turn after a sucessful assassination, the agent performing the action can do nothing but retire him/herself.
If I'm going to spend 5-10 turns building an awesome army, then another 3-4 turns marching it into battle, only to have it poofed the next turn by an assassin, then I see no reason why the agent nation can't spend another 5-10+ turns building the next agent to kill my next army.
Oh, and no moving the assassin on the turn he performs the assassination. Whatever artifacts its carrying should be dropped in the location where the assassination was performed.
Just as you plan many turns to recruit armies and move them onto enemy pops, you'd have to plan many turns to train and coordinate agent actions. You'd have something to lose by hurting the enemy. No more losing numerous characters, turn after turn after turn after turn.
Dwardolan (1650-101)
···
_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com
What about reducing the Cloud Lord bonus to K/A orders to only 10 points?
This would make everything more difficult to the Dark Servants in the early
game, and the FPs would have a few more turns to attack Mordor before having
everyone killed.
Joao (WCTeam Brasil)
--- corsairs game 101 <corsairs101@hotmail.com> escreveu: > While Mrac's
suggested changes seem interesting, I have another proposal to
···
change the NKA game.
Suicide Assassins. That is, the turn after a sucessful assassination, the
agent performing the action can do nothing but retire him/herself.
If I'm going to spend 5-10 turns building an awesome army, then another 3-4
turns marching it into battle, only to have it poofed the next turn by an
assassin, then I see no reason why the agent nation can't spend another
5-10+ turns building the next agent to kill my next army.
Oh, and no moving the assassin on the turn he performs the assassination.
Whatever artifacts its carrying should be dropped in the location where the
assassination was performed.
Just as you plan many turns to recruit armies and move them onto enemy
pops,
you'd have to plan many turns to train and coordinate agent actions. You'd
have something to lose by hurting the enemy. No more losing numerous
characters, turn after turn after turn after turn.
Dwardolan (1650-101)
_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com
_______________________________________________________________________
Yahoo! PageBuilder
O super editor para cria��o de sites: � gr�tis, f�cil e r�pido. http://br.geocities.yahoo.com/v/pb.html
As the game is pretty even on who wins then there would have to be a change to advantage (or disadvantage the FP) the DS. What would that be? You could easily limit the number of agents the CL is allowed to have - which would have a similar impact.
Clint
···
What about reducing the Cloud Lord bonus to K/A orders to only 10 points?
This would make everything more difficult to the Dark Servants in the early
game, and the FPs would have a few more turns to attack Mordor before having
everyone killed.
Joao (WCTeam Brasil)
--- corsairs game 101 <corsairs101@hotmail.com> escreveu: > While Mrac's
suggested changes seem interesting, I have another proposal to
>
> change the NKA game.
>
> Suicide Assassins. That is, the turn after a sucessful assassination, the
> agent performing the action can do nothing but retire him/herself.
>
> If I'm going to spend 5-10 turns building an awesome army, then another 3-4
>
> turns marching it into battle, only to have it poofed the next turn by an
> assassin, then I see no reason why the agent nation can't spend another
> 5-10+ turns building the next agent to kill my next army.
>
> Oh, and no moving the assassin on the turn he performs the assassination.
> Whatever artifacts its carrying should be dropped in the location where the
>
> assassination was performed.
>
> Just as you plan many turns to recruit armies and move them onto enemy
> pops,
> you'd have to plan many turns to train and coordinate agent actions. You'd
>
> have something to lose by hurting the enemy. No more losing numerous
> characters, turn after turn after turn after turn.
>
> Dwardolan (1650-101)
>
> _________________________________________________________________
> Send and receive Hotmail on your mobile device: http://mobile.msn.com
>
_______________________________________________________________________
Yahoo! PageBuilder
O super editor para criação de sites: é grátis, fácil e rápido. http://br.geocities.yahoo.com/v/pb.html
UK: 340 North Road, Cardiff CF14 3BP UK
US: PO Box 280, Medford, Oregon OR97501-0019 USA
Phone Times: 10am-6.30pm UK Time (BST);5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main is engaged)
(Dial 011 44 2920 913359 if US)
UK Fax: 029 2062 5532 24 hours
US Phone and Fax: 541 772 7872 10-5pm PST Weekdays, Fax 24hrs
****************************************************************