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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Heroes economy model - Resource Variations
Thread: Heroes economy model - Resource Variations
malgore
malgore


Adventuring Hero
posted August 09, 2011 03:42 PM

Heroes economy model - Resource Variations

Currently H6 economy is switched to 4 resources – wood, stone, crystals and gold. It was an expected move to simplify that aspect of game. Here I’ll try to formulate some ideas related to future possible economy models.

Concept 1 (already presented here by other users) – specific magic resource. Here I’ll call it Aether. Aether can be used for elemental-casting during the battle (like Dwarfs did in H5) or used as constant unit enhancement (similar to Academy arties in H5).

Also in particular Aether could be used for
a) Mana replenishment by casting units (say one mana point per one Aether),
b) Active ability enhancement by melee units (some amount of Aether can increase ability performance in percentage, or shorten ability cool-downs)
c) Attack empowerment by shooting units (some amount of Aether can reduce range penalty)

Also Aether concept might be applied to Necromancy skill\Dark Energy system, where Aether is used for raising dead.

Concept 2 – Crafted resource. Here I’ll call it Runes. Runes are viable option for Might Heroes due to weak casting abilities.

In structure called Alchemist lab you can mix available resources to create Runes that can be activated in battle by units (like Dwarfs did in H5). Runes are unique to each Faction and only one Rune can be given to the unit. Some Runes increase Damage, some boost speed and etc. To summarize – its Quake power-ups meeting Heroes turn-based combat.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 09, 2011 03:54 PM

Another, rarer resource with more interesting usage might be nice to have. I'd especially like the idea of an exceedingly rare alloy that can only be found in ancient places and can certainly not be mined so that the little you find is special and can be used for one thing only.

Not a fan of crafting and in extension micromanagement.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 09, 2011 03:54 PM

1. Is a clone of Mithril concept from WoG. Nice, however it didn't find enough use in most of scenarios and mods.

2. has nothing to do with resources in first place, it's basically cloning mini-arties, runes or creature artifacts, but won't help the basic problem of having too little types of resources to gather and spend in firts place.
Still, you may find these runes or mini-arties in different location than just craft it, but then we're ending up again with creature artifacts. There is commonly used "Warlord's Banner' in WoG, which however again could be expanded into more optins and artifacts. Still, it's interesting way to go. But has nothing to do with resources.
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted August 10, 2011 12:10 AM

I think adding like 3 additional resources would help alot. For example they could be sulphur, mercury and gems (just first 3 i could think of, could be anything else).

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 10, 2011 12:16 AM

Quote:
It was an expected move to simplify that aspect of game.


Hey, I certainly didn't expect it.
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malgore
malgore


Adventuring Hero
posted August 11, 2011 08:55 AM
Edited by malgore at 08:55, 11 Aug 2011.

Quote:
Another, rarer resource with more interesting usage might be nice to have. I'd especially like the idea of an exceedingly rare alloy that can only be found in ancient places and can certainly not be mined so that the little you find is special and can be used for one thing only.


Quote:
1. Is a clone of Mithril concept from WoG. Nice, however it didn't find enough use in most of scenarios and mods.


Both concepts tend to restrict new types of resources to battlefield use. Thus they both have little to do with economy and town building. Overall it might be called a concept of battle enchantment resource.

Quote:
2. has nothing to do with resources in first place, it's basically cloning mini-arties, runes or creature artifacts, but won't help the basic problem of having too little types of resources to gather and spend in firts place.


Main inspiration for crafted battle boosters comes from idea of self efficient units under command of Might hero.
Since Might hero cannot cast spells, he have to rely on "technology" such as ballistas, catapults, alchemic runes and so on.

Regarding micromanagement - each unit upon its turn is presented all available runes (you can craft dozens of Quad Damage Runes for example). Unit may activate just one Rune, so it is a spent battle resource.

Quote:
Still, you may find these runes or mini-arties in different location than just craft it, but then we're ending up again with creature artifacts. There is commonly used "Warlord's Banner' in WoG, which however again could be expanded into more optins and artifacts.


To me the concept of unit arties and H5 mini-arties is interesting only as a replacement of unit upgrade system. Combination of two is fine as well, but that tends to overwhelm the balance.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted August 15, 2011 11:54 AM

Quote:




Both concepts tend to restrict new types of resources to battlefield use. Thus they both have little to do with economy and town building. Overall it might be called a concept of battle enchantment resource


How long ago was the last time You played Wog? No offence, but Mithril has like a quadrillion strictly off-battlefield uses as well as battle-enhancing ones.(This made it very IMBA, btw) If it could be balanced properly, I would welcome a Mithril-like ultra-rare resource in an expansion to H6. Wishful thinking, I know, but it would be sooooo cool...



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