Fafnir13
King
I think two abilities focused solely on working with crazed units is a bit much. At least, the team seems to be trying to streamline the game these days. Not to mention having to add a new unit. Again, not bad ideas, just seem a tad complex.
Let's take a step back an analyze goals. That seems to be helpful in other situations, right?
I'll list mine to begin with, in order of my personal preference.
1. Keep things simple and workable for new/experience players and AI.
2. Fix AC 90.
3. Make Lunatics worth their cost.
4. Make getting blooded werewolves less difficult.
5. Make Asylums worth the cost.
Those are my main goals with any suggestion I try to brew up. The simplest solution, from my standpoint, would be switch it back to the old version. Unfortunately, that seems to clash with a 6th goal that many people have which is:
6. Keep the functionality of new enraged.
So, let's look some of the solutions provided thus far.
Solution 1 (mine): Turn things back the way they were.
Meets all of my goals, but it violates the 6th. Might be workable if it was reduced to:
Solution 2: Turn some things back the way they were.
Let's say that lunatics, Asylums, and AC 90 operate under the old rules while all other instances operate under the new. That meets goals 1-4 and 6, but I'm not sure how well it works with 5. Plus it may not be in line with what the team was trying to achieve. We'll call that mystery goal number 7. Be great to get some info from that end.
Solution 3: Add spells/units/abilities
Depending on the exact combination of ideas, this could easily accomplish all the goals save for 6.
I'll throw out a solution3 idea just for kicks. Loyalty now allows you to control enraged units and prevent them from switching sides. What loyalty does not do is last indefinitely. Instead it lasts a set amount of time. Say about 5 turns or so. Casting loyalty on the unit resets the timer.
Advantages: Players are able to keep guaranteed control (mostly) of their units. It requires time and effort but not an undo amount. The reasoning behind making it last a set number of turns is to prevent it from wearing off at random, causing your potentially valuable unit to go scurrying off in a random direction before you have a chance to cast loyalty again. Dispel magic would also gain some additional use as it using it to dispel loyalty can thwart a player making heavy use of crazed/enraged units.
Disadvantages: The coding may be harder then I think. I know units can gain expiration timers, but promotions? I don't think I've seen it used anywhere and there might be a reason for that.
It also might be in violation of goal 6, depending on how you define the new enraged. Perhaps what people mostly enjoy about the new enraged is that there is no counter to it. They might accept a partial counter, but a rock solid one? I don't have the answer to that.
Anyways, feel free to add your own goals, solutions, et cetera. I like where this discussion is going and hope that a real solution might be worked out from it.
Let's take a step back an analyze goals. That seems to be helpful in other situations, right?
I'll list mine to begin with, in order of my personal preference.
1. Keep things simple and workable for new/experience players and AI.
2. Fix AC 90.
3. Make Lunatics worth their cost.
4. Make getting blooded werewolves less difficult.
5. Make Asylums worth the cost.
Those are my main goals with any suggestion I try to brew up. The simplest solution, from my standpoint, would be switch it back to the old version. Unfortunately, that seems to clash with a 6th goal that many people have which is:
6. Keep the functionality of new enraged.
So, let's look some of the solutions provided thus far.
Solution 1 (mine): Turn things back the way they were.
Meets all of my goals, but it violates the 6th. Might be workable if it was reduced to:
Solution 2: Turn some things back the way they were.
Let's say that lunatics, Asylums, and AC 90 operate under the old rules while all other instances operate under the new. That meets goals 1-4 and 6, but I'm not sure how well it works with 5. Plus it may not be in line with what the team was trying to achieve. We'll call that mystery goal number 7. Be great to get some info from that end.
Solution 3: Add spells/units/abilities
Depending on the exact combination of ideas, this could easily accomplish all the goals save for 6.
I'll throw out a solution3 idea just for kicks. Loyalty now allows you to control enraged units and prevent them from switching sides. What loyalty does not do is last indefinitely. Instead it lasts a set amount of time. Say about 5 turns or so. Casting loyalty on the unit resets the timer.
Advantages: Players are able to keep guaranteed control (mostly) of their units. It requires time and effort but not an undo amount. The reasoning behind making it last a set number of turns is to prevent it from wearing off at random, causing your potentially valuable unit to go scurrying off in a random direction before you have a chance to cast loyalty again. Dispel magic would also gain some additional use as it using it to dispel loyalty can thwart a player making heavy use of crazed/enraged units.
Disadvantages: The coding may be harder then I think. I know units can gain expiration timers, but promotions? I don't think I've seen it used anywhere and there might be a reason for that.
It also might be in violation of goal 6, depending on how you define the new enraged. Perhaps what people mostly enjoy about the new enraged is that there is no counter to it. They might accept a partial counter, but a rock solid one? I don't have the answer to that.
Anyways, feel free to add your own goals, solutions, et cetera. I like where this discussion is going and hope that a real solution might be worked out from it.