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Thread: General Suggestions for improved Game play | |
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Jex
Known Hero
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posted March 24, 2001 10:21 AM |
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General Suggestions for improved Game play
Hey I just wanted to make a topic for general stuff that people would like to see put into homm4. I thought i came up with a cool idea the other day. I think it would be cool to have 'weeks of sulfur/mercury/gems/crystal' So like creature weeks, it gives everyone some extra resources or maybe doubles ur current amount of that resource.
Here's a good one 'week of gold' double ur income each day of that week I could definitely handle that.
Another thing I would like to see in homm4, is new artifact classes. in h3 there are 4 classes, however i think that there should be 2 new classes added. one for the all powerful relics like hh, sj, tome of earth/air, angel wings, etc.. another class for just combo artifacts which i like but hate the fact that a person can get 5 relics when he is only suspose to get one, right now. another class for the crappier relics and super major artifacts like the dragon hat, armour, thunder helm, orb of earth/air,etc also include in this class the boots of speed(they shouldnt be a minor artifact). than the other 2 classes.
Just some random thoughts
Jex
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HolyAvenger
Junior Member
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posted March 30, 2001 06:25 AM |
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Hit and Run ideas?
I like Jex's ideas, especially about refining the class of artifacts -- especially at the higher levels.
I'm not sure about the resources, but then I don't really like the creature stuff either (for instance, there's a chance for plague and there's a chance to double your inventory -- this is an element of pure chance that I'd want to eliminate...if only one of them were an option then your strategy could build around it, but with both an option you don't have much strategy to work with...)
I was reading the hit and run comments in another area and had a thought on some changes for HOMM4. What do you think about enabling flee/surrendor only as your first option (once you've moved/attacked/casted a spell you've engaged for that turn so can no longer run)? I think this is both a fine answer and a reasonable one -- what do you think?
Holy Avenger
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Jex
Known Hero
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posted April 03, 2001 04:48 PM |
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Hmm interesting..
It would solve the H&R problem that bugs most people.
I think it would however take away from the game play. I know personally in battles I often will try to stay to the last possible minute b4 retreating. Usually only in allied games when I try to give my ally a better chance of finishing the job. This idea would make it harder, but not impossible. hmm scratch that....
Sigh It is a good idea, however it wouldnt make sense why would a hero be only allowed to run at the beginning of a fight?? Hmm this agruement works a little bit better. In fact it has openned a new thought into my mind, and for that I thank you
In most real life wars and fights the reteating/surrenderring side rarely has the least amount of casualties. I have played some games that try to show this by giving a free attack/hit to the side that doesnt want the fight to end. Putting it in heroes would add more realism to the game So maybe after the one side decides to retreat/run the victor(of that fight) gets to move his stack of creatures that was about to go next. This would also give him a spell(if he hadnt cast one already) to return the favor Maybe when the retreating party's next creature is about to go than he retreats, but after the victor has a chance to move atleast once. I like this idea alot What do you think? It echoes life a bit more. After all how often do you see an opponent turn his back on you and run away from a fight without getting hurt. Maybe what I stated for a bonus to be the staying party is a little too great, I will look forward to hearing other suggestions.
Thxs for getting me thinking about how to change the problem
Jex
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Rage
Adventuring Hero
Slipping Through the Trees
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posted April 03, 2001 07:52 PM |
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here's a solution for hit & run
How about when you retreat/surrender you have to wait at least until the round you retreated in is over.
That way retreating and surrendering would be more of a gamble.
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L8r
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Rollipolli
Hired Hero
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posted April 03, 2001 10:32 PM |
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Good idea Rage, I think that would solve some of the hit and run problem. There would still be a problem with some hit and runs like black dragon, or efreet H&R but the one round for each player would stop all the little H&R's
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AncientOne
Hired Hero
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posted April 03, 2001 11:10 PM |
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By hit and run, are you talking about a hero who casts an offensive spell and then retreats? If so, I hate that. I don't often play other humans, but the AI does it all the time.
~O~
In addition to the solutions posted above, I'd like to suggest the possibility that Retreat and Spell Casting cannot be done in the same turn.
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Mystery
Famous Hero
Hatebreeder
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posted April 03, 2001 11:22 PM |
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NO!
Retreat and spellcasting should be able to be done at the same turn, because sometimes when the situation is desparate at the end of a battle, I would often cast that 2000 damage implosion at the enemy's archangels before retreating, I prefer Rage's idea against the H&R thingy, which is not too bad, by the way.
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D3@th t0 Fals3 m3Tal!
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raZor_X
Promising
Known Hero
The mysterious Warlock
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posted April 04, 2001 07:12 AM |
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Hello guys. I think you should look what vesuvius proposed as a solution to the hit and run. He proposed that when you cast spells and then try to surrender, the enemy hero has to decide if he is taking the money from you and showing mercy or if he will not accept the money you could not surrender. So now, the only thing is retreating in which you loose your troops (the fastest)...
I think this is cool, and is a feature that I really want to see in heroes4.
raZor_X
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sikmar
Promising
Known Hero
The Moonchild
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posted April 04, 2001 10:06 AM |
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The end of the H&R controversy
Well, maybe a mix of the ideas showed here could finally eliminate the annoying hit and run tactic. Let's summarize:
1.- SURRENDERING -> The army which tries to surrender offers a quantity of gold, but this fee is only accepted depending on the mercy of the enemy. AND THIS MUST ALSO APPLY to the AI. This could be an extra source of money and open new "cosa nostra" strategies, forcing weak enemy heroes to pay for their lives.
2.- RETREATING -> You face the enemy and have the chance to retreat before attacking or casting a spell (counterattacks on faster enemy units doesn't count), but if you attack or cast a spell, you must wait till the end of the complete turn until the retreating opportunity is available again. This means that if you attack with a fast unit and cast a spell, the whole enemy army has to move before you can retreat, and of course the enemy hero can cast a spell.
This mix appears quite balancing and lawful to me. Surrendering or retreating tactics keep their strategic value, depending on each situation, but hit and run is now more risky (you can attack with a Black Dragon thinking it is immune to spells and has a lot of hit points, but the enemy hero can haste some of his troops and kill the dragon combining hasted units and shooters. He can also cast resurrection, etc, and the H&R tactic is no more an unfair threat).
I fear it's too late for 3DO to make sustantial changes on the game, but this one doesn't appear to be very difficult to implement, does it?
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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This is my truth. Tell me yours
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