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Thread: OUTPOSTS and PIONEERING | |
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted April 01, 2004 11:46 PM |
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OUTPOSTS and PIONEERING
I promised to develop the idea of troops camping and defending the bivouac, so here's the idea, developed in a separate thread ( I appologise to Djive and HyDrA for enhancing this way the number of threads). I did this because after starting to think about it I realise that it gave a new aspect to the game, and to the strategy itself, not only a large boost to the tactics. If the camping idea would be implemented both as military and comercial settlement, it could alter the gameplay (perhapse even in worse....I don't know).
For the idea of camping troops please refer to the thread: Logistics and Guerilla Warfare.
First of all, a secondary skill under the TACTICS category is needed and that could be PIONEERING. The skill could contribute not only to the development of a camp, but also to building a bridge, restoring an old mine, and others (here you can contribute your ideas...).
But refering to the troop camp, the skill would allow the hero to buid progresive fortifications while camping.
The fortifications would be:
- trenches (slowing down enemies and exposing them) - basic skill;
- sharpen poles- palisades (inflicting damage to attackers) - advanced skill;
- small towers/ earth hillocks for archery (bonus to ranged attack) - expert skill;
- etc. (again, more ideas welcomed).
Erection of such defence lines should occupy a whole day, and the idea is that a hero chased by another could spend the time to prepare defences if he is slower and less powerful than the enemy (meaning he has no choice but to be overhauled and defeated).
A second useful purpose is to block a way by such means. In this case a hero could take several days to prepare his defences, and the more time he has, the better the defence would be, for example:
- basic skill, 1 day: 1 row of trenches.
- basic skill, 2 days: 2 rows of trenches. (with a maximum of 3).
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- expert skill, 3 days: 1 trench, 1 palisade, 1 hillock.
- expert skill, 7 days: 3 trenches, 2 palisades, 2 hillocks.
If this type of construction would be incorporated into the game, a more complex role could be attributed to it (though I'm sure that it would be disliked by most of the players... perhaps even myself ). Like in real cases, such outposts become also centers of trade and they dictate the trading routes, acting as safehavens for merchants. This would mean that the more time you keep such an outpost under control in far territories, more merchants will seek your protections, and this could help you in the form of taxes that you percept from them.
This would also be an imbold for the enemy to try and destroy your outposts.
If anyone can enrich this idea please contribute.
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MANE, TEKEL, FARES
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doomnezeu
Supreme Hero
Miaumiaumiau
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posted April 02, 2004 02:15 PM |
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again, vlad, your ideea is very good, but there is the same problem as before: too damn realistic. Heroes is a fantasy series, oriented for combat and exploring, and by adding so many enhancements it will turn it into a strategy simulator. Next i will hear about aging units, lol
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drlucifer
Adventuring Hero
The Surgeon of Death
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posted April 03, 2004 03:11 AM |
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I gotta agree, the idea don't sound too great to me. Yeah, it'll add some strategy to the game. But don't you already get bonuses for terrain, and elevation, and maybe weather in H5??? It sounds a bit too complicated for me, but maybe I'm just stupid that way...
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Vadskye91
Promising
Supreme Hero
Back again
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posted April 03, 2004 03:14 AM |
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Leave stuff like that to RPGs. This is a fantasy game, so let's not burden it down with reality.
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Knowledge is power...
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted April 04, 2004 12:20 AM |
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All of you who posted here (and I thank you for the feed-back) complained about the fact that the game must not be burdened with this realism that could make it less appealing for other players (younger, perhaps?).
I have to disagree, because the implementation of this particular idea would not necessitate the skill of the player. the computer will simply implement the structure, just like, for example, the defending towers shooting arrows in heroes 2 and 3. If depicted in a thread, the idea of towers causing damage to troops would seem awkward and difficult. In fact it is perfectly applicable because the feature is there for you to use (pret-a-porter, if I may...) and you don't have to bother control it.
the same with the camp construction. You won't have too array yourself the troops, the towers, the palisades, the trenches. All this will be done by the computer for you. it's just like bringing your own town for you. All you have to do is decide when to pause and construct it.
It is not more difficult to manouver than to watch out for the moving guards of Heroes IV.
And not even the idea of developing the castrum as a commercial road-junction is very difficult, since, just as previously, you'll have predefined options, and it will behave as a simple small town, perhaps combined with some functions of a trading post. Is it that hard? I mean, people, I'm a little bored of playing same old Heroes 2 with different skins. If I want that stile, I will play H2, but if I want something new and more thrilling I want to play H5. The producers must take into consideration also evolution, not the perfect maintaintenance of the old preferences.
Please tell me why this feature is more suited for an RPG than for heroes? Why is more realism bad? Because difficulty of playing is out of the question...
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, to discuss Heroes 5, go to Temple Of Ashan.
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MANE, TEKEL, FARES
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