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-Cooperating Neutral Stacks:Mixed stacks like in Heroes 4 but more complicated maybe.After sometime they could get a "captain" like in heroes 2 to cast basic level 2 spells and such maybe
-Multiplayer queing for next turn:Simply being able to enter your castle build some buildings and creatures in other players turn.When its your turn there should be a box pop up confirming your ques.If the castle is captured or there is a change in your income or sum calculated you simply cant do it.But otherwise it saves a lot of time. Experience for the loosing side for players While winning side gets %100 experience the loosing side should get %50 what she or he has killed from the battle to make the competitiveness continued for a longer time and the balance between player more hard to untip(There is a detailed thread about it) |
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Phew, a lot of discussions here
When I suggested simultaneous retaliation it was in an effort to even out the odds. As it is now, the attacker has the obvious advantage, getting full use of his starting stack, while the defender will be crippled before he even gets to retaliate. The idea of letting the Hero retreat but still keeping half his army also helps evening out the odds, as does the 50% experience to the loosing hero. Right now, the winner really takes all, and if you loose your main army you're done for and the game is practically over. It all comes down to who wins the big battle between the main armies, which often drags the battles out towards the end of the game. The battles are a fun and big part of why I like Heroes, and it's a shame that I'm so afraid to engage in large battles out of fear of the game ending right then and there. If there were better conditions for retreating, or even loosing, I would certainly be more inclined to engage in early game battles with enemy heroes. And I'm a big fan of the customizable hero! That would add more of a roleplaying feel to it as well as the strategy part. |
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The whole idea of a more active territory is still a high priority for me, as is better game flow for multiplayer, like the queing idea described above. I think something like neutrals with mixed armies and with a low level hero to lead them, and then have them move around the map every turn would add some more excitement. And then there could be a diplomacy solution that could allow you to either escape without a fight, escape at a certain cost, or maybe even persuade the neutral hero to join you, thus gaining a new hero with a small army. That would require a high level of diplomay of course. There could also be cut scenes or just short pop-up stories if they are guarding an artifact. In general I think artifacts should be more rare. They are artifacts after all. I hate having 10 of the same artifact, that just makes it loose all mystique and value. I say one copy of each artifact per map.
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I agree with all the above.
This - none of this - shall go unpunished! |
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Does anyone agree with more factions for the game? i certainly would... Also, one of the great things about Disciples: sacred lands (yes, somebody actually played that game) was multiple upgrade options - perhaps not as much as disciples, where units could upgrade up to 4 times, but perhaps 3 levels of upgrade with two options at the end?
Anyway...A few ideas for races... -Centaur? Perhaps removed from the Fortress faction -sea creatures mermen, krakens, ect... -dragonkyn some kind of little dragonmen would be cool... Also, I agree with the ideas about removing the dragons that have been bolted onto the end of the elf and undead factions (NOTE the dwarven dragons look AWESOME - if they were removed it would be sad, especially considering that they don't seem odd being there)... Something more iconic would be much appreciated. Also, I quite like the idea of some of these i have seen on the forums... (some need work, but they are quite interesting. well, a bit, anyway...)
Curiosity killed the Rakshasa Rani. |
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Low level heroes for neutral armies ? That would be interesting, could be a captain of sorts.. Would be interesting to see without a doubt. But glad to see it is picking up steam
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After the "H4 experience" I Really don't want any simultaneous retaliation It really ruin any strategy. It will be only about how strong are the heroes and units. Simultaneous retaliation was the worse idea for ruin any stategy. It really did not mather wich unit wich unit hit, in what order, the damage was equal on both sizes. (it was no strategy in Heroes 4. In Heroes 3 and Heroes 5, I managed many times to defeat A.I. heroes 2-3 times bigger army than mine with decent casualityes, because of my strategy. In Heroes 4 I can't do that, because my part of the game(the strategy) is not that important. Just imagine: U attack a unit, you hit normal, and the other retaliate simultaneous with luck Somme people would say that simultaneous retaliation would be more realistic. I say retaliation with the amount strenght left is more realistic. |
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If now A.I. heroes retreat like crazy, even loosing 100% of their army. Just imagine at 50% |
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I agree with H5forem on simultaneous retaliation.
This - none of this - shall go unpunished! |
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simultaneous retaliation sounds stupid - from the view of one who has only played HOMM V
Curiosity killed the Rakshasa Rani. |
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I concur on simoltaneous retaliation as well.. Isn't fun.. and still, why would it make sense ? The defender is bound to suffer casualties as the attacker charges into them, and those won't be able to retaliate.
