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Thread: An internal conflict in two of the new features of Heroes 6? | This thread is pages long: 1 2 3 · «PREV |
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odium
Known Hero
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posted November 16, 2011 11:55 AM |
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Edited by odium at 11:56, 16 Nov 2011.
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Quote: Yes, so if you have some buildings cost no rare ressource - or effectively no rare ressource - they don't cause these problems. But what you suggest is effectively a HUGE increase in availability of Crystal - having Champion dwelling cost only 10 crystal and having mine give you 2 per day is vastly different from how it is actually in game, and would completely remove any "rareness" of this ressource.
I have to add again that what I mentioned was just a theoretical exercise to show that the number of rare resources does not have anything to do with the constraints one can implement. Furthermore is a system I made on the sport and is not the only one that can implement those constraints you said.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 16, 2011 01:01 PM |
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Yes, but the only reason why the example you gave actually helped to solve the problem was because the numbers for buildings are very low compaired to weekly growth. So yes, an example like that would solve the problem, but would create a number of new ones (namely: The rare ressource is not rare at all), or otherwise it would not solve the problem.
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What will happen now?
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odium
Known Hero
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posted November 16, 2011 01:05 PM |
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What would be your definition of rare?
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted November 16, 2011 01:15 PM |
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Rare = valuable but not abundant on the map
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted November 16, 2011 01:43 PM |
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I would say rare is
What is needed as commonly as other resources, but is harder to optain.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 16, 2011 02:10 PM |
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The rare ressource should be limiting on your progression, not necessarily in such a way that you can't always (or most of the time) build something, but so that you can't always build anything.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted November 16, 2011 02:53 PM |
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To be of value, a resource must be rare by definition...
So a rare resource could mean two things:
- it's marked by unusual quality, merit, or appeal (unlike wood and ore)
- it's seldom occurring or found
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Aosaw
Promising
Famous Hero
Author of Nonreal Fiction
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posted November 16, 2011 05:08 PM |
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@Dave_Jame: I never played it at all, actually.
I'm just saying that concept would be a more integrated and interesting solution than the current one of removing features entirely.
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flyingpenut
Hired Hero
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posted November 29, 2011 05:29 AM |
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@odium - In response to your post can anyone please explain to me why the developers WOULD change the resource system?
As I posted in the pre home 6 forum by limiting the resources you limit the complexity and therefore the strategy aspect of the game. ubi was trying to fix the problem of resources not being strategic in mid and late game and what do you know, the problem is still not fixed.
There are some great ideas here that would have helped strategy like having elite and champion troops need rare resources. Ie. crystal for healing troops and sulfer for ranged. Therefore you must fight for those mines and stash as many resources as you can. If you had a lot of one type of resource you could purchase one type of troop but not another because you don't have the resources.
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Miru
Supreme Hero
A leaf in the river of time
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posted November 29, 2011 08:25 AM |
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I don't think they intended for the elites to rely on each other, and once you have all 3 cores, that provides enough base for any one elite to work well in. There is synergy, but it isn't like you need it. Now they have added another element of choice. Before you would get whatever creatures you had the resources to match. Now you have to think about and choose your units.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.
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