zxektok wrote:
i didnt mind the magic shizzle dude
I didn't either, until Nost Gam pointed out that this would make MD farms necessary. For the honest gremlin, they would be forced to run very high SPA. Very high SPA on a race nearly immune to mage ops is a bad idea.
Quick Thoughts on spells
MS: Abusable, see above
Fert: Nearly necessary in certain parts of the game. I would rather them have a racial buff and no fert.
Steath: Depending on cost, it will alternate between necessary to cast and pointless. This cost/benefit analysis adds little to the game.
HC: Only useful in very limited circumstances. It might be acceptable to add.
Slow: Necessary race spell if the race is to have a normal OOP.
Rezone spells: Needed unless being creative in available buildings.
LFS/FS: Necessary for calculating potential push sizes (If all resources had a decay rate, stockpiles could be reverse engineered based on an econ spy). 1 FS can save a lot of SS%, Allowing FS will reduce need from Realmates/Farsight farms.
Revelation: Not needed, but if giving Gremlins LFS/FS ability , I might as well add revelation too.
Power FS: Not needed
Offensive spells: Not needed
Overall, part of the concept was for gremlins to be immune to spells and be unable to cast spells. I chose the minimal amount of spells that I thought was necessary. This also will allow me to boost the Observatory without worring too much about balance (I will nerf the difficulty of intel spells).
zxektok wrote:
Stealth costs 0 md
It's annoying to play a race that one must cast a spell every X hrs. It's damn pointless if the spell is free. It would be better if we just gave them the racial bonus of + 3% SS per hr (Note: We actually gave them a racial bonus of +5% SS per hr)
zxektok wrote:
- 50% md production
It would be better to make towers produce 25md per hr. (This will make +MD% bonuses less powerful). Not a completely bad idea, but I prefer gremlins not being magical.
zxektok wrote:
starts with 1 spire
I'm assuming this is so they start with 10 mages. I don't think this is necessary (other races start with 0 troops, it would be acceptable for Gremlins to start with 0 mages. My observatory is actually a tower, so under my concept, gremlins would start with 200 mages (near immunity). For the active player, this is actually a nerf (could have 10 more GMs for 36 hrs of protection))
zxektok wrote:
Spire Tundra Successful offensive spyops and magical spells against kingdom have a chance of getting reflected back 1 - 0.75^Spire% (90% max) of the times. Increases spy and magic power by 2.5 * Spire% (no max)
Counts as 10 mage power
NO! I do not want to force the use of spires (in fact, I think spires should be nerfed with respect to offensive spy reflection)
zxektok wrote:
maybe drop scout spy power a little
Maybe. I haven't seen a convincing argument on why they should have a lower spy power.
zxektok wrote:
you have not mentioned the gold stealing on the last post (that i read) has the concept been abandoned?
I think it's too easily abusable. It will make balancing Gremlins impossible, because the strength of Gremlins would depend on the availability of players stockpiling large amounts of gold with few spies/spires. The smart players would forgo very high spa and use spires. I do not want to force the use of spires (would kill slave races).