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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~
Thread: ~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 400 600 800 ... 822 823 824 825 826 ... 1000 1200 1400 1600 1635 · «PREV / NEXT»
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted May 17, 2015 08:04 PM

Galaad said:
it is about not feeling the whole conquered area is as dead as cemetary, IMO.


makes sense, i mean you did kill everything
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 17, 2015 08:08 PM

kiryu133 said:
makes sense, i mean you did kill everything

How does it makes sense? In example, if you kill some rogues on a forest road, does that mean there won't be rogues ever again on that road? Of course not.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted May 17, 2015 08:15 PM

Galaad said:

How does it makes sense? In example, if you kill some rogues on a forest road, does that mean there won't be rogues ever again on that road? Of course not.


Pre-emptive measures. It's part of your kingdom, there are guards or something stationed, i dunno. It's prevented in the background.

BTW, i'm for spawning neutrals, just try and keep them away from chokepoints or at least major roads.
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icefield
icefield


Adventuring Hero
posted May 17, 2015 08:25 PM

Or let some (chokepoint) guards respawn regularly, not always but as an option to the mapmaker.

If creatures randomly appear without guarding anything, they should appear with more strength/exp in later game, so fighting them is worthwhile.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 17, 2015 08:30 PM

kiryu133 said:
Pre-emptive measures. It's part of your kingdom, there are guards or something stationed, i dunno. It's prevented in the background.

Well there is always garrisons, but that's against opponents.
Also, since when guarded roads never gets attacked?

@Icefield

That would already be better than nothing at all. Of course now I cannot not think of the level cap. I wonder how long games will last in H7.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted May 17, 2015 08:38 PM

Galaad said:

Well there is always garrisons, but that's against opponents.
Also, since when guarded roads never gets attacked?



they are, attackers are simply fought back by the guards
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 17, 2015 08:40 PM

kiryu133 said:
they are, attackers are simply fought back by the guards

And where are the guards?
Let me ask you in another way: if you are in favor of creatures respawn as you said earlier, why do you keep looking for reasons not to have them?
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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 17, 2015 08:44 PM

Well, since we do have six hero classes, why not have the balanced one clear roads and search for the treasures, leaving the offense one to attack heroes and towns, while defensive protects the towns (aka Area of Control)?

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted May 17, 2015 09:10 PM

I just came up with an idea. Every month, let's say, after conquering a mine, you would be able to fight with a group of guards within this mine for a portion of resources that is produced by this mine. Number of guards won't be big, but this will provide secondary heroes with some additional activity. What do you think about such an idea?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted May 17, 2015 09:23 PM

Galaad said:

And where are the guards?
Let me ask you in another way: if you are in favor of creatures respawn as you said earlier, why do you keep looking for reasons not to have them?


these aren't reasons, they're explanations for why neutrals don't show up: your kingdom automatically fight them back in the background so you don't need to care. It's a lore thing, not gameplay.

anyway, i stand by that neutrals need to spawn periodically however having them spawn on main roads is both annoying and makes very little sense: those roads would, ideally (unless it's between two undeveloped towns), be well-trafficked and as such well-guarded by whatever troops could be spared. It's also super annoying when neutrals do spawn there so it has gameplay reasons.

anywhere else is fair game for spawning in my book, though maybe not in front of flagged mines? but eh, whatever.
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icefield
icefield


Adventuring Hero
posted May 17, 2015 09:27 PM

Pawek_13 said:
I just came up with an idea. Every month, let's say, after conquering a mine, you would be able to fight with a group of guards within this mine for a portion of resources that is produced by this mine. Number of guards won't be big, but this will provide secondary heroes with some additional activity. What do you think about such an idea?


That's a repetitive task, not strategy.  One can argue about map points that have to be revisited like windmills and creature generators that don't accumulate over time, but this is even more micromanagement.

Creature respawns could spice up the game, but there should be either strategy involved, or some interesting non-predictable element.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 17, 2015 09:35 PM

I would like to see creature bank altered by the time passed. Id est: Banks' guards would increase every week/month and so would the reward. It was quite useless to mow down banks in late game due to having low rewards and being non-challenging compared to the giant army and resource stockpile you get by then. But that's not gonna happen

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 17, 2015 09:47 PM

kiryu133 said:
It's a lore thing, not gameplay.

Oh, ok. Thanks for clearing that up.

Quote:
Creature respawns could spice up the game, but there should be either strategy involved, or some interesting non-predictable element.

