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There may be other issues with assassins, but I really think that's the single most frustrating and unfair part of current assassination mechanics.
The easiest fix might be to simply have besieging units count as patrollers, with a halved patrol strength. Of course, even then, assassination occurs before patrolling in the turn order. But at least you'd be able to punish the assassination attempt, this way.
- Maybe an assasination that takes too much time should turn into a battle with the whole army, as the noise must attrack the allies of the victim
- An assassin that does the assassinate action might have an higher trouble keeping low profile, and have reduced stealth/or some percentage to be caught as if the army was patrolling
This would be an added penalty to the target player in potentially causing gem burn/friendly fire just to get rid of one unit. If there's a chance to fail I'd prefer if it led to fleeing, and then at least it's the assassin that is penalized, in having been displaced and potentially dying by retreating to an enemy territory. Just my view on that.
On seduction. I assume that the point of the assassin battles seduction sometimes triggers is supposed to make seduction slightly dangerous to the seducing unit (they can get into a fight, and then die). If this is the purpose of this happening it should probably be rarer. Right now a battle will fairly reliably follow from attempted seduction, which means you plan FOR the assassin fight, rather than it being something that catches you sometimes.
On point (3). It is true that living water bottles and acorns are really, really strong in assassin fights. I don't think this is really a problem myself. It makes perfect theme sense that these would be powerful assassination tools.
If the patrol roll succeeds, the assassin fights the commander and *all* of their troops (or all of their troops who pass a bodyguard roll).
This still requires counterplay to assassins -- it's going to take an awful lot of troops to provide patrol coverage for all your commanders, and Ld 10 mages may have trouble getting enough patrol strength to catch assassins. (There are of course ways to fix this.) If the assassin is strong (bottle assassin), the troops may all just die to the elemental etc. But it means you can at least do *something*.
List of few problems:
Now, few ideas to help the situation:
As for the main topic, assassins and seducers, the biggest problems are definitely: 1.Assassinations and seduction under siege with no way to seek the assassins or seducers out 2.Assassin defender being offscript, often casting self defence buffs which the caster has no time to take advantage of because of the short distance between the assassin and target where it would be just better to cast evocation to kill the assassin rather than tripping with 4 different layers of self buffs. It kinda feels like all assasination battles should have both sides with special "target enemy commander" where they try to prioritise killing the enemy commander over summons or self buffs. Well, since the priority to kill enemy commander is already with the attacking side due to access to script that generally do just that, the casting AI should have special mode for assasinations where offensive evocatins that do damage should be prioritised if they can deliver enough damage to kill the assassin.
Also, thematically, seduction attempts always happening when the target has all their bodyguards around feels weird.
The game is supposed to be unbalanced. Also, assassination helps balance some OP nations.
Balancing assassinations would reduce the number of options, and nobody wants less options.
You can defend against assassins by just bringing more commanders. Or, choose not to bring commanders you wouldn't want assassinated at all.
Assassins are expensive and suffer attrition. Why would I want to risk losing a 70g assassin? I would prefer to win without losing any units.
;^]
Assassins are expensive and suffer attrition. Why would I want to risk losing a 70g assassin? I would prefer to win without losing any units.
;^] [/quote]
I could not help but read this as sarcasm. 70gold is barely nothing and you can kill enemy mages that are usually twice the cost with that investment, not to mention 70g assassins are usually 1 commander point compared to the 2 that mages have.
Of course 70g assassins aren't even close to 100% reliable when it comes to assassination succes, at least if without magical items, but magical assassins (empoisoners or dryads for example) on the other hand can just murder huge amount of commanders with little to no risk due to the poor assassination offscript AI.
But also 50% serious.
Is any nation with non-mage assassins considered top tier? That's a serious question.
EA
Ermor, Abyssia, Mekone
MA
Sceleria, pythium, abyssia, marignon, machaka, shinu. Xibalba
LA
Marignon, pythium, abyssia, jomon