MajorPsycho
03-17-2011, 03:55 PM
Hello fans of Heroes series. I really love this game and I think it's very sad that multiplayer part of this game is in stone age http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif.
What do I mean? We must have simultaneous turns at all times not just for the first 5 minutes of the game. Game takes to long if we play a turn based game. I think that this is quite clear.
How was so far? We had simultaneous turns until we meet or get into the range of someone else. Nice but not good enough! I don't want to play one game for 5 hours! http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif
Now how to make this game once and for all multiplayer friendly! It's actually quite simple.. listen up!
When 2 players meet..
Let's say player X decides to attack player Y. Player X has 5 movement points, same as player Y. So how to we solve this problem? When player X marks player Y ( as click on him, let's pwn! ), player Y is ALLOWED to make his move BEFORE he is attacked. And when player Y decides where he'd like to move ( when his 5 movement points are used he presses the READY button ). And both X and Y players MOVE AT THE SAME TIME. So the battle does not occur.
How we will ever fight then? I don't like to chase someone across the map forever? How will I be able to kill him!?
There are some items in the game that hasten your movement speed, gives you more movement points. So if you have more movement points you will catch him eventually! If you don't, then you won't catch him.
If you want to defeat him, you will have to attack his castle. Now that sounds so cheap doesn't it? But It's fair at the same time and only way we're able to implement simultaneous turns throughout the whole game! http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif .
We can also add some Hero talents to help you catch up your enemy. Just like logistics / gives you more movement speed.
What I would add here are 2 things..
- Camouflage ( your hero is not seen if he's not closer then X fields to enemy player )
- Tracking ( you spot enemy heroes before, to counter camouflage )
Let's say that 2 player see each other when they come into movement range. If attacking player X had camouflage he'd wouldn't be seen unless he comes closer!
Example :
- basic camouflage ( you can move 2 fields closer without being spotted by enemy )
- advanced camouflage ( you can move 4 fields closer without being spotted by enemy )
So you'd come closer to your enemy without being spotted so the chicken wouldn't ran away!
If you move less movement points that you could, your movement points could be used in next turn. But not all of them. let's say 50% of points left from previous turn ( depending on camouflage level ). So if you'd really like to kill someone you can just follow them a bit and then strike.
Also! If player has a camouflage ability, he would receive a first strike bonus with one unit.
if the defending player has higher level of tracking, then the attacking player of camouflage, the deff. player would get first strike! Greater the difference between defending player's tracking level and attacking player's camouflage level, greater the first strike ability would be :
- 1 level difference : 50% of chosen unit preforms an attack.
- 2 level difference : 80% of chosen unit preforms an attack.
If player X has basic camouflage and player Y has basic tracking everything is evened up! And becomes normal.
If player X has Advanced camouflage and player Y has only basic tracking, player X can come 1 field closer without being seen.
how many field close you could came without being seen with each level of camouflage is yet to be decided! I'm just giving a example.
Here! I've build the roots on which you can build on. This is just an idea. But something need to be done.http://forums.ubi.com/images/smilies/partyhat.gif.. I hope you understand my broken english. Forgive me, it's kinda late x).
That's how we would make multiplayer games more enjoyable and multi is a MUST these days.
Have a nice day!
What do I mean? We must have simultaneous turns at all times not just for the first 5 minutes of the game. Game takes to long if we play a turn based game. I think that this is quite clear.
How was so far? We had simultaneous turns until we meet or get into the range of someone else. Nice but not good enough! I don't want to play one game for 5 hours! http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif
Now how to make this game once and for all multiplayer friendly! It's actually quite simple.. listen up!
When 2 players meet..
Let's say player X decides to attack player Y. Player X has 5 movement points, same as player Y. So how to we solve this problem? When player X marks player Y ( as click on him, let's pwn! ), player Y is ALLOWED to make his move BEFORE he is attacked. And when player Y decides where he'd like to move ( when his 5 movement points are used he presses the READY button ). And both X and Y players MOVE AT THE SAME TIME. So the battle does not occur.
How we will ever fight then? I don't like to chase someone across the map forever? How will I be able to kill him!?
There are some items in the game that hasten your movement speed, gives you more movement points. So if you have more movement points you will catch him eventually! If you don't, then you won't catch him.
If you want to defeat him, you will have to attack his castle. Now that sounds so cheap doesn't it? But It's fair at the same time and only way we're able to implement simultaneous turns throughout the whole game! http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif .
We can also add some Hero talents to help you catch up your enemy. Just like logistics / gives you more movement speed.
What I would add here are 2 things..
- Camouflage ( your hero is not seen if he's not closer then X fields to enemy player )
- Tracking ( you spot enemy heroes before, to counter camouflage )
Let's say that 2 player see each other when they come into movement range. If attacking player X had camouflage he'd wouldn't be seen unless he comes closer!
Example :
- basic camouflage ( you can move 2 fields closer without being spotted by enemy )
- advanced camouflage ( you can move 4 fields closer without being spotted by enemy )
So you'd come closer to your enemy without being spotted so the chicken wouldn't ran away!
If you move less movement points that you could, your movement points could be used in next turn. But not all of them. let's say 50% of points left from previous turn ( depending on camouflage level ). So if you'd really like to kill someone you can just follow them a bit and then strike.
Also! If player has a camouflage ability, he would receive a first strike bonus with one unit.
if the defending player has higher level of tracking, then the attacking player of camouflage, the deff. player would get first strike! Greater the difference between defending player's tracking level and attacking player's camouflage level, greater the first strike ability would be :
- 1 level difference : 50% of chosen unit preforms an attack.
- 2 level difference : 80% of chosen unit preforms an attack.
If player X has basic camouflage and player Y has basic tracking everything is evened up! And becomes normal.
If player X has Advanced camouflage and player Y has only basic tracking, player X can come 1 field closer without being seen.
how many field close you could came without being seen with each level of camouflage is yet to be decided! I'm just giving a example.
Here! I've build the roots on which you can build on. This is just an idea. But something need to be done.http://forums.ubi.com/images/smilies/partyhat.gif.. I hope you understand my broken english. Forgive me, it's kinda late x).
That's how we would make multiplayer games more enjoyable and multi is a MUST these days.
Have a nice day!