randomization of artifact numbers

Kevin,
Its primary power determines things like combat bonus and agent/mage/emi/comm bonus. Its secondary powers are things like "allows access to spirit mastery" or "bonus against dragons". In your example, randomizing the secondary powers would have no effect on whether the RoW is an Agent artifact.

-Ken

···

From: "Kevin Brown" <mornhm@soltec.net>
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: randomization of artifact numbers
Date: Thu, 21 Oct 2004 12:58:34 -0000

Not commenting on whether the change would be good or bad, just
Mark's comment -

I think the difference is that if the artifact numbers are
randomized, if you have a nation victory condition for a certain
artifact you know the random number in advance. If the artifact
powers are random, just because you pick up the ring of wind, you
don't know that you are getting an agent artifact. Might be a combat
or ???. Randomizing secondary powers wouldn't have the same effect
either. Most artifacts are grabbed for their primary powers anyway.

My .02
Kevin
> I see no difference between randomising artifacts or there powers,
both have the same end result.
>

Gurthang is Gurthang. Read about it in books. I don't want it to be a safe sailing aritfact, that's not the game I'm playing.

Randomize Numbers only if you eliminate the artifact #'s from VC's (or artifacts entirely, or here's an idea...VC's themselves...) and preferably increase the potency of the 412 order.

Brad

Kevin,
Its primary power determines things like combat bonus and
agent/mage/emi/comm bonus. Its secondary powers are things like "allows
access to spirit mastery" or "bonus against dragons". In your example,
randomizing the secondary powers would have no effect on whether the RoW is
an Agent artifact.

-Ken

From: "Kevin Brown"
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: randomization of artifact numbers
Date: Thu, 21 Oct 2004 12:58:34 -0000

Not commenting on whether the change would be good or bad, just
Mark's comment -

I think the difference is that if the artifact numbers are
randomized, if you have a nation victory condition for a certain
artifact you know the random number in advance. If the artifact
powers are random, just because you pick up the ring of wind, you
don't know that you are getting an agent artifact. Might be a combat
or ???. Randomizing secondary powers wouldn't have the same effect
either. Most artifacts are grabbed for their primary powers anyway.

My .02
Kevin
> I see no difference between randomising artifacts or there powers,
both have the same end result.
>

Middle Earth PBM - hit reply to send to everyone
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[Non-text portions of this message have been removed]

···

Kenneth Weed <watakshi@hotmail.com> wrote:

I support that. I HATE VCs altogether. The individual rating sucks in this game. I'be more than willing to spend somed time discussin new approaches to how to rate players individually....

        Rodrigo Maia

···

----- Original Message -----
  From: Brad Brunet
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, October 21, 2004 11:16 AM
  Subject: RE: [mepbmlist] Re: randomization of artifact numbers

  Gurthang is Gurthang. Read about it in books. I don't want it to be a safe sailing aritfact, that's not the game I'm playing.
   
  Randomize Numbers only if you eliminate the artifact #'s from VC's (or artifacts entirely, or here's an idea...VC's themselves...) and preferably increase the potency of the 412 order.
   
  Brad

  Kenneth Weed <watakshi@hotmail.com> wrote:

  Kevin,
  Its primary power determines things like combat bonus and
  agent/mage/emi/comm bonus. Its secondary powers are things like "allows
  access to spirit mastery" or "bonus against dragons". In your example,
  randomizing the secondary powers would have no effect on whether the RoW is
  an Agent artifact.

