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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Tactical power vs Army power
Thread: Tactical power vs Army power
Miru
Miru


Supreme Hero
A leaf in the river of time
posted August 21, 2010 07:01 AM

Tactical power vs Army power

In chess, which HoMM's combat is loosely based off of, the power is almost entirely in how you use your units as opposed to what you have. If a pawn attacks a queen, the queen dies. The balance of power in HoMM's combat however is mostly based on what units you have.

Doing things like
Increasing dmg:health ratio
Giving units support roles(like shooter)
Making chess like restrictions (like pikemen can only move forwards/ diagonal forwards until they cross half the map)
Would increase the power of how units are used

Where as things like
Increasing healthmg ratio
Simultaneous retaliation
Making vanilla attack units
Makes it so that the more powerful army wins.

I would like the power to be more in favor of tactics. Rather than your hero cast the same mass light magic/dark magic spells every single combat, how about having to choose from:
Move a shooter
Make a wall
Give a friendly unit +10 attack -5 defense for 3 turns
Removing an enemies ability to retaliate
Or other options that make you think.

I always loves killing armies half again bigger than mine with 1/3rd of my units left, or killing 'challenging' neutral stacks in the first few weeks with almost no losses.
But apparently some people just turn on the autocalc feature and live on the overland map.

Discuss
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted August 22, 2010 04:08 PM

I think a good balance is needed. Unlike Heroes 4 where level 1 and 2 were (almost) useless at the end.

Each unit needs its own tactical function throughout (most of) the game.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 23, 2010 04:26 PM

Quote:
I would like the power to be more in favor of tactics. Rather than your hero cast the same mass light magic/dark magic spells every single combat, how about having to choose from:
Move a shooter
Make a wall
Give a friendly unit +10 attack -5 defense for 3 turns
Removing an enemies ability to retaliate
Or other options that make you think.


hmmm I AM confused. Your things seem to be TACTICAL decisions...

However I think tactic should be VERY important. AND: The thing with the spell is definitely an overweight on the power sight: The one with the better spell&skill is more effective. How you use the spell is minor even.


I think battles shuld become more variable & tactical and abilities, imo, are a way to achieve that. Especially when they would be able to be cross-used.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 23, 2010 10:54 PM

Quote:
In chess, which HoMM's combat is loosely based off of, the power is almost entirely in how you use your units as opposed to what you have. If a pawn attacks a queen, the queen dies. The balance of power in HoMM's combat however is mostly based on what units you have.

Doing things like
Increasing dmg:health ratio
Giving units support roles(like shooter)
Making chess like restrictions (like pikemen can only move forwards/ diagonal forwards until they cross half the map)
Would increase the power of how units are used




no no no
dude homm isnt chess and it cant compete with it - making homm like chess means killing the game.Homm has its own niche and shouldnt leave it.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 23, 2010 11:36 PM

... in fact ... I do not now, which position miru takes here^^

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted August 24, 2010 03:21 AM

I don't think you understand what I mean by tactics either. I'm saying you can make it more or less dependent on how you use your units rather than how many you have. With simultaneous retaliation, when two armies fight, the bigger one wins. With chess, the smarter player wins.

I think that the game should have harder and more manipulatable desciosions so that if you are smart and know how, you can win battles through strategy, even if your opponent outnumbers yous.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 24, 2010 07:19 AM

I agree with the sentiment.
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted August 24, 2010 12:27 PM

Quote:
I think that the game should have harder and more manipulatable desciosions so that if you are smart and know how, you can win battles through strategy, even if your opponent outnumbers yous.


But you can win already if you use higer level creatures. Against low level you are outnumbered too but you are still likely to win in Heroes.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2010 12:44 PM

Quote:
I think that the game should have harder and more manipulatable desciosions so that if you are smart and know how, you can win battles through strategy, even if your opponent outnumbers yous.


So you are for TACTICS, nmot for power, right?! ...I think it should be balanced, but I'm on your side anyway, since you SHOULD be able to win against greater foes!!! THat could be done different, also:
-ini-bonus for the smaller army for the first (few) rounds (if it's turn baewed again here meaning that they will all act before the other side)
as example.
But more tactical influence WOULD be great. As I mentioned, I think the creature abilities could play a big role in this. if you think about it, they were it who allready added much tactical influence here. The point of course is, that the abilities are still bound to the creatures which have them. But what if you must decide in battle, for an ability?

For example, the bowman could have a "rain of arrows" ability, attacking many squares and a "Secure" ability, meaning they are a guarding a certain line. When they use one of them, the other would not be usuable for this battle.
It makes not much logical sense, though, unfortunately.

@snatch: -.-°

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