Ansgar wrote:The problem is that the people who don't, are runnig out of options fast if you get into the end game between two players that have somewhat equal armies & cities.
Honestly I don't know what the game is ever going to do about something like that. If the cities divide roughly 50/50 and both players have roughly the same amount of armies/heroes isn't that by definition a stalemate/drawn game ala chess?
I'm not sure what could be done in cases like this because both sides will be basically waiting for the other to make a mistake. Fog of War will help some what with this because you might be able to sneak something by but that relies on the other player making a mistake.
Ansgar wrote:Right now, 10-12 (or more ?) fairly powerful stacks don't stand a chance against a fully & properly defended city - unless *each* of those stacks contains both catapult *and* devil (and pray to the higher powers that the snail catapult magically avoids sniping, and doesn't die from old age before reaching the target city).
I understand that the game may be too early in development to take advantage of discussing balancing like this - but the feedback is valuable nevertheless.
Quite true. I've taken to basically avoiding such cities and going around regardless of how far out of my way I have to go. If that's impossible then I'll try all flying stacks that lurk on impassible terrain. But if the map is truly 'locked up' then on one occasion I've chatted with my opponent and called the game a draw.
I used to experience this same problem in hotseat games in Warlords 2 when I played for hours in college with my roommates. Its one of the reasons I stopped playing Warlords 2 because two equally skilled players rarely got anything but a draw unless one side or the other got early allies and/or a speed/flight item.
To reference DLR again, the problem was addressed there by making high level hero stacks UBER strong. So strong that they could run roughshod over fully loaded cities due to hero bonus's/spells/items and other goodies. To balance that, the assassination (first strike) skill was added to the game so that units could have a pure 10-50% chance of killing a unit outright. This meant that hero stacks had to be wary of stacks/cities full of these units. At the same time, such units were themselves weak in actual combat so that regular units could kill them quite easily. So you got a rock-paper-scissors effect. This effect came into play with regards to other bonus's in DLR as well.
KGB