  -Ken

  >From: "Kevin Brown"
  >Reply-To: mepbmlist@yahoogroups.com
  >To: mepbmlist@yahoogroups.com
  >Subject: [mepbmlist] Re: randomization of artifact numbers
  >Date: Thu, 21 Oct 2004 12:58:34 -0000
  >
  >
  >Not commenting on whether the change would be good or bad, just
  >Mark's comment -
  >
  >I think the difference is that if the artifact numbers are
  >randomized, if you have a nation victory condition for a certain
  >artifact you know the random number in advance. If the artifact
  >powers are random, just because you pick up the ring of wind, you
  >don't know that you are getting an agent artifact. Might be a combat
  >or ???. Randomizing secondary powers wouldn't have the same effect
  >either. Most artifacts are grabbed for their primary powers anyway.
  >
  >My .02
  >Kevin
  > > I see no difference between randomising artifacts or there powers,
  >both have the same end result.
  > >
  >
  >
  >

  Middle Earth PBM - hit reply to send to everyone
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  [Non-text portions of this message have been removed]

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[Non-text portions of this message have been removed]

Gurthang is Gurthang. Read about it in books. I don't want it to be a

safe sailing aritfact, that's not the game I'm playing.

Randomize Numbers only if you eliminate the artifact #'s from VC's (or

artifacts entirely, or here's an idea...VC's themselves...) and preferably
increase the potency of the 412 order.

Brad

RD: 412 is recruit light infantry - is that what you meant? Or do you mean
increase the potency of light infantry (not to mention archers and light
cav) so that they actually become worth recruiting? Now there is a can of
worms...

Richard.

Kevin,
Its primary power determines things like combat bonus and
agent/mage/emi/comm bonus. Its secondary powers are things like "allows
access to spirit mastery" or "bonus against dragons". In your example,
randomizing the secondary powers would have no effect on whether the RoW

is

···

----- Original Message -----
From: "Brad Brunet" <bbrunec296@rogers.com>
To: <mepbmlist@yahoogroups.com>
Sent: Thursday, October 21, 2004 2:16 PM
Subject: RE: [mepbmlist] Re: randomization of artifact numbers

Kenneth Weed <watakshi@hotmail.com> wrote:
an Agent artifact.

-Ken

>From: "Kevin Brown"
>Reply-To: mepbmlist@yahoogroups.com
>To: mepbmlist@yahoogroups.com
>Subject: [mepbmlist] Re: randomization of artifact numbers
>Date: Thu, 21 Oct 2004 12:58:34 -0000
>
>
>Not commenting on whether the change would be good or bad, just
>Mark's comment -
>
>I think the difference is that if the artifact numbers are
>randomized, if you have a nation victory condition for a certain
>artifact you know the random number in advance. If the artifact
>powers are random, just because you pick up the ring of wind, you
>don't know that you are getting an agent artifact. Might be a combat
>or ???. Randomizing secondary powers wouldn't have the same effect
>either. Most artifacts are grabbed for their primary powers anyway.
>
>My .02
>Kevin
> > I see no difference between randomising artifacts or there powers,
>both have the same end result.
> >
>
>
>

Middle Earth PBM - hit reply to send to everyone
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[Non-text portions of this message have been removed]

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he meant 412 as the spell, researsh artifact. Thats something i've also considered, like the spell being able to target three artifacts. I think secondary powers should be scrambled, as the original numbers of the artifact, and theis numbers hould not appear in any VC. It should appear only the name of the artifact. The only artifact that should remain with a fixed number is the One Ring....

        Rodrigo Maia

···

----- Original Message -----
  From: richard devereux
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, October 21, 2004 3:31 PM
  Subject: Re: [mepbmlist] Re: randomization of artifact numbers

  ----- Original Message -----
  From: "Brad Brunet" <bbrunec296@rogers.com>
  To: <mepbmlist@yahoogroups.com>
  Sent: Thursday, October 21, 2004 2:16 PM
  Subject: RE: [mepbmlist] Re: randomization of artifact numbers

  >
  > Gurthang is Gurthang. Read about it in books. I don't want it to be a
  safe sailing aritfact, that's not the game I'm playing.
  >
  > Randomize Numbers only if you eliminate the artifact #'s from VC's (or
  artifacts entirely, or here's an idea...VC's themselves...) and preferably
  increase the potency of the 412 order.
  >
  > Brad

  RD: 412 is recruit light infantry - is that what you meant? Or do you mean
  increase the potency of light infantry (not to mention archers and light
  cav) so that they actually become worth recruiting? Now there is a can of
  worms...

