If our esteemed author is stalling for time, at least the route continues to lead past interesting sights.
That said, I still think we'll be tuning in on Jillian this week.
Kreistor wrote:Most Strategy games are complex versions of Rock-paper-scissors. Let's take a real world example using the War of 1812 in Europe. Cavalry beats artillery (since Artie couldn't aim at fast moving horses). Artillery beats infantry in Square formation (all lined up for the cannonballs to knock down rows of men). Infantry in Square formation beat cavalry (pike square tactics using muskets... horse broke a Square only one single time in all of known history). However, if INfantry deployed in line, infantry beat artillery (cannon can only tkae out 1 or 2 men per ball, instead of a row of 4 or 5), but cavalry beat infantry (could get around the flanks and engage in melee). Rock-paper-scissors. And when all three were present in one place at one time... the infantry suffered.


Lamech wrote:Jillian was mentioned as dropping magic items when she got smacked down at the comic start. Since she only dropped her sword and hat, that makes the sword magical.
Lamech wrote:This needs to be linked too. Stanley's knights are equiped with glowing axes. So yes, people do kit out there units with magic toys.
Kreistor wrote:Anyway, my point is that picking one unit and figuring out if another unit can beat it doesn't mean teh winning unit is in general more powerful than the other. It may have weaknesses of its own that make it situationally useful against the selected unit, but not generally powerful compared to all units.
zuche wrote:That said, I still think we'll be tuning in on Jillian this week.
Housellama wrote:[irt. Kreistor]That's an extremely limited example. While, in general, pike beats horse, horse beats ranged and ranged beats pike (which is the very simplified standard RPS arrangement in most TBS games), in real life it's rarely that simple. What you are fielding is often less important than how you are fielding it and what you do with it once it is on the field. {snip} To reduce warfare to simply what's on the field, even in a TBS situation is a gross oversimplification in any situation.


BLANDCorporatio wrote:There was a post (by Lamech) in which a relevant point was made: it appears summoning units is "cheap" (see Sizemore's instantaneous creation of several Rock Gowems, units so durable they survived the GK erruption). It's entirely possible that summoning units is in fact much cheaper* than making items, therefore more efficient.
oslecamo2_temp wrote:What are you guys smoking? The rock golems were there before Hamster started to plan the last defense of GK.


Kreistor wrote:Anyway, my point is that picking one unit and figuring out if another unit can beat it doesn't mean teh winning unit is in general more powerful than the other. It may have weaknesses of its own that make it situationally useful against the selected unit, but not generally powerful compared to all units.
Balerion wrote:Tying this into the original debate, if you could give units new specials en masse through hardware, that would be wonderfully effective. The pikers who can dance fight without leadership or ddr could definitely have a use. Is it the cost effective choice though? I would bet that those items are harder to make than a bracer that shoots lightning, or a cape that absorbs a hit, simply because we don't have pikers getting dancing shoes, and we should assume there is some good reason for it.


BLANDCorporatio wrote:oslecamo2_temp wrote:What are you guys smoking? The rock golems were there before Hamster started to plan the last defense of GK.
Good shit apparently, because I forgot that the chronology ran that way. Ok then, so summoning (at least Rock Gowems) is not necessarily "cheap" at all.
Where
*cheap: fast to make, with little juice consumption etc.
BLANDCorporatio wrote:Housellama wrote:[irt. Kreistor]That's an extremely limited example. While, in general, pike beats horse, horse beats ranged and ranged beats pike (which is the very simplified standard RPS arrangement in most TBS games), in real life it's rarely that simple. What you are fielding is often less important than how you are fielding it and what you do with it once it is on the field. {snip} To reduce warfare to simply what's on the field, even in a TBS situation is a gross oversimplification in any situation.
I don't understand how that runs counter to Kreistor's point, or for that matter what relevance it has on the "enhanced units vs. summoned units" debate on Dollamancy use. At best, it tells us that we cannot expect to be able to predict the outcome of a battle solely on the composition of the opposing armies (unless the inbalance is so crass that it's not funny, like a Piker vs. 1000 Pikers identical to the first). Which is a fair point, but doesn't require one to believe either that item enhancement, or summoning, is the better use for a Dollamancer.




