| |
|
#140, "Upgraded village request"
|
Dear Throrsie,
It is interesting that you have been making so many updates to the village. It is certainly going to change the dynamics of the raid/defend situation ovetr the long term. However it seems that by and large these changes are in favor of the raiders over the defenders.
I could get into a big list but the basics are 1.) Village enemies have clases that can leverage the changes more often. 2.) There is a water room, a fair number of village races have hydrophobia which gives raiders a "safe room" within the village they can heal in for a number of hours without fear of being attacked. 3.) Quicksand/Snare at the giant means when enemies bring those classes as well as overwhelming odds your ability to just try and pick one off and fall back is greatly diminished. 4.) Village enemies tend to have bearcharge protection and villagers don't
Now don't get me wrong, I think its neat and it will be interesting to see how this all shakes out but the major change is that we now have a single choke point in and otu of the village where a bunch of nastiness can occur. It would be nice to balance this by making a second way out of the village. You could extend that water room into a tunnel that goes out to the voralia river, it would be only a way out and not a way in.
This would be interesting in a couple of ways, One it adds value to villagers carrying seaweed. Two it adds value to having a water form as an enemy. Three it somewhat mitigates the penalty for sitting in the village with enemy assassins around. Four it actually makes that tunnel under the destructor meaningful (Currently all you have to do as a raider is move 2 east from blood square and the tunnel hasn't allowed you to get around, for the record the tunnel is more then 2 rooms so they should always win that move speed battle)
Its cool to see changes just hoping maybe you could consider this one.
|
|
|
|
|
|
Kalageadon | Thu 22-Sep-11 07:14 AM |
Member since 23rd Oct 2003
1049 posts
| |
|
#144, "RE: Upgraded village request"
In response to Reply #0
|
I have always liked the idea of another way out of the village but always assumed that it was simply part of the burden of no magic.
As far as the sand and woods... well I recall long ago burning down the woods with some smith help but always missed them any time I had a ranger who wasn't against battle.
Fun times facing Sylvan on the dwarf road heading into battle.
|
|
|
|
|   | |
|
#142, "RE: Upgraded village request"
In response to Reply #1
|
I would have brought this stuff up in game but as I am sure you can see from the logs I am not exactly Mr. On-all-the-time and I suffer from the whole not being comfertable interacting with imms in game in general.
1.) Without going into exhaustive detail of why here is the list of non villagers that gain from this change. Invokers Rangers Druids Assassins Outlanders Warriors with Surrounding the Sunrise
This is the list of villagers that gain Assasins Rangers Warriors with Surrounding the Sunrise
*On an aside are you sure vokers can put sand in the ruins? I might just be having a brain fart in my older age but for some reason I had it in my head they couldn't drop sand in the ruins. But the more I think of it the more I think you are right.
2.) I agree about the pro's and con's and in general I think it is a wash (in my original calculation I forgot about hiding from shifters)
3.) Honestly I had it in my head quicksand wasn't usable in the ruins, that aside this really is mostly going to be a rough time for dwarves/duergar/mino as outlanders start camping the giant for them. The snare choke point is a bit scary but I do admit there is not enough anti-whole village rangers out there to really make it hurt.
4.) So the big danger from rangers isn't really snare (though as a tool to start a gank its wicked) and it isn't ambush. The scary thing is bearcharge + wilderness fam. There are a number of popular ranger builds where if they can achieve a one size bigger difference they can have highly reliable perma-lag against all but giant size villagers (the terrain choice of the giant also supports the biggest bearcharge build as well).
Now of course a village ranger can now also use bearcharge + wilderness fam but there are 3 caveats. Enemies can change their size to protect themselves somewhat and villagers can't compensate. A lot of mage classes have built in bearcharge lag protection. There tend to be more non village rangers then village rangers.
In summary I don't really think the fact that the giant is wilderness needs to change (maybe wilderness type to forest trail or something) But with these changes it would just be super duper cool to have an extra exit from the village to somewhat mitigate it as a death trap for defenders. You say no other cabal has 2 exits but I would argue that word of recall/teleport is a built in exit for all other cabals. Even with getting outside the village you have all the limitations of having to run everywhere on foot. If you make the exit just an out you wouldn't need to have an outer guardian on it and by bringing it out on water you increase the situations in which water shifters and mariners are interesting.
I don't think this would have any effect on the concept of courage at all. The only difference is that when you retreat you have 2 options instead of 1. It also makes sitting in the village less prone to assassination which is always frustrating (agan everyone else can just teleport/word if they know they are being stalked while doing cabal business)
|
|
|
|
|     |
|
Tac | Fri 16-Sep-11 01:12 PM |
Member since 15th Nov 2005
2051 posts
| |
|
#143, "Haven't been playing much lately...."
In response to Reply #2
|
Why are rangers non-villagers? I mean in the past I've wanted to play a village ranger but always been discouraged by the fact that the cabal is so ranger unfriendly. I'm guessing this has changed... More ranger ragers = more good.
I have no opinion or comments on the rest.
|
|
|
|
|