  Richard.
  >
  > Kenneth Weed <watakshi@hotmail.com> wrote:
  >
  > Kevin,
  > Its primary power determines things like combat bonus and
  > agent/mage/emi/comm bonus. Its secondary powers are things like "allows
  > access to spirit mastery" or "bonus against dragons". In your example,
  > randomizing the secondary powers would have no effect on whether the RoW
  is
  > an Agent artifact.
  >
  > -Ken
  >
  > >From: "Kevin Brown"
  > >Reply-To: mepbmlist@yahoogroups.com
  > >To: mepbmlist@yahoogroups.com
  > >Subject: [mepbmlist] Re: randomization of artifact numbers
  > >Date: Thu, 21 Oct 2004 12:58:34 -0000
  > >
  > >
  > >Not commenting on whether the change would be good or bad, just
  > >Mark's comment -
  > >
  > >I think the difference is that if the artifact numbers are
  > >randomized, if you have a nation victory condition for a certain
  > >artifact you know the random number in advance. If the artifact
  > >powers are random, just because you pick up the ring of wind, you
  > >don't know that you are getting an agent artifact. Might be a combat
  > >or ???. Randomizing secondary powers wouldn't have the same effect
  > >either. Most artifacts are grabbed for their primary powers anyway.
  > >
  > >My .02
  > >Kevin
  > > > I see no difference between randomising artifacts or there powers,
  > >both have the same end result.
  > > >
  > >
  > >
  > >
  >
  >
  >
  >
  >
  > Middle Earth PBM - hit reply to send to everyone
  > To Unsubscribe: http://www.yahoogroups.com
  > Website: http://www.MiddleEarthGames.com
  >
  > Yahoo! Groups Links
  >
  >
  >
  >
  >
  >
  >
  >
  >
  > [Non-text portions of this message have been removed]
  >
  >
  >
  >
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Rendering mages as useless as they are in FA1000.

Even in RA allowed you to check 3 artifacts at a time,
it would take 5 mages 15 turns to identify the
artifacts. By that time, the game is a done deal.

If artifacts are randomized, then my philosophy will
be the same as FA. No mages!

···

--- Rodrigo Maia <g0th@bol.com.br> wrote:

he meant 412 as the spell, researsh artifact. Thats
something i've also considered, like the spell being
able to target three artifacts. I think secondary
powers should be scrambled, as the original numbers
of the artifact, and theis numbers hould not appear
in any VC. It should appear only the name of the
artifact. The only artifact that should remain with
a fixed number is the One Ring....

_______________________________
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Thats where u're mistaken. First, nothing dictates that u have to catalog ALL the artifacts. Second, RA is an EASY spell, mind u. That means 30 mages can accomplish this with some ease. What means u can have Tonn Varthkur recruit and research artifact every turn. Same goes to Lanthir, Miruimor, Leardinoth, Uirdiks, Finduilas, Amroth, Glorfindel, Angulion, krusnak, shoglic, AR GULAR, abdhakil, gaurhir, herumor, malezar, Rozilan, Voisiol, Morlammen, Jirfelien, Beawyn, shamara katub, ejena, hos harf.... Got the gist of it ? So u see, the 2 USELESS HN mages could identify 6 artefacts per turn, while they prentice

    That would also expand tactics. Currently, in grudge games at least, its a race for RoW, Tinculin, RoC, curse and agent/stealth artefacts. This change would dictate how much importance an alliance gives to these artefacts. After discovering a curse artefact and a couple of agent ones, ehy might stop and use their mages for other affairs. And another thing : If u play a team game, U KNOW THE NUMBER OF ALL THE ARTEFACTS OF YOUR TEAMMATES, therefore only the dumbest orc would try to identify the pectoral, because he knows its ID from the RB turnsheet. This decreases significantly ur statistics, I believe.

