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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Level Theory
Thread: Level Theory
InfernoX880
InfernoX880


Promising
Famous Hero
posted February 10, 2008 12:47 AM

Level Theory

It is doubtless that leveling up and the RPG factor of HOMM is what makes the game so great. But somehow, Heroes 5 leveling system seemed a bit flawed to me, and so I would like to introduce a brand new system that will make it possible to reach way higher levels...but not easily.

Heroes VS Neutrals

When facing neutral creatures, the EXP value remains unchagned.

Heroes VS Heroes

When facing other heroes, a somewhat complex formula dictates your experience bonus. If you are a lower level than your opponent, the difference between the two hero levels multiplied by three is the percent of increase in experience gained. That is:

If you are level 18, and your opponent is level 20, your victory ensures a (20-18)3% bonus. So your hero gains an additional 6% to the experience gained.

If you are a higher level hero than your opponent, you gain much less experience, having been more easily capable of defeating your enemy. In this case the formula is a little more complicated. The percent becomes your opponent's level subtracted from your level divided into 40.

So if you are level 15 and your opponent is level 5,  then 40/(15-5) is 4% extra experience. Now if you are 25 and your opponent is 5, you can win more easily and the forumla will take that into account, 40/(25-5) is 2% instead.

The Level Theory

Things would work a little different. Killing creatures would dictate much of your leveling, but it takes more than that to get a powerful hero. Several achievements done by a hero increase his experience. For example, when your hero captures one precious resource mine, he gains 1% EXP. When he captures two, he gets another 1% EXP for the capture and an additional .25% EXP for it being his second capture. So when you capture your second mine, you have gained 2.25% EXP. The maximum amount of EXP you can gain for capturing a single mine is 2% EXP (1%+4 Bonuses Max @.25%). However, these bonuses can only occur once per empire, that is for every resource mine on the map, the EXP bonus can only be attained once per faction.

There will also be Favored Enemies but not in the way you've come to know them. Every time an enemy contributes to the downfall of your faction, he becomes more "favored". The more favored the opponent is, the more EXP you can get for beating him with up to a 40% EXP bonus (in addition to the percent bonus mentioned earlier, this is quite a bit). things that make an enemy more favored include taking your mines, killing your heroes, taking your towns and dwellings.

On the other side, the more favored you become in the mind of your opponent, the more you get for brining him down. So if the reward for your head is 40% EXP, you can instead gain a 50% EXP by finishing of that opponent.

Finally, for every opponent you defeat, you gain a 20% level up.

What are these percents? Well the percents mentioned under Heroes VS Heroes are simply additional experience in battle. They already exist in Heroes 5 but in a different way. The other percents work quite different. Each percent is that much closer to a level up. 100% is one level up. So if you need 2,000,000 EXP to level up, 1% is 20,000, quite a massive bit. But if this is the case, why not save the percent bonuses for the later level ups? Because certain things will be taken into account. If you've already taken all the precious resource mines, you're kind of screwed, but the fact that all opponent's heroes slowly accumulate a "favored enemy" stat makes leveling that much simpler.

Well this may seem a little too easy, leveling high levels so often. Not really. To get the 40% favored enemy stat, you need to do a lot of damage to the enemy empire. Every 5 precious resource mines you take increase your "favored enemy" by a mere 2%.

EXP from Creatures

These haven't changed much. Every creature has a set value of EXP they provide.

Max Level

For once, let's make it 100. Does that mean you will be colecting awesome skills along the way? No. But for your hard efforts, there are bonuses. Every 10 Level Ups after level 50 provide you with +2 to each primary stat.

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted February 10, 2008 10:18 PM

Quote:

Max Level

For once, let's make it 100. Does that mean you will be colecting awesome skills along the way? No. But for your hard efforts, there are bonuses. Every 10 Level Ups after level 50 provide you with +2 to each primary stat.


Then why make it 100 when there is no use for that? The max level cap should show how many levels in general would a hero need to max out all his skills. IMO, the cap should depend on the total skills and only then decided for sure. A max of 5+ levels over the level/skill cap should be the limit. I'd say 50 is more than enough, given the system in H5 or 60 to make it more interesting, RPish, if a new skill, ability system is introduced.
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Andrelvis
Andrelvis


Adventuring Hero
posted February 10, 2008 10:26 PM

A question: is there a cap in HoMM V?

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted February 10, 2008 10:29 PM
Edited by TDL at 22:29, 10 Feb 2008.

I think it is capped at 40, but I may not be correct. I basically judge by the amount of necessary skill slots to fill.
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 10, 2008 10:40 PM

Capped at 40 according to manual. At least there are no Xp values for levels over 40.
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