Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Unit Upgrades, Quality Vs. Quantity
Thread: Unit Upgrades, Quality Vs. Quantity
MattII
MattII


Legendary Hero
posted July 31, 2009 01:47 AM

Unit Upgrades, Quality Vs. Quantity

I'm not sure how this one will pan out, but here goes:
Reading Polaris's Creature Recruitment thread I came up with my own idea about it. What if, on upgrading, a dwelling were able to produce more of its base units than its upgraded ones?

For example a Dark Enclosure (Dark Raider dwelling) is able to produce 1200 gold worth of units per week, while a Grim Enclosure (Grim/Brisk Raider dwelling) is able to produce 1800 gold worth of units per week, which could either mean 4 Grim/Brisk Raiders, 6 Dark Raiders, or even 2 Grim/Brisk and 3 Dark.

As another example, an Archer Tower (Archer dwelling) is able to produce 600 gold worth of units per week, while a Marksman Tower (Marksman/Crossbowman dwelling) is able to produce 960 gold worth of creatures per week, which gives us either 12 Marksmen/Crossbowmen, 19 Archers (with 10 gold wasted), or 7 Marksmen/Crossbowmen and 8 Archers.

You can't get around the numbers by producing base units and upgrading them either, because upgrading will cost as much as the difference. One way you 'will' be able to get around it will be if you can find a Hill Fort within a couple of days of your town and you have a spare hero or two to shuttle the creatures out there (that'll get expensive at anything about level 3 though).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 31, 2009 08:17 AM

I really don't see what this would add, other than dooming peasant upgrades even more (and others that just make the unit better without adding anything significant).
____________
In ur base killing ur doods... and raising them as undeads.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 31, 2009 12:27 PM

I think this has some very interesting options in a completely different direction than what you perhaps intend.

I'm currently playing around withhaving unit upgrades being based on "unit experience" rather than strict upgrading as we know now. Thus, a Archer at level 0 will be just an Archer, and then when it gains experience WoG style, you'll be able to upgrade it one path or another - or teach it new "skills" and have it gains "stats", just like hero.

Having a more fluid recruitement system would be very well compatible with this. Thus, you could have either the option of recruiting a larger number with low experience or smaler number with high experience. Not sure how the exact details would work, but as a thought, I see some interesting perspectives here.
____________
What will happen now?

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
sphere
sphere


Supreme Hero
posted July 31, 2009 12:44 PM

Quote:
I'm currently playing around with having unit upgrades being based on "unit experience" rather than strict upgrading as we know now. Thus, a Archer at level 0 will be just an Archer, and then when it gains experience WoG style, you'll be able to upgrade it one path or another - or teach it new "skills" and have it gains "stats", just like hero.

I like that idea, that's probably why I still play Warlords IV:  Heroes of Etheria
____________
Who is this General Failure, and why is he looking at my disk ?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0410 seconds