    This change will encourage the "versatilization" ( is this even a word ? =P ) of mages. If coupled with some other changes, like more powerful combat spells, this would make nations like AR and GS take more advantage of their mage abilities. As of now, mages scry or locate artefatcs/characters, until mid-game when all of them learn sickness/curses, and those with lower ranks prentice so that they can eventually learn curses too....

    And please, could there be a spell "HIDE POPULATION CENTER" ?? I mean, this is ridiculous. There are over 10 hidden PCs in the 1650 scenario at game start, and only one of them is accounted for. All the others are Concealed just because they are. This spell would take some of the curses mages, because if either alliance fails to have some "Revealers", the other could stall them with "concealers", and vice-versa. Imagine a teleporting Maben hiding Morannon from harm, or Ringlin hiding Minas Ithil on turn two .... Sometimes its even pathetic for a PL to learn Reveal PC, because he eill only have 2 targets EVER, since Mantle o Doriath is good aligned.... And one of these is Tol- Buruth, which is pretty hard to take in the first 20 turns.

        Rodrigo Maia

···

----- Original Message -----
  From: Darrell Shimel
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, October 21, 2004 8:16 PM
  Subject: Re: [mepbmlist] Re: randomization of artifact numbers

  --- Rodrigo Maia <g0th@bol.com.br> wrote:
  > he meant 412 as the spell, researsh artifact. Thats
  > something i've also considered, like the spell being
  > able to target three artifacts. I think secondary
  > powers should be scrambled, as the original numbers
  > of the artifact, and theis numbers hould not appear
  > in any VC. It should appear only the name of the
  > artifact. The only artifact that should remain with
  > a fixed number is the One Ring....

  Rendering mages as useless as they are in FA1000.

  Even in RA allowed you to check 3 artifacts at a time,
  it would take 5 mages 15 turns to identify the
  artifacts. By that time, the game is a done deal.

  If artifacts are randomized, then my philosophy will
  be the same as FA. No mages!

  _______________________________
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  Declare Yourself - Register online to vote today!
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[Non-text portions of this message have been removed]

   Thats where u're mistaken. First, nothing dictates that u have to

catalog ALL the artifacts. Second, RA is an EASY spell, mind u. That means
30 mages can accomplish this with some ease. What means u can have Tonn
Varthkur recruit and research artifact every turn. Same goes to Lanthir,
Miruimor, Leardinoth, Uirdiks, Finduilas, Amroth, Glorfindel, Angulion,
krusnak, shoglic, AR GULAR, abdhakil, gaurhir, herumor, malezar, Rozilan,
Voisiol, Morlammen, Jirfelien, Beawyn, shamara katub, ejena, hos harf....
Got the gist of it ? So u see, the 2 USELESS HN mages could identify 6
artefacts per turn, while they prentice

    That would also expand tactics. Currently, in grudge games at least,

its a race for RoW, Tinculin, RoC, curse and agent/stealth artefacts. This
change would dictate how much importance an alliance gives to these
artefacts. After discovering a curse artefact and a couple of agent ones,
ehy might stop and use their mages for other affairs. And another thing : If
u play a team game, U KNOW THE NUMBER OF ALL THE ARTEFACTS OF YOUR
TEAMMATES, therefore only the dumbest orc would try to identify the
pectoral, because he knows its ID from the RB turnsheet. This decreases
significantly ur statistics, I believe.

    This change will encourage the "versatilization" ( is this even a word

? =P ) of mages. If coupled with some other changes, like more powerful
combat spells, this would make nations like AR and GS take more advantage of
their mage abilities. As of now, mages scry or locate artefatcs/characters,
until mid-game when all of them learn sickness/curses, and those with lower
ranks prentice so that they can eventually learn curses too....

