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Thread: Remove or Rework Paladins

  1. #16
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    You dont give everything to everybody. I have a large collection of pics and gifs of people and things flipping the bird for whenever my kd mates asked for dumb things.
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  2. #17
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    Paladins and clerics are partly just an attempt to import familiar RPG feel good names into this game.
    I won't say if I like the Paladin concept but instead, Ill focus on this inconsistency:

    Paladins cast aid spells on kingdom mates but the game doesn't see aggressive/aid action in this even though real mana and runes were expended in aid.

    I think:

    1) Kingdoms should have a shared market for trade and offers.
    A province might offer up to X food/runes for trade and other provinces could just decide how many they want, and trade.
    Aid spells would be the same, and the game devs would have to decide what the value of a spell is , which is hard now because I think a spell cast from a large/small province does the same thing, but the rune cost is less for a small province?
    ie- the aid spells get cast by the spell target when they decide to go to the Kingdom market page (aid) and take the trade.

    2) Trades can be x for y, or x for y over q number ticks.(ongoing contracts)
    It makes sense for provinces to specialise a bit in goods ...
    consider the current scientist system where a human puts all scientists into alchemy + banks.
    He makes gold a lot.
    The other guy is a dwarf mystic who has scientists in production.
    He casts FL much.
    It makes sense the kingdom might be a bit more efficient if the dwarf guy gets his gold from the human,
    and the human gets some of his food via contracts with the dwarf.
    It would help the community feely thing in kingdoms, but go very wrong if they get chained and whacked in a war.
    Even thief intel actions could be put on the market.
    You could go and use a kingdom mates thieves for intel, for a price, when YOU want it.
    even if that guy is sleeping across the globe and considering quitting Utopia.
    Don't you like the market idea?

    If I ran this game, and wanted to help its popularity by inclusion of well known stereo type labels,
    I think I would:

    a) Remove cleric and keep the Paladin name.
    I'd move the cleric powers onto the paladin.
    I'd move most of the magic spell stuff off the paladin

    b) I'd accept that the top magician role will be split by 2 personas,
    the mystic/shaman could remain and be the guy who offers magic aid via the market.
    And I'd add a nasty Hexer type personality (necromancer/Hexer/Witch/Battlemage/Diablero)
    to specialise in nasty magic. I don't see whats wrong with him having nasty spells that can be cast without Hostile/UF relations.
    I might rename the current tornado spell -> Earthquakes.
    And add a DOT tornado spell that ruins buildings but also does other random damage.
    A sort of alternate meteor shower.
    It can be cast anytime, but hits in 4 hours, and the target and Kingdom news page will get the warning that its coming.
    The old scry spell should come back, as a WPA versus WPA intel means available only to mystics.
    I mean if the other guy has too many thieves, then the kingdom mystic can scry that target.
    Why was it removed?
    Last edited by Mnsdiow; 02-10-2017 at 09:38.

  3. #18
    Forum Fanatic Elldallan's Avatar
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    Quote Originally Posted by Mnsdiow View Post
    Why was it removed?
    Crystal Ball was made a thievery operation so as to make it compete for stealth with resource operations.
    ie you can't use your mana to find a thievery target and then spend all your stealth on that target, instead you'll have to use the same resource to find those targets, thus depleting said resource.
    Build a man a fire and he'll be warm for a day, Set a man on fire and he'll be warm for the rest of his life.

  4. #19
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    Quote Originally Posted by Elldallan View Post
    Crystal Ball was made a thievery operation .
    Yes but that Scry spell should have remained for Mystics.

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