![]() ![]() The first resource can also have its cap increased over time in order to allow for increasingly powerful (and more costly) spells to be cast. One is a resource that replenishes infinitely up to a cap, limiting the amount of times you can execute this action, and the other is a generated currency that you have to manage and accrue in order to perform it in the first place. Imagine balancing a game around a point system for taking a specific action with a double resource expense. It would completely devalue the Wizard King and the current Casting Point system. A mod is just a mod.ĭon't close yourself off to the possibilities of strategy spells and units. To those who say shut up because there are mods, I think it's good to keep the base game open to as many possibilities as possible, and mods should be used to change the effectiveness. In any case, any strategy or tactic is a balance of cost and reward, and I think we should keep options open for conceptual play (I'm a great mage, so I'll just use magic to crush my opponent). If you're in the midgame and you feel like your army is worthless because you're blowing through your remaining mana, you can reduce the effectiveness or increase the cost of stacking tactical spells, or find a way for your defender to reduce the damage by spending a cost. Strategic spellcasting should be based on quick research (Wizard King is a must). If you can't use it easily, or if it costs too much, it becomes a reasonable behavior. If you think a tactical spell is too strong, you can simply change its cost. ![]() If it's strong? Oh well, it'll weaken it too, and if that happens over and over again, the spells will be useless. It has no identity.Ī one-time limit (even a partial, two-time limit) would make tactical magic points worthless, and force you to use only the best (and most expensive) spells. ![]() As those who have played the Warlock, FE, MOM, and AOW series know, excessive strategy magic ruins games, but 4x without magic is no different than civilization. ![]()
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