RD: Please NO more combat spells, more powerful or not! Show me ONE example
if you can of magic being employed in any of Tolkien's battles (with the
possible exception of the 'Devilry of Orthanc' employed at Helm's Deep).
There is NO basis for fire bolts, chill bolts, word bolts and similar
unimaginative crap which all do the same thing and nobody uses anyway.

Magic should be INDIRECT. The Dark Summons sequence does this very well.
Fearful Hearts affects the morale of the enemy, exactly as described at the
siege of Minas Tirith. Fanaticism increases the morale of your own troops,
as described in the battles of Gladden Fields and Helm's Deep. Summon
Storms is a weather spell like that which stopped the Fellowship crossing
the Redhorn Pass, and would have stopped an army too.

Personally I would rip out most of the other combat spells and substitute
more subtle ones, which would still affect combat but indirectly. What
about the 'Mist of Galadriel' which hid Eorl the Young's army? That would
allow an army concealed movement at full speed until it actually hit
opposition.

    And please, could there be a spell "HIDE POPULATION CENTER" ?? I mean,

this is ridiculous. There are over 10 hidden PCs in the 1650 scenario at
game start, and only one of them is accounted for. All the others are
Concealed just because they are. This spell would take some of the curses
mages, because if either alliance fails to have some "Revealers", the other
could stall them with "concealers", and vice-versa. Imagine a teleporting
Maben hiding Morannon from harm, or Ringlin hiding Minas Ithil on turn two
.... Sometimes its even pathetic for a PL to learn Reveal PC, because he
eill only have 2 targets EVER, since Mantle o Doriath is good aligned....
And one of these is Tol- Buruth, which is pretty hard to take in the first
20 turns.

RD: Aargh, nooo! We don't want hidden pops all over the place. In any
case, 'hidden' is a misnomer. Everybody knows where they are. Prior to the
Last Alliance, Sauron besieged both Imadris and Mithlond and saw the gates
of Khazad-dum slammed in his face, so he certainly knew where they were.
'Magically Warded' would be a better description, and they should be VERY
difficult for an enemy character to infilitrate unseen, unlike now, where
Khamul and/or Celedhring can walk unseen into Khazad-dum or Lorien and
surprise-challenge a couple of unsuspecting freeps. However there is a good
argument for making the Mordor capitals 'Magically Warded' too, remembering
how Sam 'rang the front doorbell' when he tried to enter one unseen.

Richard.

···

----- Original Message -----
From: "Rodrigo Maia" <g0th@bol.com.br>
To: <mepbmlist@yahoogroups.com>
Sent: Thursday, October 21, 2004 11:07 PM
Subject: Re: [mepbmlist] Re: randomization of artifact numbers

        Rodrigo Maia
  ----- Original Message -----
  From: Darrell Shimel
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, October 21, 2004 8:16 PM
  Subject: Re: [mepbmlist] Re: randomization of artifact numbers

  --- Rodrigo Maia <g0th@bol.com.br> wrote:
  > he meant 412 as the spell, researsh artifact. Thats
  > something i've also considered, like the spell being
  > able to target three artifacts. I think secondary
  > powers should be scrambled, as the original numbers
  > of the artifact, and theis numbers hould not appear
  > in any VC. It should appear only the name of the
  > artifact. The only artifact that should remain with
  > a fixed number is the One Ring....

  Rendering mages as useless as they are in FA1000.

  Even in RA allowed you to check 3 artifacts at a time,
  it would take 5 mages 15 turns to identify the
  artifacts. By that time, the game is a done deal.

  If artifacts are randomized, then my philosophy will
  be the same as FA. No mages!

  _______________________________
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What spells would you guys like to see?

