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Thread: What is the optimal battlefield size? | This thread is pages long: 1 2 3 4 5 · «PREV / NEXT» |
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Maurice
Hero of Order
Part of the furniture
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posted August 21, 2014 09:16 AM |
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MattII said: In H3 ranged units have a limited 'maximum damage' range, beyond which their effective drops off dramatically. I assume the same could be done here.
It just drops off to 50% damage at about halfway across the battlefield.
Personally, I wouldn't mind seeing distance having an impact on non-magic ranged damage according to a sliding scale, but this has to be properly balanced with where most of the melee units end up over the course of a battle.
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JollyJoker
Honorable
Undefeatable Hero
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posted August 21, 2014 09:47 AM |
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Actually it could be done very easily: Just give shooting units a full range and a half range distance (regularly double as far, but not necessarily so). Might open some interesting roads. Distance was the same as speed - movement points.
Might look this way:
Archer: 5/10
Crossbowman: 6/11
Elven Hunter: 6/12
Apprentice: 8/10 (fast energy dissipation)
Sharpshooter: 9/12
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First number for full damage, second for halve. "No range penalty" would simply transfer to something like 12/12, but wasn't actually necessary.
Also I would like something like a "Point Blank damage": Units being 2 - 2.5 MP away from a shooting unit would suffer some bonus damage, say 25%.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 21, 2014 10:09 AM |
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Yes a "range" value for ranged units which determines how far they can shoot at full damage (and double is max range at all) is something I've been advocating for also. Seems both logical and a nice way to differentiate between high-level and low-level ranged units (in general, low-level ranged units have been overpowered if we look over the history of Heroes games). But even a flat range for all units similar to H3/H5 system would work.
What H6 did with removing the range penalty was completely inexcusable, this skews balance extremely heavily towards ranged units and was a clear step back in terms of game quality.
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What will happen now?
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JollyJoker
Honorable
Undefeatable Hero
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posted August 21, 2014 10:39 AM |
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But it didn't. It just gave half of the shooters no range penalty, making Goblins and Breeders, for example, suck.
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Steyn
Supreme Hero
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posted August 21, 2014 11:21 AM |
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Until you used storm arrows on them
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted August 21, 2014 01:57 PM |
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JollyJoker said: Actually it could be done very easily: Just give shooting units a full range and a half range distance (regularly double as far, but not necessarily so). Might open some interesting roads. Distance was the same as speed - movement points.
Might look this way:
Archer: 5/10
Crossbowman: 6/11
Elven Hunter: 6/12
Apprentice: 8/10 (fast energy dissipation)
Sharpshooter: 9/12
...
First number for full damage, second for halve. "No range penalty" would simply transfer to something like 12/12, but wasn't actually necessary.
Also I would like something like a "Point Blank damage": Units being 2 - 2.5 MP away from a shooting unit would suffer some bonus damage, say 25%.
Sounds like a great idea to me, worth trying. It would also give the opportunity to create a few perk/spells related with this new creature stat.
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JollyJoker
Honorable
Undefeatable Hero
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posted August 21, 2014 02:42 PM |
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Yes, stuff like:
Seeker: Adds 1 to full damage range and 2 to half damage range.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2014 02:57 PM |
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Very nice, that could redefine the way battles play out in a good way. The majority of the H6 units having full range felt so cheap..
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Stevie
Responsible
Undefeatable Hero
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posted August 21, 2014 03:36 PM |
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Edited by Stevie at 15:36, 21 Aug 2014.
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I wish there were ongoing (not permanent, some turns) global battlefield spells. Something similar to cards in DoC.
For example Mist (water) through which a hero could generate fog over the battlefield, affecting shooters by reducing their range and 25% miss chance when shooting outside of optimal range.
Or Scorched Earth (fire), walkers take fire damage for each walked tile.
Powerful Winds (air), creatures reduced movement by 1.
Stuff like that.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted August 21, 2014 03:42 PM |
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Affecting the whole battlefield sounds like too much to me. It would suit better an area effect imo.
Stevie said: For example Mist (water) through which a hero could generate fog over the battlefield, affecting shooters by reducing their range and 25% miss chance when shooting outside of optimal range.
H5 ghosts, not again!
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Fauch
Responsible
Undefeatable Hero
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posted August 21, 2014 04:33 PM |
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I still think using obstacles to hide or take cover from shooters and casters in H4 was a cool idea.
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JollyJoker
Honorable
Undefeatable Hero
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posted August 21, 2014 04:52 PM |
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted August 21, 2014 05:23 PM |
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I forgot about that (so many years since I've played H4...).
It could be very interesting to try with the right amounts of obstacles (in other words, not a lot!).
Would you guys make hero spells be affected by obstacles too? In H4 they are positioned inside the battlefield, but now they are outside of it...
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JollyJoker
Honorable
Undefeatable Hero
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posted August 21, 2014 05:47 PM |
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You shouldn't add too much in one go.
That said, I would like to try the effect of real battlefield terrain. Different MP cost for different terrain.
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Fauch
Responsible
Undefeatable Hero
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posted August 21, 2014 09:18 PM |
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that's an interesting question about spells since heroes can't move like in H4, so if you hide a stack well, you are ensured the enemy heroes can never target it
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 21, 2014 09:22 PM |
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Storm-Giant said: H5 ghosts, not again!
Really? I liked those.
Wouldn't mind cover effects against ranged attacks again either.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted August 21, 2014 10:05 PM |
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alcibiades said:
Storm-Giant said: H5 ghosts, not again!
Really? I liked those.
Wouldn't mind cover effects against ranged attacks again either.
The random % of taking 0 damage was ridiculous, it was painfully unpredictable.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 21, 2014 10:54 PM |
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Well, unpredictable is not necessarily bad (cf. the discussion about random skills and replayability). When that's said, however, a flat damage reduction vs. physical attacks could do the trick also, and I always felt that it would be a nice touch to have blessed weapons (i.e. units affected by bless spell and similar) do full damage.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted August 21, 2014 10:57 PM |
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The thing is, when you are cleaning a stack of ghosts guarding a mine, they start avoiding damage and it's damn annoying. Then in a big battle, your ghosts don't avoid the two first attacks and they've become useless. So frustating
Either a flat reduction or a chance of damage reduction, but avoiding 100% of damage it's too much for my liking.
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Miru
Supreme Hero
A leaf in the river of time
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posted August 22, 2014 12:04 AM |
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JollyJoker said: Except that HoMM 3 is way bigger than HoMM 5.
Unit speed is a factor here as well.
I also diasagree with Miru. I'm a player who doesn't like to mix. HoMM 1 and 2 were different from the rest for a reason.
I don't like mixing either, but if you have two towns you'd be a fool not to utilize it.
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