BLANDCorporatio wrote:Much as I'd like to be able to throw that in the face of those who say that magic items are useless, I'm not convinced on this one yet. They glow, ok, normal axes and halberds don't, but for all I know it's fluorescent paint. You do make a point that we only know of magical items when explicitly named as such. Indeed. I'd not venture much farther than that knowledge when trying to decide, more or less fer-sure, what items are enchanted or not.

oslecamo2_temp wrote:BLANDCorporatio wrote:There was a post (by Lamech) in which a relevant point was made: it appears summoning units is "cheap" (see Sizemore's instantaneous creation of several Rock Gowems, units so durable they survived the GK erruption). It's entirely possible that summoning units is in fact much cheaper* than making items, therefore more efficient.
What are you guys smoking? The rock golems were there before Hamster started to plan the last defense of GK.
Which brings another point, golems don't have levels. They can't level up. Something common in many games of this kind, summoned units start strong out of the bat, but they can't level up, so eventually they get outclassed by high-level normal troops. They still make quite handy garrison units since forces on guard duty don't get much chances to level up.


It doesn't have to be stupid. It looks that way, but consider the possibility that making a combat 5 teddy bear might be superior to making a +1 combat accessory. Also, there is almost a bi-mancer link going on here, with Cubbins contributing just as much to the accessory creation as is Ace. Sure, it's not a true link, but it is a synergistic 'mancer cooperation producing results the likes of which we have not yet seen without the limitations of linkage being applied. Complain about that, rather than the simple potency of accessory creation.BLANDCorporatio wrote:However, our case will be countered by "only Parson would have thought about that hack" and "we explicitly know that Slately discouraged experimentation with Dollamancy" (as if one case were enough to prove a general trend). Meh, it's probably a-ok and evidence-consistent to consider that Erfworlders are in fact stupid.
You say tomato...Kreistor wrote:Stop it with the NOTHING HAPPENING already and make something HAPPEN! Nothing serious has changed in 12 pages! It's dragging and dragging, and the suspense is totally being lost!
Haha! Good thing there's only one of me then! Oh, wait.Dr Pepper wrote:Well so many things to say, i'd need a bushel of oberons to do it justice.
And would become untattered and clean again at the start of each new day. And plush!coyotenose wrote:1. Cloth golems in particular probably require a lot of upkeep. They're stitched cloth that moves around and lifts heavy objects. If nothing else, their feet would get tattered and filthy
And arkentools. Surely these cannot be the only examples. And yes, I did call you Shirley.coyotenose wrote:It's been established that eyebooks can be easily resized.Dr Pepper wrote:It's already been establised that magic items can be resized.
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
Yes.Housellama wrote:Are we reading the same comic?
The tower had already started crumbling (literally, pieces were falling down and crashing on the floor) and the tower isn't destroyed yet. Probably next comic, maybe not. Showing yet another hit at the tower doesn't advance the plot, we could have started with a view of the tower falling since we ALREADY knew purples were breathing at it.Housellama wrote:First of all, from my interpretation, that isn't "the tower will fall very soon", it's "the tower is falling now".
Incorrect, it's right about to fall. If you look at it it hasn't started falling. So very very soon (maybe next panel) but not fallen yet. If we hadn't been warned "the tower is about to fall any second now!" several times it would be new. It isn't.Housellama wrote:That was the last blow. Boom, Crack, Crumble. Boom is the siege hitting again, Crack is the tower finally giving way and Crumble is the start of it's fall. The tower is no longer in a state of going to fall. It is in a state of currently falling.
No, that's abusive interpretation of Ossomer's speech pattern. The Turnamancy attempt to turn Ansom was a MUCH more substantial proof of that particular theory. Not to mention it may not be possible to simply ask a warlord to turn given Loyalty and Duty, decrypted or not.Housellama wrote:Second, we learned something about the Decrypted. Ossomer is debatably the lowest loyaly Decrypted that we know of. And yet when offered the explicit chance to turn, he didn't say I won't, he said I can't. Specifically "It isn't possible." That's potential confirmation of forced loyalty to the Pliers.
We already knew she was negotiating, we already knew the Thinkamancers were not ready to discuss terms. We have had this information repeated and now know Maggie didn't reach any sort of agreement with them. Exposition of the fact "nope, no progress whatsoever on that front".Housellama wrote:Third, we see Maggie bargaining with the Thinkamancers. Anyone else curious about what sort of 'reasonable compromise' Maggie might have come to, especially with Parson out of earshot?