Clint

···

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[Non-text portions of this message have been removed]

1 - something to combat fortifications
2 - Hide Pop Centre
3 - something to make it more difficult for enemy characters at pop centre
for turn (Warding...?)
4 - a combat spell that puts dragons to sleep (Relaaaaaaxxx wyrmy wyrmy...)
5 - infectious disease spell, knocks health off every turn until character
returns to one of his own pops for healing (anywhere from 20-40 health per
turn)
6 - Disable Artifact

Brad Brunet

···

----- Original Message -----
From: "ME Games Ltd" <me@MiddleEarthGames.com>
To: <mepbmlist@yahoogroups.com>
Sent: Sunday, October 24, 2004 5:08 PM
Subject: [mepbmlist] Spells

What spells would you guys like to see?

Clint

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ScoCharHex

Balance out agents w/ mages.

b

ME Games Ltd wrote:

What spells would you guys like to see?

Clint

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[Non-text portions of this message have been removed]

Three that come to mind are :

a character "ensnare" spell - leaves the character in place immune to
other character's actions but unable to cast orders other than refuse
personal challenge for a period of turns. (There could also be
a "free" character spell that would reverse this affect). This spell
could be like personal challenge in that it doesn't affect army
commanders.

A harder spell that reveals a larger section of the map.

A warding spell that can be left in a hex against any offensive (any
other nation's friend or foe) agent actions.

Kevin

···

--- In mepbmlist@yahoogroups.com, ME Games Ltd <me@M...> wrote:

What spells would you guys like to see?

Clint

  ----------

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Maybe u could "remodel" combat spells so that they could be cast in fortifications. After all, its not the tower that repels the offensive. It's the militia in the tower. Why a firestorm wouldn't benefit them ? Simple change, but i think a good one....

        Rodrigo Maia

···

----- Original Message -----
  From: Kevin Brown
  To: mepbmlist@yahoogroups.com
  Sent: Monday, October 25, 2004 11:46 AM
  Subject: [mepbmlist] Re: Spells

  Three that come to mind are :

  a character "ensnare" spell - leaves the character in place immune to
  other character's actions but unable to cast orders other than refuse
  personal challenge for a period of turns. (There could also be
  a "free" character spell that would reverse this affect). This spell
  could be like personal challenge in that it doesn't affect army
  commanders.

  A harder spell that reveals a larger section of the map.

  A warding spell that can be left in a hex against any offensive (any
  other nation's friend or foe) agent actions.

  Kevin

  --- In mepbmlist@yahoogroups.com, ME Games Ltd <me@M...> wrote:
  > What spells would you guys like to see?
  >
  > Clint
  >
  > ----------
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  > Checked by AVG anti-virus system (http://www.grisoft.com).
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[Non-text portions of this message have been removed]

1. Pestilence. Addition to Curses Line. Causes crops to fail and
disease sweeps city. Pop center the mage is currently located in
cannot recruit any troops that turn. No effect if mage is not
located in a pop center. Pop center must be a different nation.

2. Teleport Company. Addition to Teleport Line. If mage is company
leader, the entire company teleports with him.

3. Healing Ways. Change Major Heal and Greater Heal to allow the
points added to exceed the characters full health for the turn. At
the end of the turn, the health is reduced to full health if still
over. This would give some protection against Curses and be very
useful for challenges.

4. Darkness. Addition to Conjuring Way spells. An unnatural
darkness covers the hex. Hard difficulty. Doubles the movement cost
of the hex for any troop movement thru the hex that turn.

5. New Lost List - Alchemy. Using different rare substances, the
mage is able to create explosives and help his army breach enemy
fortifications during the battle.
   1. Split Fortification. Easy difficulty. Character must be with
army. Reduces the effectiveness of enemy fortifications in the hex
by 10% for that battle only.
   2. Rend Fortification. Medium difficulty. Character must be
with army. Reduces the effectiveness of enemy fortification in the
hex by 25% for that battle only.
   3. Breach Fortification. Hard difficulty. Character must be
with army. Reduces the effectiveness of enemy fortifications in the
hex by 50% for that battle only.

6. Divine Characters with Company. Addition to Divinations Spell
list. Hard difficulty. Required info: Company Character ID.

