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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Area Of Control [H6 official feature] ~ Discussion and feeback thread
Thread: Area Of Control [H6 official feature] ~ Discussion and feeback thread This thread is 3 pages long: 1 2 3 · NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 25, 2010 08:52 PM
Edited by alcibiades at 20:53, 25 Aug 2010.

Area Of Control [H6 official feature] ~ Discussion and feeback thread

Cepheus posted the following detailed explanation of the Area of Control feature, straight from the devs. Here it is:

Quote:
How does the Area of Control feature work?

An Area contains one and only one Control Point (it can be either a Town or a Fort).

When the Player captures a Control Point, the Player gets control over certain Mines and Dwellings in the Area, according to the following rules:

1. The Player gets control over all non-neutral Mines and Dwellings in the Area automatically.

2. Other Players’ Heroes can capture Mines or Dwellings in Player’s Area. These capturing Heroes, however, must stay at the entrance of the Building to own it. As soon as the Hero of another Player leaves the controlled building, it will be owned (controlled) by the Player again.

3. If there is an Area owned by a Player with a neutral Mine or Dwelling in it which is guarded by a neutral Army, and the Player kills this army, captures the Building and leaves it, the other Player (who controls the Area) will get control over the Building (he becomes the owner).

4. If an Area is neutral (the Control Point is neutral), captured Mines and Dwellings will not change back to neutral when left. They function like HoMM 1-5 Buildings until the Control Point is captured by any of the Players.

Benefits of controlling an Area

Controlling (owning) an Area has specific benefits:

1. Heroes of the owner spend less movement points when moving in the Area.

2. Some faction unique buildings will have effect in the Town’s Area.

Editor

Case 1: When a Mine or Dwelling is inside an Area without a Control Point, it is functioning like HoMM 1-5 Mines: whoever captures it will own it until another Player captures it. The Error Summary Window inside the Editor will warn the user about this.

Case 2: If there are two or more Control Points in an Area, it will be considered a highest priority error in the Error Summary Window inside the Editor, so the Map cannot be played.

Case 3: When there are no Areas set up on the scenario, the game functions like old HoMM 1-5 games: a Town, Fort, Mine or Dwelling will be owned by whoever captures it until another Player captures it. The Error Summary Window inside the Editor will warn the user about it. Also, it is possible that some parts of the Map contain Areas while other parts have no Areas at all.


Feedback's encouraged and appreciated - the developers are listening.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 25, 2010 08:57 PM
Edited by alcibiades at 20:59, 25 Aug 2010.

I think the feature sounds interesting, but what strikes me the most is that they have made it OPTIONAL, because you can leave out control posts for classic playing.

THIS IS THE BEST WAY TO INTRODUCE NEW (OR OLD) FEATURES, BECAUSE IT ALLOWS US TO PLAY THE GAME JUST AS WE BEST LIKE IT!!!

I have one QUESTION: When you make a map, will castle always be control point, will you have the option to make castle a control point, or will control point be separate from castle?
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serptico
serptico


Adventuring Hero
posted August 25, 2010 08:58 PM
Edited by serptico at 21:00, 25 Aug 2010.

Expandable area of control over mines etc..

If what they mean is that at the start of the game or if you capture a new fort. Then those have pre-determined area of effects and through certain levels of technology, you are able to expand the area of effect covering more mines?

That would work only if those mines are neutral, it shoudn't let you expand to cover that mine if it is owned from another players's area of effect. So, it's a simple solution, also as an example, lets say your area of effect is covering 5 mines and you grow that area of effect to cover 20 mines. Then that Castle becomes or might become your game breaker. Because that Castle would become so valuable, you better protected to the bitter end.

Again, we don't know if area of effects are expandable or with a pre-determined area of effect only.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 25, 2010 08:59 PM
Edited by Warmonger at 21:00, 25 Aug 2010.

Well, I implemented exactly same script on my Maelstrom map, but it seemed too innovative and overcomplicated for most of people. However, game devs have power to invent and sell any feature and this time they use it wisely. It may ease the gameplay and stop players from sending dozens of heroes just to capture mines over and over again. Above all, is essential to keep huge maps interesting.
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serptico
serptico


Adventuring Hero
posted August 25, 2010 09:04 PM

Skills that might effect area of control?

All though I do have a feeling that there is going to be a faction with a Hero with certain skills that's going to be able to somehow munipulate this feature of expanding area of effect. Just a hunch.

