hegemonkhan
Warlord
- Joined
- Jul 20, 2006
- Messages
- 201
the game needs spells to protect against colateral damage, at least from the ranged colateral damage of many magical damage type spells, and possible also a phys colateral damage protection spell, though not as important as the need to protect from magical type colateral damage spells that have range!
I don't mind if such spells are gonna come in later versions/phases either as new spells for old magic types or as spells for the new magic types, but I strongly feel the game needs some kind of defense against magical colateral damage or else stacks will become extinct...some thing that civ4 tried to do with colateral damage with catipults so the dreaded SOD of earlier civs was nerfed....but now ffh2 with magic is making the stack go extinct and I'm actually missing the prowess large stack of combat units used to have..magic has made stacks of combat units useless now....until we get spells to protect stacks against ranged colateral magical damage from spells.
There is also no protection against a catipults phys colateral damage in both ffh2 (except possible stone skin) and civ4 but at least the catipult's colateral damage wasnt ranged..so all u had to do was not end ur turn of your army stack next to a stack of catipults
About stone skin spell...im still unclear about it..I know it blocks 3 hits..but does it block three hits on only that unit or any 3 hits on the entire stack of units?
Also does it block any types of 3 hits or just phys damage?
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my bad, sorry kael n team, I completely forgot you're putting damage caps on the colateral damages of magical spells..I'm very sorry....
I have slight worries though about the caps..IIRC, i think crush was gonna have like 60% damage cap for its colateral and that was the highest I've seen (60%). My worry is that the caps may have to be lowered a bit more. 60%-50% damage to multiple units seems to me still too strong. Or, u could leave these high..but its take many more units to do/reach that cap of damage (make individual units only do like 5% damage each up to the 60% total damage cap that can be done to a stack). I feel the strongest spell at most should be 50% if not lower. But, let's of course seee how it goes first as what you've got spells as now. maybe your caps will be perfect..have too see first
just saying i got some omens that the caps may need to be lower....
This "should" definately solve the problem! If it doesn't u can always add protection spells as a back up safety measure
I have no idea though if it's possible programming-wise to have spells block colateral damage.
I don't mind if such spells are gonna come in later versions/phases either as new spells for old magic types or as spells for the new magic types, but I strongly feel the game needs some kind of defense against magical colateral damage or else stacks will become extinct...some thing that civ4 tried to do with colateral damage with catipults so the dreaded SOD of earlier civs was nerfed....but now ffh2 with magic is making the stack go extinct and I'm actually missing the prowess large stack of combat units used to have..magic has made stacks of combat units useless now....until we get spells to protect stacks against ranged colateral magical damage from spells.
There is also no protection against a catipults phys colateral damage in both ffh2 (except possible stone skin) and civ4 but at least the catipult's colateral damage wasnt ranged..so all u had to do was not end ur turn of your army stack next to a stack of catipults
About stone skin spell...im still unclear about it..I know it blocks 3 hits..but does it block three hits on only that unit or any 3 hits on the entire stack of units?
Also does it block any types of 3 hits or just phys damage?
................................................................................
my bad, sorry kael n team, I completely forgot you're putting damage caps on the colateral damages of magical spells..I'm very sorry....
I have slight worries though about the caps..IIRC, i think crush was gonna have like 60% damage cap for its colateral and that was the highest I've seen (60%). My worry is that the caps may have to be lowered a bit more. 60%-50% damage to multiple units seems to me still too strong. Or, u could leave these high..but its take many more units to do/reach that cap of damage (make individual units only do like 5% damage each up to the 60% total damage cap that can be done to a stack). I feel the strongest spell at most should be 50% if not lower. But, let's of course seee how it goes first as what you've got spells as now. maybe your caps will be perfect..have too see first

This "should" definately solve the problem! If it doesn't u can always add protection spells as a back up safety measure