···

--- In mepbmlist@yahoogroups.com, ME Games Ltd <me@M...> wrote:

What spells would you guys like to see?

I like this list with, of course, a few minor
suggestions. :wink:

Teleport Company - This would make agent companies and
curse companies way TOO strong and imho really throw
the game balance out of wack.

Pestilence - Effects would need to be moderated a bit.
One mage being able to cause all of this damage would
be a bit much. I think it would need to be a mage
company.

Having a counter spell or oppossing spell would also
be nice. ie: Takiing blessing and casting that on a
pop center to increase production and recruitment.

I'll leave the rest for others to pick apart. :slight_smile:

JCC

···

--- ulfang_the_easterling@yahoo.com wrote:

--- In mepbmlist@yahoogroups.com, ME Games Ltd
<me@M...> wrote:
> What spells would you guys like to see?
>

1. Pestilence. Addition to Curses Line. Causes
crops to fail and
disease sweeps city. Pop center the mage is
currently located in
cannot recruit any troops that turn. No effect if
mage is not
located in a pop center. Pop center must be a
different nation.

2. Teleport Company. Addition to Teleport Line. If
mage is company
leader, the entire company teleports with him.

3. Healing Ways. Change Major Heal and Greater Heal
to allow the
points added to exceed the characters full health
for the turn. At
the end of the turn, the health is reduced to full
health if still
over. This would give some protection against
Curses and be very
useful for challenges.

4. Darkness. Addition to Conjuring Way spells. An
unnatural
darkness covers the hex. Hard difficulty. Doubles
the movement cost
of the hex for any troop movement thru the hex that
turn.

5. New Lost List - Alchemy. Using different rare
substances, the
mage is able to create explosives and help his army
breach enemy
fortifications during the battle.
   1. Split Fortification. Easy difficulty.
Character must be with
army. Reduces the effectiveness of enemy
fortifications in the hex
by 10% for that battle only.
   2. Rend Fortification. Medium difficulty.
Character must be
with army. Reduces the effectiveness of enemy
fortification in the
hex by 25% for that battle only.
   3. Breach Fortification. Hard difficulty.
Character must be
with army. Reduces the effectiveness of enemy
fortifications in the
hex by 50% for that battle only.

6. Divine Characters with Company. Addition to
Divinations Spell
list. Hard difficulty. Required info: Company
Character ID.

__________________________________
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Pestilence - Effects would need to be moderated a bit.
One mage being able to cause all of this damage would
be a bit much. I think it would need to be a mage
company.

Indeed, one mage stopping all recruitment at Minas Tirith for example would be far too strong, would have to be something like stops mage rank x 2 numbers of troops (or troop strength even so one mage coule stop 500MA or 50HC for example)

regards

I agree that teleport company might be way too powerful for this
game. Maybe a stride of 14 hexes or something would be the furthest a
company could move. I like the idea of the mage having to be the
company commander for this.

Pestilence doesn't seem to be that bad - it's proposed effects are
only for one turn, and remember there is a fair risk for the mage
being in an enemy pop center.

I like darkness. I don't know that it should be a hard spell, maybe
this could be a prerequisite spell for "hide Pop Center."

Incidently I'm thinking hide pop center should be able to be used on
any nation's pop centers. Maybe darkness could also have the same
effect for one turn if cast in a hex that has a pop center in place.

Kevin

--- In mepbmlist@yahoogroups.com, John Choules
<chuck_john_61853@y...> wrote:

···

I like this list with, of course, a few minor
suggestions. :wink:

Teleport Company - This would make agent companies and
curse companies way TOO strong and imho really throw
the game balance out of wack.

Pestilence - Effects would need to be moderated a bit.
One mage being able to cause all of this damage would
be a bit much. I think it would need to be a mage
company.

Having a counter spell or oppossing spell would also
be nice. ie: Takiing blessing and casting that on a
pop center to increase production and recruitment.

