by KGB » Tue Mar 08, 2011 3:43 am
All bats are sacrificial. I don't ever expect any of them to return home or pull guard duty some place. And I build gobs of them so that losses of a few mean nothing. So anyone who isn't sending scouts ahead isn't planning to win that's for sure.
And with a hero or dragon I can track it's progress over several turns until my Archon/Devil arrives to deal with that unit if the need arises or counter with my own hero/dragon etc. With an invisible unit when it moves, you lose track of it, potentially never finding it again. That's much worse because you can't defend what you can't find.
So there is no way I want invisible units that can't be tracked by a method other than running units around hoping to get into combat. There has to be either (A) True Seeing on a 1 turn unit like a bat/scout (B) A way to find units without true seeing other than hoping to get into combat. The DLR bootcheck, hero menu (where it would show nearby invisible heroes) and kill enemy quest (nicknamed 'radar', which showed invisible units) functioned in this manner for those willing to invest some time and effort. I suggested a 1 square view radius which I think works fine because you still have to get right next to the unit to find it. A kill enemy quest works well too of course assuming you can get 1 quest per hero instead of 1 per side.
Otherwise invisibility will get out of hand once it migrates to another unit besides the Yeti. And rest assured, migrate it will, whether to another unit(s), item(s) or hero skill.
KGB