Agreed. In example a hero could be attacked out of blue by a bunch of mixed neutrals, some sort of ambush. With higher probability in unknown areas, but still a low probability within control area, starting from medium-hard difficulty maybe. Harder difficulty could make the fights more challenging, like having a neutral hero supporting these neutral stacks, as in Quantomas AI for H5.

Quote:
Banks' guards would increase every week/month and so would the reward. It was quite useless to mow down banks in late game due to having low rewards and being non-challenging compared to the giant army and resource stockpile you get by then.

Totally agree. Such feature would be nice, especially on XL and larger maps.
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icefield
icefield


Adventuring Hero
posted May 17, 2015 10:00 PM

LizardWarrior said:
I would like to see creature bank altered by the time passed. Id est: Banks' guards would increase every week/month and so would the reward. It was quite useless to mow down banks in late game due to having low rewards and being non-challenging compared to the giant army and resource stockpile you get by then.


Yes.  I think that creature generators accumulated creatures in H2, but not in H3.  This is a similar effect.  I never understood why the H2 mode was abandoned, it works well in the game.

If banks have a (linear?) growth effect, it could be a strategic decision to not attack them asap, but a later attack might need the main hero come back.  Sounds interesting.

Quote:
But that's not gonna happen


Probably.  Collecting ideas for expansions ...

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 17, 2015 10:27 PM

Well, here is an idea. Monsters cannot spawn in Area of Control, only outside of it. Optimizes the AoC idea and does not make the feature to spawn monsters be forgotten.

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Athos
Athos


Adventuring Hero
posted May 18, 2015 12:43 AM

Galaad said:
kiryu133 said:
makes sense, i mean you did kill everything

How does it makes sense? In example, if you kill some rogues on a forest road, does that mean there won't be rogues ever again on that road? Of course not.


Certainly not "ever again", but for the duration of the scenario? Of course.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 18, 2015 04:23 AM

Galaad said:
kiryu133 said:
It's a lore thing, not gameplay.

Oh, ok. Thanks for clearing that up.

WTF? This is not Lore, stop abusing that word. It is not an everything proof shield. It's not even logical.
There is nowhere written or mentioned that there are any peacekeeping forces in your the games world, other then your own armies. It's even illogical to assume that there will be no need of control measures over a piece of land you yourself already conquered. And even in the real world, it doesn't mean there will be no rebellions, roques or rising rivals. Once you get to a certain point there will always be at least one lair of resistance in your own lands. So why not put them in the game in the random week form.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 18, 2015 08:42 AM

I know it's not lore, is just another classic feature out of the game.
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted May 18, 2015 09:02 AM
Edited by Dies_Irae at 09:08, 18 May 2015.

Quote:
Banks' guards would increase every week/month and so would the reward. It was quite useless to mow down banks in late game due to having low rewards and being non-challenging compared to the giant army and resource stockpile you get by then.


There are several Bank-like map locations in H6, for instance:
- Hellgate
- Barbarian Camp
- Ruins
- Pyramid/Crypt (or something like that)
- Dragon Utopia (in SoD)

Each guarded by an army, mostly related to the type of structure. I noticed that these guarding armies can be quite large, so it may be that they actually do grow when weeks and months pass by. Or it could be that they start out as large and you first have to build a sizeable army to be able to clear the structure. The last mission in the Sanctuary campaign, for instance, has an Arena close to the town of Isengrim, where you have to fight Gerhart. Arena battles are different in that you don't permanently lose troops and gain no EXP, but when I was preparing for the final battle I wanted to get some extra stat boosts. However, the Haven troops inside that arena ranked Legion for core and elite, and also the Celestials were present in high numbers. I doubt it would have been like that from the start, so I think numbers do grow there. Concerning these "Banks", the rewards remain the same though, and they can vary from resources to artefacts and even creatures.

Such a feature would be worth of returning to H7, but the question needs be: how fast does this army grow? How large is it from the start? I agree that if the army grows, so should the reward, to make clearing the structure indeed worthwhile.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted May 18, 2015 10:08 AM

Dave_Jame said:

WTF? This is not Lore, stop abusing that word. It is not an everything proof shield. It's not even logical.
There is nowhere written or mentioned that there are any peacekeeping forces in your the games world, other then your own armies. It's even illogical to assume that there will be no need of control measures over a piece of land you yourself already conquered. And even in the real world, it doesn't mean there will be no rebellions, roques or rising rivals. Once you get to a certain point there will always be at least one lair of resistance in your own lands. So why not put them in the game in the random week form.


dude, chill. i was just trying to come up with a possible hand-wave
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It is with a heavy heart that I must announce that the cis are at it again.

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