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Thread: Map Dependent Lineup | |
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MattII
Legendary Hero
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posted May 31, 2014 12:18 PM |
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Map Dependent Lineup
Just an idea I came up with while developing by new Bardona proposal, but never got around to implementing due to the complexity. At the most basic level, each town will have fewer creatures in its basic lineup than a hero has slots, with the extra slots being fillable once you'd flagged a few neutral dwellings. Imagine for example you're playing as Haven, and discover, within the zone-of-control of your starting town, a dwelling of Rocs, and another of Halflings. Normally you'd never be able to do much with these, being limited as they are to a couple of adventure map dwellings, but what if they weren't, what if you could sacrifice say a week's growth from each dwelling to add them to your main lineup, ending up with your five base creatures, plus Rocs - later upgraded to Imperial Rocs - and Halflings - later upgraded to War Slingers. The same would hold true for the other towns, except that the upgraded creatures would have different appearances, names and abilities.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted May 31, 2014 02:44 PM |
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I don't see why you should make a sacrifice for that. Or that there would be different upgrades for each faction.
I like having 7 stacks on the battlefield so I'll start from there. What if you could store neutral joiners in some kind of reinforcements slot? That could be something as simple as being able to hire neutrals when you carry all 7 of your native units(with the option of exchanging a native stack for a neutral one in tactics phase) or as ambitious as being able to summon these units when a number of your original forces perish. The number of those slots could be tied to a skill whose mastery and/or abilities could also affect where they can appear, ie your back line or from the sides.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted June 01, 2014 12:10 PM |
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I agree with Elvin.
Though I've often advocated greater variance in unit usage, I do not think that cutting the amount of unit generated in Towns is the way to do it.
On the contrary, I've often said that Towns should be able to build more dwellings than Heroes have slots, but only build a total of 7 so players have to select what dwellings to build to play certain maps.
That being said, this feature cannot and should not exist without the option to tear buildings down again, so you do not have to suffer the consequences of AI or other players making different choices than you.
Though the idea of having reinforcement/auxiliary slots for neutral creatures is something I'd likely support.
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MattII
Legendary Hero
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posted June 01, 2014 12:40 PM |
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Okay, but what about the idea of being able to build a town dwelling around a bunch of creatures taken from a map dwelling?
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted June 01, 2014 12:56 PM |
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As in being able to build the dwelling of a neutral unit in a town after flagging one on the map?
If paired with the Auxiliary slots for neutrals, that sounds like a good idea.
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