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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Resources
Thread: Resources This thread is 5 pages long: 1 2 3 4 5 · «PREV
Andrelvis
Andrelvis


Adventuring Hero
posted October 29, 2008 07:27 AM

We could also have a separate Alchemy school that either has it's own spells or uses resources to cast normal spells.

I haven't played with the Dwarves in HoMM5 for more than a couple turns, but I guess their rune magic system is somewhat like that?

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted October 29, 2008 12:58 PM

Quote:
Well perhaps Dark and Light spells could use resources for increased duration, since they have a fixed effect.
That's what spellpower does, so it's enough just to alter the spellpower.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 29, 2008 04:20 PM

Quote:
Quote:
Well perhaps Dark and Light spells could use resources for increased duration, since they have a fixed effect.
That's what spellpower does, so it's enough just to alter the spellpower.

Yeah point is that it's pretty rarely an issue for you that you have too low duration of your spells - ok, some high-level Dark Magic spells, perhaps, but once you reach spell power 5 or so, all the spells with duration = power will last long enough under most circumstances.
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TheDeath
TheDeath


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Undefeatable Hero
with serious business
posted October 29, 2008 04:24 PM

Yes but unless we come with something else it's at least better than nothing, if people want to waste their resources on long durations
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alcibiades
alcibiades


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Undefeatable Hero
of Gold Dragons
posted October 29, 2008 04:27 PM

True, true.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted November 02, 2008 01:43 PM
Edited by Asheera at 13:47, 03 Nov 2008.

Shots as Resources

How about having shots as some kind of resource. Ok, not really a resource, but something more like the mini-artifacts. You can create a number of shots (arrows, etc) which cost some metal/wood/etc (the more shots you create, the higher the cost, of course), and then you can place them in your shooting stacks like a mini-artifact (only in shooting stacks, Ballista and Ammo Cart, in the others you can't)

Will that make the Ammo Cart obsolete? Not if we also limit the number of shots a stack can receive. Let's say that you can't give a stack more shots than its 'maximum' value (the shots value we have now) - after all, they can't carry anymore. However, you can place shots in the Ammo Cart, as many as you want, and your stacks will drain shots from it first instead of from their own shots they have.

EDIT: No feedback?
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TheDeath
TheDeath


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Undefeatable Hero
with serious business
posted November 03, 2008 01:55 PM

Ash I was thinking about making it real like that too (and sometimes "enhancing" the shots with some resources ) in my "dream" gameplay (not Heroes mind you) of a game that I will never get into, it seems (time is a snow, and no I don't mean a small lack of time but a HUGE lack of it ).

So naturally I like your suggestions but I hope you don't mind if I use them somewhere else, I had them in mind for a long time (nothing to do with Heroes).
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Asheera
Asheera


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Elite Assassin
posted November 03, 2008 02:10 PM
Edited by Asheera at 14:06, 04 Nov 2008.

I forgot to say that there are different types of shots, obviously, and each should cost different resources.

Arrows would cost Metal (or Wood?), Spears Metal, Magical Shots (Archmage, Priest, Shadow Matriarch, etc) Crystals, etc...


EDIT: Come on people, give some feedback. I'd like even a 'flaming' instead of this silence.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 04, 2008 03:07 PM

Personally, I don't like the idea. I think we should avoid going so much into micromanagement, and if you have to consider whether you can afford to spend your wood on some more arrows for your Archers or some more shields for your Footmen or some more spells for your Hero or some more buildings or whatever we could think of, the game is going to be nothing BUT micromanagement.
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Asheera
Asheera


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Elite Assassin
posted November 04, 2008 03:26 PM

Well you have a point and I agree, but I wasn't planning to make the shots too expensive... theoretically most of the time you could buy enough ammo with your money.

But indeed this way you could say the system has no use... it's not such a good idea after all.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 04, 2008 03:45 PM
Edited by alcibiades at 15:47, 04 Nov 2008.

I think if one wanted such a thing, it would be best implemented with the unit recruitement price. Problem is, that in a game, you purchase a lot of units - you easily recruit well over 100 Archers, for instance, which would correspond to 100 Wood, which is roughly the amount of what you use to build your entire city.

Obviously, this would require some modification of the skill system - but that's not necessarily a bad thing. Let's imagine for instance that we made it so that a basic Lumbermill produces 20 Wood each day instead of 2. Then we could also multiply all building costs with 10, and suddenly, the Wood needed to buy an Archer if he costs 1 Wood + Gold is not so much - but still something you need to take into acount when planning.

A secondary feature of such a model - i.e. having units tapping other resources than gold - is that you're even more in trouble if you run out of a resource. I think to prevent this, one would need to have a wider range of basic ressources, i.e. something like Wood, Stone, Metal and perhaps Food (or something else) to give more diversity and prevent you from being completely locked if you're running low on one of them.
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Asheera
Asheera


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Elite Assassin
posted November 04, 2008 04:19 PM

I agree with both points, in fact, this shot system was to be made on top of the system from the main post - that means a lot higher values for resources (20 Wood per day, etc), and more resources for diversity.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 04, 2008 05:03 PM

I deffinitely think a scaling of the ressource system would open some nice options for renewal, i.e. creatures can cost small amounts of certain ressources - not just level 7's, but also lower levels can consume precious ressources - and it allows for more flexibility in adventure map bonuses, bonuses from skills, different properties for mines (upgradable mines etc.) and what else we'd think of.
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MattII
MattII


Legendary Hero
posted November 04, 2008 06:57 PM

Well I won't say that scaling the resources up hasn't occurred to me, but the question is by how much, all to 10/day, all 10 times, or do the same at 20, 50, 100 or what?

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Asheera
Asheera


Honorable
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Elite Assassin
posted November 04, 2008 07:02 PM

Of course this depends on how much everything costs, but for a start I'd say 20 per day...
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted November 04, 2008 07:13 PM

I definately appreciate scaling the resources and giving much more uses for them. Very good idea.

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Darksequence
Darksequence


Hired Hero
For great justice!
posted November 21, 2008 06:16 AM

Sry I didn't have time to read the whole thread so if anyone has already mentioned this; my sincerest apologies.

About the wages and food thing they worked with wages in heroes2 for the playstation2, tbh it was kinda frustrating since parts of your army would turn neutral and you'd have to fight them if you couldn't pay their upkeep.
To me it seems like a way to overcomplicate the creature recruiting process making it more like a sims game instead of a tbs game.
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