No we don't, it's almost all a repetition of what we learned in that text update that discussed his bling. We know more specifically what his equipment will do (practical limit of the cape and ... no, that's it). But that's exposition of a plot development that happened a while ago in text. Of course we need the comic to catch up with the text, so that's required, and as I said I like this update. But that's not the plot developing, that's the comic catching up to the text with a bit of exposition added to explain what happened there more in details (mostly for the overall look of Stanley than anything else, love the Mars Attack reference).Housellama wrote:Fourth, we get a LOT of information about magic items that was parleyed into a rather good discussion about the creation, use and economics of magic items in Erfworld.
He already told us he was and asked for weapons. Old, old, old. We haven't learned anything; We did see his awesome new look, but that's not plot development.Housellama wrote: We also see Slately fully resolved to combat, something we've never seen before.
If he had suddenly changed his mind that would be something happening. That's not.Housellama wrote: He's talked about it, but now it's definite that he's fully committed to kick some boop, and do it hard.
Obviously.Housellama wrote:Finally... Anyone curious about WHY Jack stuck his head back out?
I have, don't worry.Housellama wrote: Think about it.
That's a "promise, something will happen real soon", not anything actually happening. If we had started with jack doing something with his head sticking out of the portal it'd have worked just as well (especially with a "hello there" at the start of his speech bubble). We already knew he was a step away from the action in MK, him sticking his head tell us he might do something. Or not. Which we already knew. So it's foreshadowing future development, but it's not actual action.Housellama wrote: Jack's the closest to Parson in lateral thinking. Jack checked out the situation and then we haven't really heard from him again. He's had a bit of time to think, and that's dangerous. He's smiling too. That's also dangerous. Anyone else that he has a plan?
I have a pretty good idea : because the comic has been veeeeery slow for the finish (just like last time) and that it has been busy catching up to the text updates (several pages with almost nothing new for the text-readers) AND it is carefully (slowly?) setting up a clear shot of the situation so that we know exactly how things stand when the boop hit the fan.Housellama wrote:Seriously, I don't know why people have been saying that nothing's been happening.
Yes, I am very much aware of that. Which is why I said I like this comic several times despite pointing out that nothing happens.Housellama wrote: Not every scene is going to be an action scene.
Indeed!Housellama wrote:Sometimes you need slow bits to make the action bits that much more dramatic.
That's what I'm doing, yes.Housellama wrote:Rob's been going slow and building up several different plotlines so that he can bring them all to a head at the same time. Everything's going to go down at once. It's called dramatic tension. It works better when you can read it, but guys, Rob's a good writer. He knows what he's doing. Give the man some credit and sit through the slow bits, because you can practically take it to the bank that he's going to pay it off in the end.
effataigus wrote:My favorite explanation (as multiple people have advanced here) is simply that magic items, unlike combat units (until recently), don't change hands after a loss... tilting the balance in favor of creating units when spending your juice.
Oberon wrote:It doesn't have to be stupid. It looks that way, but consider the possibility that making a combat 5 teddy bear might be superior to making a +1 combat accessory.
Oberon wrote:Haha! Good thing there's only one of me then! Oh, wait.


BLANDCorporatio wrote:effataigus wrote:My favorite explanation (as multiple people have advanced here) is simply that magic items, unlike combat units (until recently), don't change hands after a loss... tilting the balance in favor of creating units when spending your juice.
AAARGH! But that's the silliest thing I ever heard! Am I the only one seeing this?! I feel like I'm taking stupid pills.



BLANDCorporatio wrote:At best, it tells us that we cannot expect to be able to predict the outcome of a battle solely on the composition of the opposing armies (unless the inbalance is so crass that it's not funny, like a Piker vs. 1000 Pikers identical to the first).
effataigus wrote:Perhaps... or perhaps it's us downing them. Am I missing something about your argument? I read it earlier, but it struck me as off-point. Specifically, when you took this argument to it's illogical conclusion, you ignored that we're debating whether magical items are a more efficient use of juice than making units. Or at least I am.
I agree that the possibility for magic items changing hands is absolutely no reason to not use magic items... one shouldn't bank on failing.


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