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Thread: Unit Upgrades, Quality Vs. Quantity | |
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MattII
Legendary Hero
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posted July 31, 2009 01:47 AM |
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Unit Upgrades, Quality Vs. Quantity
I'm not sure how this one will pan out, but here goes:
Reading Polaris's Creature Recruitment thread I came up with my own idea about it. What if, on upgrading, a dwelling were able to produce more of its base units than its upgraded ones?
For example a Dark Enclosure (Dark Raider dwelling) is able to produce 1200 gold worth of units per week, while a Grim Enclosure (Grim/Brisk Raider dwelling) is able to produce 1800 gold worth of units per week, which could either mean 4 Grim/Brisk Raiders, 6 Dark Raiders, or even 2 Grim/Brisk and 3 Dark.
As another example, an Archer Tower (Archer dwelling) is able to produce 600 gold worth of units per week, while a Marksman Tower (Marksman/Crossbowman dwelling) is able to produce 960 gold worth of creatures per week, which gives us either 12 Marksmen/Crossbowmen, 19 Archers (with 10 gold wasted), or 7 Marksmen/Crossbowmen and 8 Archers.
You can't get around the numbers by producing base units and upgrading them either, because upgrading will cost as much as the difference. One way you 'will' be able to get around it will be if you can find a Hill Fort within a couple of days of your town and you have a spare hero or two to shuttle the creatures out there (that'll get expensive at anything about level 3 though).
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Nirual
Famous Hero
Imbued Ballista
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posted July 31, 2009 08:17 AM |
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I really don't see what this would add, other than dooming peasant upgrades even more (and others that just make the unit better without adding anything significant).
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In ur base killing ur doods... and raising them as undeads.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 31, 2009 12:27 PM |
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I think this has some very interesting options in a completely different direction than what you perhaps intend.
I'm currently playing around withhaving unit upgrades being based on "unit experience" rather than strict upgrading as we know now. Thus, a Archer at level 0 will be just an Archer, and then when it gains experience WoG style, you'll be able to upgrade it one path or another - or teach it new "skills" and have it gains "stats", just like hero.
Having a more fluid recruitement system would be very well compatible with this. Thus, you could have either the option of recruiting a larger number with low experience or smaler number with high experience. Not sure how the exact details would work, but as a thought, I see some interesting perspectives here.
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What will happen now?
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sphere
Supreme Hero
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posted July 31, 2009 12:44 PM |
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Quote: I'm currently playing around with having unit upgrades being based on "unit experience" rather than strict upgrading as we know now. Thus, a Archer at level 0 will be just an Archer, and then when it gains experience WoG style, you'll be able to upgrade it one path or another - or teach it new "skills" and have it gains "stats", just like hero.
I like that idea, that's probably why I still play Warlords IV: Heroes of Etheria
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Who is this General Failure, and why is he looking at my disk ?
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