Posted July 12, 2019
So I was thinking about how AoW1 PBEMs have some balance issues, for example Elephants and Air Galleys, Archers being vastly better than Swordsmen, Dragon Ships being completely superior to the other two warships, and probably about a dozen t3s/t1 specials being egregiously weak. Many spells are too overpriced to ever see much use, and magic is further undermined by one level of Spellcasting having the same levelup point cost as 4 DEF. (sadly that last one cannot be addressed directly)
While I do think I've addressed these issues reasonably well in my Sword and Sorcery mod, that mod also has a fair few changes which are a bit wacky - for example, I'm planning to change the Galley into the Salamander Galley, which will have fire immunity instead of Sailing, so that it can be used to travel lava rivers of the underground, instead of water. So it's not just a balance mod, but something else, that people don't necessarily want - something that changes the experience, and has many thematic changes that aren't necessary at all.
So what if we come together to make a mod that only makes a small number of simple changes, to make more units and spells viable in the average PBEM? Something that won't have any wacky or biased changes that some people disagree with?
The way we could do it is basically that people post in this thread what the most stupidly overpowered units are and how they can be weakened a bit, and what the most pathetic, unusable units are, and how they could be salvaged a bit. In contrast to less conservative mods which throw around ability changes and stat changes everywhere, we could mostly use gold cost changes, with a smaller number of stat changes. People could propose changes, and only the ones which are unanimously approved could be implemented, leading to a mod that's slightly better than the TS136 ruleset, without being very different - without any downsides.
Or alternatively, would people be happy to play in the more wacky and wide-ranging mod that I've made, or perhaps the older ones like Warlock's?
While I do think I've addressed these issues reasonably well in my Sword and Sorcery mod, that mod also has a fair few changes which are a bit wacky - for example, I'm planning to change the Galley into the Salamander Galley, which will have fire immunity instead of Sailing, so that it can be used to travel lava rivers of the underground, instead of water. So it's not just a balance mod, but something else, that people don't necessarily want - something that changes the experience, and has many thematic changes that aren't necessary at all.
So what if we come together to make a mod that only makes a small number of simple changes, to make more units and spells viable in the average PBEM? Something that won't have any wacky or biased changes that some people disagree with?
The way we could do it is basically that people post in this thread what the most stupidly overpowered units are and how they can be weakened a bit, and what the most pathetic, unusable units are, and how they could be salvaged a bit. In contrast to less conservative mods which throw around ability changes and stat changes everywhere, we could mostly use gold cost changes, with a smaller number of stat changes. People could propose changes, and only the ones which are unanimously approved could be implemented, leading to a mod that's slightly better than the TS136 ruleset, without being very different - without any downsides.
Or alternatively, would people be happy to play in the more wacky and wide-ranging mod that I've made, or perhaps the older ones like Warlock's?
Post edited July 13, 2019 by southern