piranha wrote:How do you think the ghost should be treated? Should there be a max Critical Strike percent. If you would have 20 ghosts in a city it would be quite expensive to capture it since you would more or less lose a couple of units for sure until you killed of some ghosts.
On the other hand, sitting with 20 or more ghosts in a city is like sitting there with 15 dragons in a city. I can't see it being a winning strategy in the game.
Leave it as it is. I don't think there is anything wrong with what you've done. Warlords 3 had 3 turn units with 40% and 50% assassin powers and they were in no way unbalancing. You'd need 9 Ghosts + Elves to reach that same 50% chance.
The idea of having high assassin powers is to allow a player to build a trap city for enemy heroes. You can put 10 Ghosts in behind 10 light infantry (assuming your battle screen doesn't show all units from a city but rather 8 at a time until those 8 are dead then the next 8 are displayed) and wait for an enemy hero to kill himself upon the walls. The other use is to pack a single city full of 32 units (10+ Ghosts + any other units) and use that as your last city and send out your heroes to conquer/raze the map because that single city will prevent you from being eliminated from the game while your own heroes go on a rampage. These are common strategies used in Warlords 3 by players.
As you noted, eventually you can wear down that city by using cannon fodder units to absorb the enemy units so it's not unbalancing.
The assassin concept is to make some low level units quite dangerous to the highest level units. So even the best stacks have to worry about facing some units.
Correct. Your best hope with the current low percentages is to kill 1 unit in an enemy hero stack so that your own hero stack of 8 units can then defeat his stack of 7 remaining units. Only a city full of Ghosts will do real damage.
What do you think about the following changes:
Wizard to move 36 and +3 vs flying units
Elf assassin 7%
Wolf assassin 16%
Minotaur: assassin 12%
Wizard - The reduced movement is good. 50 was always too much. 36 is much better, 30 would be even better than that. The +3 vs Fliers is a sort of wasted skill for the Wizard since I can't imagine it will fight much as an ally. But if you have the 'build them in cities' option on then yeah, it's a useful skill. So overall I think he's fine but he's not an ally I want to get.
Elf - I don't think the Elf needs more than 5% assassin skill unless it's becoming a Dark Elf If you want a 7% assassin unit, I think the Orc would be a better candidate since I think of Orcs as a race that would use that skill more.
Wolf - I'd make it 15% as a nice round number. Again because I think of the Wolf as really the Wolfrider (from Warlords 1,3 and 4) which means it's ridden by Orcs. So it fits especially if you give the Orc unit a 7% chance.
Minotaur - Not sure this unit needs any real help since it's already a decent unit at 6 strength in cities. If you want to increase the assassin only increase it to 7%. Otherwise it defeats the idea of having assassin skills of 7% on the Orc (or Elf).
Is giant underpowered?
Elemental?
Any other unit that comes to mind that noone want to buy?
Giant - Yes, very. No one will ever buy one. This was the reason I suggested the Giant get the -1 city bonus for hurling boulders instead of creating the Ram unit.
Elemental - Slightly. He has no real bonus to offer as an ally so I'd make him 8 strength (same as Dragon) and 4 turns so that at least he is a good combat unit. Since the Elemental can fly I assume it must be an air elemental and not an earth/fire/water elemental.
Scouts - Because the bat costs the same (100), flies and moves further the scout is basically useless. With city walls now determining the city bonus it's not important to make units cost a lot of money. So this unit can cost 50 gold (1/2 of light infantry). At the same time I'd increase the sight to 5 and lower the sight on the bat to 4 so that scouts might get used.
It would also be helpful to see the upkeep costs for units to know if some upkeep costs are too much/little. That can help balance out units or make one better than it looks (like if upkeep for Giants was much less than Spiders/Minotaurs it would help balance it out some).
KGB