ftl wrote:ALL that we actually know about the spell is
1) It used both Charlie and Vanna.
2) It used "nearly two turns worth of juice."
3) It ended GK's turn prematurely.
Yes, and even point 2 is somewhat hazy. Vanna has, after all, enough juice left over to attempt to turn a unit at range, which makes the juice cost for Kingworld somewhat of a non-cost as far as any visible effect goes.
name lips wrote:Trimancer links are broken. All of them have been so far.
Hmmm, not really. The map table was potent, but not game breaking. It eliminated the fog of war for GK, and that was a huge advantage. GK still lost every city save the capitol, despite significantly better battlefield intelligence.
The volcano also wasn't really broken. Look at the limitations:
1) You have to be at an extinct volcano. We've seen only one so far, and it is now active again. So a one-shot use of a very rare terrain feature.
2) You have to be willing to lose every unit other than the casters (and Parson, if you've got him) in the hex and the surrounding hexes. Which means that in most cases the side will end, as the King or Overlord needs to give the order to the casters and with the casters linked there is no indication that a thinkagram is possible.
name lips wrote:As far as I can tell, they're the most broken thing on Erf. But for some reason, the Erfworlders themselves have no inherent knowledge of what can be accomplished with them.
This is unusual. Very unusual. Most units are popped with all the knowledge they need to perform their duties. But every time a Trimancer link is used, everybody falls over themselves in surprise wondering what the boop just booping happened.
I agree. Casters even go to the MK to learn new things, and we have been shown that the MK casters link to create magic items (the summoning scroll). You'd think that the MK would have researched all of the trimancer options, if only to have more product to sell to the rest of Erfworld. The MK is the perfect research facility for such an effort. You have casters in plentiful numbers, even spares to help gently unravel the links.
Ditto wrote:Robak has really hit it on the head, Bland, and it's the same mechanic I've suggested before. You have to have someone from the other team in your hex - maybe even in one of your cities - for the spell to work.
I've listed many different ways to game this condition in prior updates. I'll summarize here with the single easiest method: You are in battlespace if you have non-allied units in your hex. Which for Jetstone is as easy as having a single TV bat hanging out. Which we know to be the case. So Spacely breaks his alliance with TV and suddenly his casters are able to freely cast, as they are now "defending" during someone elses turn. This easily applies to Charley and Vanna as well. Hell, Charley
is not allied to Jetstone, and is still linked with a caster in a hex of theirs. Seems like a reasonable excuse to start casting to me. And as for your assertion that there must be a unit from "the other team" present, this seems unlikely, and is speculative. There must be a non-allied unit present, this has been established (weakly) as a limitation on casting out of turn. But Kingworld was not cast
on Wanda or any other GK unit, it was cast on Gobwin Knob. Whose Overlord and capitol were hundreds of hexes away.
Ditto wrote:There are plenty of ways for KingWorld to *not* be completely unreasonable. I totally understand your position about it being a mix of game balance and story balance.
The trouble with this is that we have seen Kingworld in action. We haven't yet seen any drawbacks or penalties. Even "two turns juice" is just words if Vanna can still cast and if Charley isn't seen suffering for lack of juice. Call it 100 turns juice if you like, or 1000. It is still meaningless without any context showing
real cost. There are ways for Kingworld to not be unreasonable, but right now it is unreasonable. Charlie should be ruler over all Erfworld with a power that potent at his disposal. It remains to be explained why this is not the case.