KGB,
I thought we agreed on the fact that -10 negative bonus should be avoided because too strong (you convinced me of that), and a cap of -5 mantained no matter what. As I see it right now, if the cap of -5 is in place, fear should never go over 5, fear and chaos should not be stackable, chaos could go over 5, but the only effect of a higher Chaos would be to negate a leadership/morale bonus, not even affecting walls/terrain bonus/anti-air, to keep the usefulness of having siege units/unicorns etc. You say a higher Chaos should negate only leadership and not morale, and DK would be still powerful enough. This makes sense, but I'd rather make Chaos more expensive and difficult to upgrade, and have it acting also on morale. The only good reason to keep Chaos and Fear distinguished, is the same why you keep leadership and morale distinguished, that is that they can be selectively negated by different kinds of units (archons and devils), there aren't other big reasons (except the fact that Leadership and Morale could stack up to a max of +25, Fear and Chaos shouldn't).
If you really want to make 10 Fear units, with a cap of -5 in place this would (in my logic) act as a 10 Chaos, that is capped at -5 unless it can negate a further +5 morale/leadership bonus. You'll say: why having Negate if you can block it this way? Yes, this would be a way to negate a bonus and nothing else, and Negate would be less useful in certain situations. But again, Negate acts in both directions (positive and negative bonus) at the same time, and could negate in average a bigger bonus than Chaos/Fear (assuming also that Negate bonus will be cheaper than a 10 Chaos DK or a 10 Fear unit). Not only that, but Negate could 'negate' the neutralizing power of Chaos or Fear, while it couldn't be negated by anything, being a neutralizer with no active value.
This is in synthesis how I see it, and it's very similar to the current system, with these exceptions:
1. Chaos and Fear wouldn't stack
2. Cap to -5 for Chaos/Fear relative to the units' base Strength value (all values over 5 for Ch/F would be useful to negate Lead./Morale positive bonus, obviously they couldn't negate negative bonus in the opponent's stack, hence the usefulness of Negate if you want to block all kinds of bonus in a go)
3. Wall bonus added to the base STR value, so that the cap of -5 for Ch/F would be still in place, and it would be canceled only by siege units.
4. Same for terrain bonus and anti-air: Ch/F would still be capped at -5. Ch/F higher than 5 would 'neutralize' leadership/morale bonus and nothing else. Unicorns would be useful against terrain bonus just as siege units are against walls (right now unicorns are rather useless, because stacking Ch+F can easily negate that bonus, and a cancel terrain brings little further benefit, above all against elves or orcs).
5. Chaos would be more expensive to build.
6. Some units' bonus could be changed (no fear for Devil, round numbers like 10 morale for Dragon, 5 for Pegasus, 10 Negate Hero for Archon, 20 for Grand Archon and so on)
In my opinion, a cap of -10 would be still ok, even if very powerful, if units with 10 Fear were very expensive (3000 or so) and Chaos were harder to build (progression like 3->6->8->10->12->14->15), always given that Ch/F would not be stackable.
I'm not saying it is better than what you propose, it's just the effect of my Warlords 2 way of thinking, rather than DLR.
KGB wrote:The other thing to look at is how *easy* is it to produce -10 vs +20 or +25...
Right.
KGB wrote:Also a -10 forces the game to make another decision on bonus stacking. This time in case of terrain and anti-air...
Right, I added it in point 4.
KGB wrote:Or an Elf vs a flying unit. That Elf is 12 with a +10 flying bonus. If that Elf faces a -10 bonus from Chaos/Fear would you expect:
1) 12-10+10=12
2) 12-10=(5 min cap) + 10 = 15
I would expect the answer to be 2 in both cases...
So do I. Anyway in 2) shouldn't be final strength 12-10(but Ch/F capped at 5, so)=7, +10(anti-air)=17? That's what I'd expect. Same for an orc on swamp, with final STR 15 against a DK with Chaos 10.
KGB wrote:You can substitute Chaos for Fear (to reduce Morale) but not for Siege (to reduce walls)? That would drive players crazier than ever trying to understand the bonus system.
I hope not, it should be clear that Ch/F would always be capped at -5 against anything except units with leadership/morale bonus.
KGB wrote:P.S. Incidentally, the Negate bonus still isn't needed. If for example...
See 2nd paragraph.
piranha wrote:I don't think its a problem that there are ways to become very powerful as long as there are counters for it. Its the paper rock scissor model. Something is strong, but there is a counter for it.
That's my point too, but right now negative bonus is probably too strong. Many times it makes siege units/unicorns really superfluous.
piranha wrote:Do you think the DKs chaos bonus should be more expensive? Would you still buy him?
I think I would, surely I would if the bonus were base 3, +3 every 20 points up to 15. Right now I'd buy a Valkyrie early on to expand fast, then a Paladin for ruin hunting, then I could go mostly with DK. But if the cap on negative bonus were on -5 in most cases, DK would be probably better as they are now (or maybe base 3, +3 every 15 points, up to 15).