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I was one of the defenders back in H5 development.I also cant see much of a strategy where a huge stack of cavalary hits your pitfiends vanishing them with an instant. Yes I think the simulatenous retaliation was realistic somehow but I think the answer lies in somewhere between.Of course there is a clear advantage of attacking while "YOU" choose whom to attack. I think attacking creatures should retaliate like something with formula Retaliation Power= The creature left in the stack+((Creatures Died/100)*(5*Creature initiative)) So lets say you attack zombies and pixies with the same creature. In zombies case with an initative of 3 only %15 percent of the destroyed creatures are added to the defense which is not very much In pixies case since they are fast and agile and retaliate much faster with an iniative of let say 10 the %50 percent of the creatures that are destroyed will be added to the retaliation. So unlike H4 where %100 percent is involved %15 and %50 percent is involved back in defense.I think thats quite fair and can give another interesting aspect to initiative or speed. So I favor not direct simulatenous defense or H3 type defense but a crossbreed. |
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not the retaliation is the problem here... is the heroes... diference of attack and defence, skills, attributes or luck. I made a small map, with two level 1 heroes, a knight (with no luck, leadership, offence, the only small advantage is the basic counterstrike, and 1 more attack against demon's 0 defence), and a level 1 demon, both with 40 creatures. Here we go... Paladin hit with full charge kill 11 (from 9-13), Pit spawn retaliate killing 6 units, then attack and kill 7 (from 5-10), paladin retaliate with 5 kills. In the end Paladin win, with 5 units remaining. But the large damage range of pit spawn, did produce different results. After playing several fights, "the score" ranged from a paladin win with 20 units left, up to pit spawn win with 15 units left. Usually the paladins killing a huge stack of pitspawn is a product of big diference between attack and defence, offence, frenzy, and the most owerpowered of all LUCK. (I sad many times before, that +100% damage is to much, a +50% damage is more balanced, and equal with the +50% initiative of good morale) here are somme results |
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If Simultaneous Retaliation were to be implemented, creatures with no retaliation had best keep their ability and not gain some nonsense like reduced damage from retaliation or some rubbish like that.
This - none of this - shall go unpunished! |
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You should try that with a high level hero with higher attack.Even if the attack and defense values are the same at high levels with growing stack size it becomes very important to hit. We already know that at low levels it works well but where real combat takes places;the first defender usually ends in coma. |
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Actually is even less important, I did that, but because Expert Defense gives 30% less damage and Expert Attack gives only 15% more damage, the first blow is even less important. If before 40 paladins in full charge killed 9-13 units, now because of the Defense/Offense skill it kill only: 7-11 units. I did 2 battles and the result was... first fight: paladin win with 8 left. second fight: pit spawn win with 22 left Conclusion, if heroes are really equal, as they grow, the battle last longer, and the importance of the first blow is less. (still no luck, leadership, or spells used in battle) |
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Maybe simultaneous retaliation is not the best way to go, but certainly something like phoenixzs describes is required. Calling something that makes no sense for 'strategy' just makes even less sense. How can it be strategic that a pack of demons just sits around and watches while they're being slaughtered? They need to fight back immediately, with a modifier based on their initiative would make sense.
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They not just sit there and watch, after they get hit, they retaliate hit with the remaining strenght. If the first hit is too strong, there is no on to retaliate. Just like in real life. here is an example: a normal fight, if someaone deliver a punch, the other one, even if is shaky, he will retaliate, but not with the same strenght as a "fresh" one, but is someone hit in the head with a sledge hammer, no one will retaliate. Same thing here. 40 paladins charge, they kill 11 Pit spawn, then the pit spawn retaliate and kill 6 paladins, then Pit spawn attack and kill another 7 paladins, paladins retaliate and kill 5 pit spawn. So after one turn, the balance is 16-13 (considering that paladins attack first, i think is balanced right, even with a modifier based on their initiative, pitlords would win every time, with S.R. they would trash the poor paladins. Even as it is now, if u look at my picture, the pit spawns can win even with great advantage sometimes, the paladins win only because of speed and initiative, but if u want to mater only attack, defense, hitpoints and damage that would be the way to go). Another problem with S.R. is when you fight neutrals. Even if u have an army 10x the neutral stack, it would be always like fighting Phoenix or fire elements, always loose units even if they dont hit you, in a battle that u should have no casualties. The curent system is just fine... |
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Although I must do my own tests with those pitfiend cavalary thing (But you are probably right) I don't think that current system is that fine. I can agree that if you overwhelming in situation you shouldnt have any causalities.But other wise clearing neutrals and fighting other heroes actually should cost you in creatures. And an army fighting another army is not a boxing.Sure you could kill 20 guardsmen if you catch them unprepared but still the remaining 30 lets say will try to engage you even if 10 more get killed in the process.So it's not actually a good presentation of a battle to say those 10 fighting guardsmen that died did nothing. With that being said I am greatly in favor of loosing some creatures during combat which is the idea of battle.I also hate freaks who use millions of minutes making me wait on the others side and try to use that retaliation weakness to save 2 peasents.I guess a better retaliation system would mean at the end less ways to exploit that things. |
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@ H5forem: We'll just have to disagree, I don't think the current system is just fine. And I don't really understand you analogy...
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