Tarquelne
Follower of Tytalus
- Joined
- Dec 8, 2001
- Messages
- 3,718
Reading Sephi's post, is it correct for me to conclude this way?
/snip/
[*]Rinse and repeat.
That's similar to my impression, but I was assuming much smaller steps/areas influenced. At least for the great majority of rituals. Once it's not all-or-nothing I think the "rise and repeat" problem pretty much goes away. Or at least it's not worse than similar back-and-forth interactions with unit creation and war.
And if not I'm not sure there's really a problem with a terraforming tug-of-war. If I zap your 600 hammer ritual the turn after it was cast I don't think "How tedious." is what either of us would say. IMO one person swearing and another chortling is generally the sign of a good mechanic.
![Wink ;) ;)](/data/assets/smilies/wink.gif)
Hmm...
FF had a "resistance" mechanic for rituals. I don't remember such a thing being mentioned for WM, but it might be useful.
How about a Ritual that creates a "Guardian" unit or building? Opponent's rituals first check against the Guardian, and - depending on the quality of the Guardian - the enemy ritual's effects may be canceled... probably destroying the Guardian. That might be easy enough to mod-in later if the system doesn't already have something similar and it seems useful. (Maybe for the Scions - I've been wanting to give them a unique ritual derived from Alcinus.)