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Thread: Maps that encourage multiple fights? | |
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Elric
Hired Hero
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posted October 12, 2007 01:45 AM |
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Edited by Elric at 01:45, 12 Oct 2007.
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Maps that encourage multiple fights?
Hi everyone,
My roommate and I have started playing Heroes III games against each other. We're not particularly advanced players (although I've read some of the threads here, so I have the edge right now )
I was wondering if anyone has any good recommendations for relatively quick maps (read: probably not XL maps and not L-Under maps) that encourage skirmishes in addition to a main battle. So far we've played twice- the first game had only one meaningful battle and the second game had two (we were playing the TOH modded All for One map and met in the middle of the second week, which was early enough that the first battle wasn't totally decisive). But in multiplayer Heroes you spend much more time playing against the computer than against your opponent.
Are open maps a good solution to encourage more fights against your opponent? Fixed or random maps could work. Thanks for the help.
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted October 12, 2007 02:31 AM |
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you could use extra computer players, or orchestrate a few fights yourself (like one every month?)
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Elric
Hired Hero
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posted October 12, 2007 02:39 AM |
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Quote: you could use extra computer players, or orchestrate a few fights yourself (like one every month?)
Extra computer players means you'll have more fights against the computer, not more fights against your human opponent. That could be a good thing, though, if you place the computers such that you have to go through them to get to the other human player- the problem is that computers would need some pretty big advantages to compete with the human players (and you could include computers as allies of the humans too).
Orchestrating fights defeats the point. If you have a very close fight between main heroes at the end of the first month the game might still be in doubt (assuming the loser can retreat/surrender) but usually the winner of that fight will win the game. However, if the winner of the fight can't capture the loser's castle before the end of the current week and the fight was close, the game might still be competitive. Having a dedicated treasure area is a no-go if you want to have multiple meaningful fights since the winner of a first fight will very likely take too much treasure to subsequently be defeated, regardless of whether you can capture the other castle.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted October 12, 2007 03:20 AM |
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Elric
Hired Hero
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posted October 12, 2007 04:30 AM |
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Edited by Elric at 04:36, 12 Oct 2007.
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Thanks, angelito. Necro Wars seems like it would take a little too long for us
Do you think Crimson and Clover would work with 2 players? Glancing at the map briefly, it seems like the game would end too quickly if you didn't have to worry about another human player taking your castle while you attacked someone else. Would it work well with 3 players? I'd be inclined to say no as well, since this map would too easily reward the player who stays out of combat and wins by default.
Seven Lakes looks quite cool. Besides Dimension Door or Fly, how would you get to someone's castle if they didn't leave a boat on the mainland for you to take? Hope that a town right near the water has a shipyard? I guess a player who finds his castle impossible to attack but who has essentially lost the scenario otherwise will concede. What difficulty would you play this on? 160%?
Edit- I noticed that this map removes Dimension Door from every guild (besides Red's guild, strangely) but allows Fly. Is there any particular reason for this that you can figure out?
Have you tried the map Outer Limits? It has a one-way teleporter from each player's castle to the mainland, starts each player with a scroll of Town Portal and has 10 titans guarding the regular path to each castle. That seems like it could result in a number of battles between human players, with even battles between mains not guaranteed to be decisive.
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