piranha wrote:Too much carry over negative bonuses causes other reducing bonuses (siege, negate terrain) to lose value.
Too little carry over negative bonuses causes heavily defended cities to be hard to capture.
I think that the system should be as flexible as it can. I want to allow for as high values without cap as possible while still making sure that there is a good counter.
Correct. It's a serious dilemma.
I definitely agree the system needs to be as flexible as possible. You want to be able to introduce new units and not automatically invalidate existing ones or new bonus's that don't automatically invalidate existing bonus's. All while making sure not to overpower cities/stacks (in reality, cities are the worst case because of portaling/32 units, stacks can be worn down easier).
piranha wrote:We have ambush which is rarely used much (at least not in the games I played), I guess one reason why people dont use it as much is because its only great cost wise on taking down a super army, but when you battle normal armies its better to have your own super army instead.
True. But the fact that its wasted on normal armies is what keeps it in check. Otherwise all you'd make would be those units. It's possible players don't understand the value of this skill since many games are decided before its needed against super stacks.
piranha wrote:Its also true that negative bonuses works better on ships. If negative powers should be allowed to roam free there need to be something to counter it and preferably something that doesn't counter morale/leadership as much.
I liked what you had done in Beta2 where land units on ships didn't could not use their bonus (Fear, Morale, Negate). I'd be all for going back to that model again and only letting flying units (including flying heroes) provide bonus's to boats to allow them to exceed the boat cap. Currently that's only Pegasi/Dragons/Archons but who knows what it might be in the future.
piranha wrote:How about orc and wolf rider gets increased ambush.
Ghost gets attack +10, and negate fear +4.
I was kidding about the Orc - 20 and Wolfrider - 30. But 10 for the Orc and 20 for the Wolfrider would be nice. Please don't take the group ambush off the Ghost unless it's going to another unit. That group ambush really helps increase the value of Orc/Wolfrider stacks and masses of units in cities when trying to build ambush stacks and the Elemental already has +15 attack. Now with the +3 Undead Lore addition and the Ghost being able to fly (great additions) it means they are great to have along when searching L3 ruins when the dice go up to 33.
A unit that can Negate Fear only should be one that inspires armies like a Pegasi/Crusader/Unicorn.
KGB