I'll leave the rest for others to pick apart. :slight_smile:

JCC

--- ulfang_the_easterling@y... wrote:

>
> --- In mepbmlist@yahoogroups.com, ME Games Ltd
> <me@M...> wrote:
> > What spells would you guys like to see?
> >
>
> 1. Pestilence. Addition to Curses Line. Causes
> crops to fail and
> disease sweeps city. Pop center the mage is
> currently located in
> cannot recruit any troops that turn. No effect if
> mage is not
> located in a pop center. Pop center must be a
> different nation.
>
> 2. Teleport Company. Addition to Teleport Line. If
> mage is company
> leader, the entire company teleports with him.
>
> 3. Healing Ways. Change Major Heal and Greater Heal
> to allow the
> points added to exceed the characters full health
> for the turn. At
> the end of the turn, the health is reduced to full
> health if still
> over. This would give some protection against
> Curses and be very
> useful for challenges.
>
> 4. Darkness. Addition to Conjuring Way spells. An
> unnatural
> darkness covers the hex. Hard difficulty. Doubles
> the movement cost
> of the hex for any troop movement thru the hex that
> turn.
>
> 5. New Lost List - Alchemy. Using different rare
> substances, the
> mage is able to create explosives and help his army
> breach enemy
> fortifications during the battle.
> 1. Split Fortification. Easy difficulty.
> Character must be with
> army. Reduces the effectiveness of enemy
> fortifications in the hex
> by 10% for that battle only.
> 2. Rend Fortification. Medium difficulty.
> Character must be
> with army. Reduces the effectiveness of enemy
> fortification in the
> hex by 25% for that battle only.
> 3. Breach Fortification. Hard difficulty.
> Character must be
> with army. Reduces the effectiveness of enemy
> fortifications in the
> hex by 50% for that battle only.
>
> 6. Divine Characters with Company. Addition to
> Divinations Spell
> list. Hard difficulty. Required info: Company
> Character ID.
>
>
>
>

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I'm not sure. Companies are already very powerful, and making
agent squads even longer-range doesn't sound like a good idea to
me.

Actually, if anything, I'd lean toward character movement being
a bit more restricted -- maybe a different set of MP costs than
armies, but using the same system, and with a possible chance of
harm from running into an enemy army.

Tony Z

···

On Wed, Oct 27, 2004 at 04:00:23PM -0000, Kevin Brown wrote:

I agree that teleport company might be way too powerful for this
game. Maybe a stride of 14 hexes or something would be the furthest a
company could move. I like the idea of the mage having to be the
company commander for this.

--
Economics is not a zero-sum game, and the belief that
it is is at the root of all kinds of wickedness and nonsense.
--Firebug

So, let me get this right, it's ok for an agent to kill an army
commander, and cause an entire army to disband anywhere on the map,
but it wouldn't be for a mage to stop recruitment for one turn at an
enemy pop center. I think this is a perfect example of what is wrong
with the usefulness of agents vs. other character classes.

Kevin

> Pestilence - Effects would need to be moderated a bit.
> One mage being able to cause all of this damage would
> be a bit much. I think it would need to be a mage
> company.
Indeed, one mage stopping all recruitment at Minas Tirith for

example would be far too strong, would have to be something like
stops mage rank x 2 numbers of troops (or troop strength even so one
mage coule stop 500MA or 50HC for example)

···

--- In mepbmlist@yahoogroups.com, "Mark Jeffries" <mark@m...> wrote:

regards

Pestilence doesn't seem to be that bad - it's proposed effects are
only for one turn, and remember there is a fair risk for the mage
being in an enemy pop center.

The spell is insane! Urzahil sits on Minas Tirith and refuses challange and casts this spell turn after turn. No freep agents will be able to kill him due to the massive forts, he is knocking over 500HI/HC a turn!! Also it could be used to effectively lock down a pop centre ready for an incoming army!