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Thread: Battle achievements concept | |
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Malgore
Adventuring Hero
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posted March 25, 2009 02:04 PM |
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Battle achievements concept
The following was inspired by Arcax idea of unit development for specific heroes (which is quite interesting BTW).
Currently many of HMM6 concepts include and utilize concept of "unit experience", when units gain experience per each battle similar to traditional hero development in series. In most of the concepts unit experience enables player to boost unit stats or even provide new abilities. In general this concept makes units to look more characteristic, and brings more RPG elements into the game.
Yet IMHO such concept is not suitable for Heroes since the gameplay is based on development of main character (Hero) and massive battles between Heroes armies.
What I suggest is the concept of battle achievements, when unit stats boost is gained by fulfilling specific goals in battle. Here some samples of such achievements:
1) First Blood increases initiative and speed if unit draws first enemy blood in battle.
2) Deadly Strike increases moral and damage if unit delivers damage that completely kills enemy stack.
3) Killing Spree attack and speed if unit delivered damage to multiple enemy units.
4) Hardened Veteran increases defense and HP if unit remains more then half of starting strengths after being attacked by enemy units.
5) Spell Breaker increases magic resistance if unit remains more then half of starting strengths after being attacked by magic.
6) Unstoppable increases attack and defense if unit delivered most damage (more damage then other units in army) in battle.
7) Empowered increases spellpower and knowledge if caster unit delivered most damage with its spells in battle.
And so on.
Note that all achievements are accumulative which means that after the battle unit can gain multiple bonuses.
Yet there is a question for me on duration of these achievement bonuses – if these bonuses will last for whole game, then these bonuses will be small for balance sake.
Otherwise if achievement bonuses will only last for the next battle, then these will be solid, motivating player to act. Also in this case battles became more dynamic since units will actually compete for achievements.
Personally I would prefer the latter.
What do you think?
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Maurice
Hero of Order
Part of the furniture
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posted March 25, 2009 04:16 PM |
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Considering that the creatures in a Hero's army are a representation of an army consisting of multiple units, how will you deal with decreasing stack sizes (units get slain, units get split off, etc ...) and increasing stack sizes (units get added to the stack, slain units get resurrected, stack merge, etc ...)?
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stankelbenet
Adventuring Hero
bringer of nostalgia & darknes
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posted March 25, 2009 05:01 PM |
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I agree with the guy above. What to do if you increase a stack. Maybe these achievements only should last to the end of combat? I really don't know if I like your idea or not. It gives the game more strategic possibilities but it also complicates the game. I also want to keep it simple, so new players aren't frightened by the amount of complicated stuff to learn before they start the game.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 25, 2009 05:31 PM |
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WoG had a unit experience system. When units were added, the new stack experience was calculated as weighted average of experience of the two merged stacks. I always liked that feature.
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zamfir
Promising
Supreme Hero
Allez allez allez
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posted March 25, 2009 09:12 PM |
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Did it works the other way? When splitting the uber stack, what happens?
____________
5 Times TV
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 25, 2009 09:58 PM |
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When you split a stack, both has same experience as original stack.
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Malgore
Adventuring Hero
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posted March 26, 2009 08:55 AM |
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Edited by Malgore at 08:56, 26 Mar 2009.
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Quote: Considering that the creatures in a Hero's army are a representation of an army consisting of multiple units, how will you deal with decreasing stack sizes (units get slain, units get split off, etc ...) and increasing stack sizes (units get added to the stack, slain units get resurrected, stack merge, etc ...)?
Yes, I thought of that issue. Initially I thought of something like bonus percentage that would be distributed among units.
Yet in order to simplify things I come up with idea that bonus should stay with unit if it was split (both stacks will have the bonus) and it would stay with unit if its size was increased on less then half of original size. Otherwise bonus would be lost.
Quote: I agree with the guy above. What to do if you increase a stack. Maybe these achievements only should last to the end of combat? I really don't know if I like your idea or not. It gives the game more strategic possibilities but it also complicates the game. I also want to keep it simple, so new players aren't frightened by the amount of complicated stuff to learn before they start the game.
The whole idea of battle achievements is slightly similar to awards gained AFTER battle. The achievement bonus is automatic and depend on battle statistic. Say after the battle the "victory" screen will not only show losses, but also indicate battle achievements scored by victorious units.
If we take the concept of applying achievement bonuses IN/DURING the battle, then it would be logical to include penalties. For example if unit received damage that annihilated more then half of the stack then its speed and initiative will be decreased, and so on.
Quote: WoG had a unit experience system. When units were added, the new stack experience was calculated as weighted average of experience of the two merged stacks. I always liked that feature.
I cannot say that making bonus to be distributive among any number of divided stack is a bad idea. It just seems to me a bit complicated.
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