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Thread: Quantity of unit types per army – possible solution | This thread is pages long: 1 2 · NEXT» |
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Malgore
Adventuring Hero
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posted September 15, 2008 01:51 PM |
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Quantity of unit types per army – possible solution
Intro:
The suggested solution is another step away from "traditional Heroes" unit management. IMO current 7 tier system is great – it is balanced and well designed. Yet players want to see more NEW units.
Traditional solution from developers was to provide unit upgrades. Good move at the first sight. But essentially it is the same unit with a few perks. Of course some upgrades frequently changed unit purpose dramatically – classic sample is Scout to Stalker upgrade.
Thus suggested solution deals with quantity of unit types per army RATHER THEN with variations of units per army.
Thesis:
The main army of 7 tiers is raised in Town. This part stays the same.
At the same time additional 2-3 unit types are available at their UNIQUE dwellings. These dwellings are similar to current unit dwellings, except they provide units that cannot be purchased in Town.
These additional units take up middle tier positions. Say we have 3 unique units that take up tier 3,5, tier 4,5, tier 5,5. The growth and the cost are the nearly same as for tier 3, tier 4, tier 5. Thus they are pretty viable, but their placement around the Town is tricky (on some maps they are simply unavailable!).
Should one create good logistic chain and use them? Or should one fall in line with standard set of units? It is a player’s choice that depends on his taste, strategy and wits.
How it works?
I'll use short concepts of 3 unique Dungeon and Haven units to show logic behind main thesis.
Not all underground residents constantly live within sprawling Dungeon Towns. Deadly Assassins prefer to wonder the world, selling their “talents” to rich ones. Grim Raiders are seeking for easy merchant prey on wide roads. Dreaded Medusas lurk in underground caves, waiting for unlucky travelers.
The Towns of mighty Griffin Empire are not the only place for brave human warriors. The borders of the Empire and outposts are protected by stern Pikemen (Halberdiers). Zealous Inquisitors (Preachers) spread the Word to the far corners of the Ashan. And questing Crusaders roam the land, looking forward for performing heroic deeds.
These are three additional unit types with distinctive purpose and abilities. They have no upgrades that are available for standard army, yet their stats better then ones for the same tier unit. Simply on some maps you can have 10 types of DIFFERENT units.
Does such addition of themed unique units expand the strategy? Does such addition provide more variety to the core game mechanics?
PS This idea was actually inspired by presence of Death Knights in H5.
As usual feel free to comment and critique.
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razor5
Famous Hero
Freezing...
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posted September 15, 2008 02:30 PM |
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Yes,a very intresting and nice idea
Only a Note: Why we need to make unique creatures for only Dungeon and Haven,should be for Inferno,Necro,Sylvan,Fortress,Stronghold,Academy
For example:
Inferno need more creatures,so that 3 unique shold be (the last creature is the most powerful for this 3 unique)
Possesed
Heretic (as a creature,not hero)
Efreet
or :
Heretic
Efreet
Infernal Angel
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Malgore
Adventuring Hero
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posted September 15, 2008 02:37 PM |
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Quote: Yes,a very intresting and nice idea
Only a Note: Why we need to make unique creatures for only Dungeon and Haven,should be for Inferno,Necro,Sylvan,Fortress,Stronghold,Academy
Of course, all Towns should have unique units. The mentioned ones were just a samples.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 15, 2008 02:45 PM |
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Sylvan: Werewolf, Mantis, Pfenix?
____________
How exactly is luck a skill?
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razor5
Famous Hero
Freezing...
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posted September 15, 2008 02:48 PM |
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Academy: Nomad,Djiin ( Genie must be in-town creature ) Naga
Is good here?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 15, 2008 06:29 PM |
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No, cause Nagas are in the Naga town.
____________
How exactly is luck a skill?
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Fauch
Responsible
Undefeatable Hero
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posted September 15, 2008 08:39 PM |
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werewolf in sylvan? looks more like an evil creature to me.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted September 15, 2008 08:47 PM |
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Not only evil, but they are also cursed creatures. There is absolutely no sense to place them in a nature town
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razor5
Famous Hero
Freezing...
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posted September 15, 2008 08:56 PM |
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Yes,Daysty's idea wasn't good here (but I need to know my idea with the Naga in Academy is also bad...)
I have the idea to bring back the Heroes 2 Roc
here is the image
[img][/img]
This creature was with the Wizards in H2,but it can be aslo good with Sylvan in H6
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 15, 2008 08:59 PM |
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I agree, the concept of Werewolfs with Sylvan always seemed completely misunderstood to me. I know many members favor it, but as I understand it, Sylvan is all about harmony with Nature and peaceful coexistance, whereas Werewolfs are aberrations that represent anything but harmony. If the Werewolf should coop with anything I guess it would be Dungeon, albeit only in a more H3-like Dungeon.
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razor5
Famous Hero
Freezing...
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posted September 15, 2008 09:09 PM |
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Yes,Werewolfs are really with Evil factions.In a game (I don't give the name,but from that game is Volkial's avatar) the Werewolfs are with Inferno&Necro
And a question about the image? (little offtopic)
You can see the image with the Roc ? (with that big bird)
I only ask this question because is one of my first images which I upload and the post it using the Insert Image
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Fauch
Responsible
Undefeatable Hero
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posted September 15, 2008 10:15 PM |
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rocks should be in stronghold.
and for academy? traveller mage, or something like that?
or if we need a bird, maybe a garuda?
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MattII
Legendary Hero
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posted September 15, 2008 10:33 PM |
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This idea has already been in H4, it's interesting, but not new. I also can't see it working too well with H6, since you'd rarely get enough for them to be useful without also being O/P. It'd be better in my opinion, to work them into towns with the H4 exclusive build system.
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Malgore
Adventuring Hero
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posted September 16, 2008 01:17 PM |
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As for Werevolves - I guess these should stick with Necropolis. Tainted blood prolongs the life of the infected one. It's another cheat against death (which makes them a bit similar to vampires).
50-80% invulnerability to standard damage and 50% vulnerability to magic damage...
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 16, 2008 01:19 PM |
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Nah, Werewolfs are not undead either. They are Lycanthropes, which is something different. In fact, Lychanthropes and Undead have a notorious hatred for each other.
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Malgore
Adventuring Hero
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posted September 16, 2008 01:29 PM |
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Quote: Nah, Werewolfs are not undead either. They are Lycanthropes, which is something different. In fact, Lychanthropes and Undead have a notorious hatred for each other.
As another variant - Invulnerability to specific damage source, wild nature and tainted blood makes them a good addition to wild barbaric Tribes.
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MattII
Legendary Hero
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posted September 16, 2008 01:37 PM |
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Edited by MattII at 13:39, 16 Sep 2008.
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I figure Dungeon would be the best fit (we could shift Minotaur to Stronghold if things get too crowded), they don't fit with Sylvan, Aren't undead, and are especially vulnerable to fire, though admittedly a Dark forest faction would work best.
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razor5
Famous Hero
Freezing...
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posted September 16, 2008 04:58 PM |
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For me,the Warewolfs can be with Inferno or Dungeon (Dungeon is better I think)
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Fauch
Responsible
Undefeatable Hero
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posted September 16, 2008 07:31 PM |
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wolf ==> wolf rider OR werewolf
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 16, 2008 08:17 PM |
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Quote: wolf ==> wolf rider OR werewolf
But a Werewolf has nothing to do with a Wolf. A Wolf is an animal, a Werewolf is a humanoid.
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