Quoting Austinvn,
reply 8
Nice stats, but.. how does she compare to any of your 12-squads?...
The only real problem I see is that champions/sovereigns need hit points that scale linearly with level. Really, who doesn't instantly push the auto-resolve button and reload when a champion dies?
I don't. When a guy dies, he dies. If my soverign dies, game over. It happened one time, my only loss. I do occasionally underestimat some of those monsters, there's a wide variation of those drakes, which I learned the hard way.
I just don't have a desire to play a game after I've "cheated" & restarted, it just trivializes the game somehow. Even if I won, I'd know the win was only because I cheated ... but this is just me. Other players are probably different. It's partially why I try not to create uber-characters, because somewhere, somehow, someone is just going to create a character that's more uber than yours & you'll lose him at some point. And this goes for other uber-things too, like dreadnought type ships in 4x space games, sometimes they do get destroyed.
I'd rather have multiple strong characters that can "fill in the gap," so to speak, if a strong guy happens to die. I think this is especially true in this game since squads are stronger. You can spend 400 turns making your sovereign or some other champion uber stong, but if I get a first shot with my level 10 8-man horse archer squad that cost me 2800 bucks, 190 crystal, 100 material, and 50 metal to build with an attack strength of 120, your soverign is going down, if not with the first shot then the second or third.
The more strong a player makes a character the more "attached" you'll feel & the more letdown you'll be when, cuz you know that's gonna happen, he dies ..
especially when you play multiplayer and/or FTF. I've lost many tiger tanks in my day.
But, this is all kind of moot, because apparently the 1.1 version is going to implement *major* changes to T.battles. From what I gather, it's no longer a one-side-moves then the another. It's going to be based on "piece by piece" by "initiative" which I take to mean combat speed. Also, spells are going to take longer to cost (according to another post I read in another thread) and archers are going to be prorated with range (reducing their strength with distance), again according to another post I read by one of the devs. So, putting it all together who knows what the end result will be? Obviously, combat speed is going to be a significant attribute in the new system, but as far as how everything else is affected, who knows? Archers may not be as strong as they are now, they might not even be viable as a combat unit if they end up nixing them too much in the new version. It's all a matter of degree and balance.
I think *any* change will be better than the current "move-first-I-win" combat system which really sux big time. If champions happen to get a little stronger in the new system fine with me, if they stay about the same (in relation) fine with me too .. I'll find a place for them to fit in my army anyway.
Of
course champions have spells/abilities which should theoretically balance out weaker raw stats - but that entire system is due to be overhauled in 1.1, so any debate that touches on the current spell system is moot. Not to mention changes to squad training times, specialists and population use for military, and so on. Which reminds me why I was trying to avoid balance discussions until then, let's just wait for 1.1
Exactly, it'll be a totally different game with 1.1 ... I hope better