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Topic ClosedModifying the Rune Magics (especially Fear Runes)

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Albatross View Drop Down
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Direct Link To This Post Posted: 27 Oct 2011 at 10:32
How about a result like:
  • x% deserted, never to be seen again.
  • y% decided it was too dangerous, and returned home.
  • z% entered the city, ...
Numbers are biased towards x% when attacking numbers are poor against the spell, or biased towards z% when attacking numbers are higher than the spell.

The z% then face the corresponding defending units in the city.


Edited by Albatross - 27 Oct 2011 at 10:33
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Yso Sris View Drop Down
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Direct Link To This Post Posted: 27 Oct 2011 at 13:45
I'm all for making something which proves useless in on the ground experience either slightly more useful or removing it all together. Is there any strategy or scenario overlooked where, other than it's stand alone function,  fear rune as it is could play a part in suprise wtfpownbbq in the right circumstances if not being generally worthless is cause for change

Edited by Yso Sris - 27 Oct 2011 at 13:47
-Molg
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Direct Link To This Post Posted: 27 Oct 2011 at 14:19
Originally posted by Yso Sris Yso Sris wrote:

Is there any strategy or scenario overlooked where, other than it's stand alone function,  fear rune as it is could play a part in suprise wtfpownbbq in the right circumstances if not being generally worthless is cause for change


Hmmm possibly when interception goes active?
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Koragg View Drop Down
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Direct Link To This Post Posted: 27 Oct 2011 at 15:15
Not sure how fear runes in their current implementation have anything to do with interception, as interception does not happen at the city, but 'in the wilderness'.

I'm not sure about Albatross' idea, I'd hate to see people lose their commanders for any reason, except for clearly obviously bad ideas (Melders disolving them, for example)
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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 27 Oct 2011 at 15:35
Originally posted by Erik Dirk Erik Dirk wrote:

Ummm... I think it's a little unlikely that a 10K army has the same chance of being scared off as a 10 unit army. how about chance of scaring off an army is XXX No. troops where XXX where is determined by rune level.

ie Ward of Insanity = turns back up to 800 hostile units becomes
less that 800 units attack = 800/800= 100% success chance.
8000 units attack = 800/8000 =10%


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Zork2012 View Drop Down
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Direct Link To This Post Posted: 27 Oct 2011 at 20:15
I could go for Erik's idea.
For the adding on to a percentage chance of success, I have no problem with being able to boost it to 100%. The attacker doesnt lose anything and there is still a cool down period. People already stack attacks to pull down killing runes.
 
I also like the idea of some troops running off into the wild never to be heard from again. It is a ward of INSANITY.
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Mara Zira View Drop Down
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Direct Link To This Post Posted: 27 Oct 2011 at 20:39
Yes, that's a good idea, Erik.

This has been a very productive discussion with a lot of great ideas! Smile
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