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I agree with you, but there were a few to many voices back then who didn't, mostly the MP crowd.
Why? Simple. If they get mind-controlled, you control the unit, but the enemy (AI or otherwise) is still the one who cast the summoning spell in the first place, and so is still paying the mana upkeep. So he just dismisses the spell, and poof goes the summoned units.
This happens whether you use Arcane Binding or any other ability, like Befriend Animal on a summoned boar, or True Resurrect on an enemy elemental.
The difference is that this also happens when you use Arcane Binding on a non-summoned unit, which indeed is strange. I'd be in favour of that being changed.
If it's considered overpowered that Arcane Binding can't be resisted, a solution might be to implement a resistance check AFTER combat ends, and the player only getting to keep the unit if it fails its resistance check. That might be a good middle ground. (It'd still work automatically on the tactical map.)
After the control of a unit switch from one player to another, it is only natural for the new controler to pay upkeep. Isn't it the same way with units having gold upkeep instead of mana? Similar to all other Mind Control effect, even if Player A produced/created the unit, have been paying gold upkeep until this point in time, once the unit is taken control by Player B, the unit no longer has any link to Player A, and the upkeep is no longer paid by Player A.
In a way, summoning is more similar to producing a unit than casting a ongoing spell. You pay mana instead of gold, casting point instead of city production. You pay upkeep in mana instead of gold. You can always disband a unit the same way.
If summoning were a spell, then could it be disjuncted similarly to a city enchantment?
All in all, people may disagree on whether Summoning is more like production or more like a spell. One thing we all should agree on is that "magical non-summoned units should be permanent bindings just like mind controlling" :D
It's a story-concept more than a game-mechanics thing. In game there isn't much difference between paying gold upkeep or mana upkeep, but in the story the summoned creature is only in the game because the leader's powerful magic keeping it there. The game is designed with this concept in mind. Produced units behave like their gold upkeep is a fee they're paid each turn. Summoned units behave like their mana upkeep is required to keep them in the world.
And while summoned units can't be disjuncted directly, they can be gotten rid of with the Banishment spell, which is more or less the same idea. Just like a single unit buff/debuff can't be disjuncted but needs to be dispelled. Different types of spells require different countermeasures.
You may indeed disagree whether summoning units *should* be more like production, or more like spellcasting, but the devs have designed the game fairly consistently with the premise that it's more like other spellcasting.
PS: Not sure what you mean by "MP crowd"
Thank you for your feedback!
The reason I didn't want to go into the story aspect is because everyone has different background and may very well have different expectations. I thought at least mechanics should be easier to agree on, was I mistaken?
If it is about the story, then Arcane Binding is already self-explanatory. Instead of the summoner keeping the creature bond to the living world, another magic user bind the magical creature to himself instead. Isn't that the whole story aspect of Arcane Binding in the first place?
You also brought up a good point on counter-measure. Global spells have global counter-measure; combat spells have combat counter-measure; this all make sense, but when it comes to summoning, how is a global spell (summoning) with a combat counter-measure (Banish) making any sense?
BTW, many global spells that have effects on units can be countered by combat dispels, so this is nothing unusual and does make sense for banish; imagine this as the basically same mechanic used also by the dispel combat ability or those combat spells, that prevent/hinder casting of enemy: Everybody capable of using magic is in principle able to negate the effects of enemy magic; lesser magicians (e.g. support units) have lesser abilities (so that they need to nearly touch a target in order to remove magical effects) while great magicians (leaders) can throw a magical creature out of existance when they encounter them in a battle (by hindering the flow of magic or some such).
Makes perfectly sense in the world of AoW, IMHO.
Great example with lesser vs greater magicians! Thanks!