Maybe, they can also impliment that? I'm sure they probably thought about it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Alone in the Forest
posted August 25, 2010 09:08 PM

There is no mention of them being expandable, merely that they are surrounding certain points. Besides if they did expand it would be rather pointless. The big picture is that you are supposed to expand your influence over the map by capturing those strategic places. A further hint that they are pre-determined is that the editor will give an error if there are two control points within an area - I think it's clear that they are not meant to overlap. And the simplest way to ensure that is by making them specific.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 25, 2010 09:08 PM

Ok, so if this is optional would it at all be possible to play a multiplayer match where one opponent has this feature enabled and the other hasn't?

I have to say I like this idea. I always disliked the fact that if I wished to maintain a large area of controll, I could not cut it with my main and secondary heroes. This way I may be able to. I can have my main army pushing the offensive while I use my secondary one to take back my controll points without having to spread my forces even more by means of a third hero.
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Danny
Danny


Famous Hero
posted August 25, 2010 09:13 PM

Quote:
All though I do have a feeling that there is going to be a faction with a Hero with certain skills that's going to be able to somehow munipulate this feature of expanding area of effect. Just a hunch.

Maybe, they can also impliment that? I'm sure they probably thought about it.


Wouldn't that ruin the balance? But if it wouldn't, then I guess it would be one of the racial abilities (because it's not like they can come up with something like necromancy and gating for someone like the wizards, can they?).

Elvin is right I guess, if they changed their size it would defeat the purpose.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 25, 2010 09:16 PM

I think there should be some kind of a preview of the controlled area's range to make it clear which utilities are to be captured. Maybe an option of the minimap to show them in colours?

I'm also wondering if buildings that are within the range and are covered by fog of war are captured and revealed?
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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted August 25, 2010 09:25 PM

I think that area of mine control will be able to expand. There will probably be few control points on map, so when they expand they will not be overlapped. I suppose that towns will be control points. Area of mine control will be something like this:
1.no fort = no mine control
2.have fort = basic mine control (smallest radius possible)
3.have citadel = doubles basic mine control (x2)
4.have castle = triples basic mine control  (x3 = maximum radius)

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Danny
Danny


Famous Hero
posted August 25, 2010 09:26 PM

Quote:
I'm also wondering if buildings that are within the range and are covered by fog of war are captured and revealed?


I'm pretty sure that's how it works. Especially if there's only 1 mine of each resource, it won't be that big of a reveal anyway.

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cookie
cookie


Adventuring Hero
*cookie magic*
posted August 25, 2010 09:28 PM
Edited by cookie at 21:30, 25 Aug 2010.

How about unique buildings change the terrains of areas in control, and terrains give strategic bonuses on adventure & tactical map? ie: Creep in Starcraft or Age of Wonders Domain spells like a spell called Ice Age in that game change terrain and water into ice slowly after several turns in the Wizard's controlled domain.

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted August 25, 2010 09:34 PM

Would area of control have an effect on the environment? it would be super awesome if as you conquered places, the terrain began to change to your factions home ground(think of zergs creep in SC2).

It wouldn't have game implications but it would be a nice graphic touch.
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serptico
serptico


Adventuring Hero
posted August 25, 2010 09:36 PM

Quote:
Quote:
All though I do have a feeling that there is going to be a faction with a Hero with certain skills that's going to be able to somehow munipulate this feature of expanding area of effect. Just a hunch.

Maybe, they can also impliment that? I'm sure they probably thought about it.


Wouldn't that ruin the balance? But if it wouldn't, then I guess it would be one of the racial abilities (because it's not like they can come up with something like necromancy and gating for someone like the wizards, can they?).

Elvin is right I guess, if they changed their size it would defeat the purpose.


It would ruin balance only if other heroes from other factions didn't have unique adventure map skills that will counter that. Remember, they did say that heroes are more customizable as ever in H6.

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Danny
Danny


Famous Hero
posted August 25, 2010 09:41 PM

Quote:
Would area of control have an effect on the environment? it would be super awesome if as you conquered places, the terrain began to change to your factions home ground(think of zergs creep in SC2).

It wouldn't have game implications but it would be a nice graphic touch.


I think that would be too much of a hassle, because the environment would need to change back if the enemy converts the city back.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 25, 2010 09:57 PM

Good new thread I will move my post here:

Quote:
Interesting and nice they keep it optional. I think there should also be benefits for creatures guarding the control point. It will probably function like a garrison. I would like to see skill bonuses for defending creatures in addition to the regular walls. +10 defense for example and if developers are really reading this I also would like to add: Please consider easy placement of neutral heroes on the adventure map to defend objects and treasures!!! This can provide much more challenging battles in a single map.

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted August 25, 2010 09:57 PM

I like this idea. It's quite nice, and if it turns out I don't like it, I can always turn it off! Does anyone know whether you can place troops inside it, like you could with mines or garrisons in H5?

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serptico
serptico


Adventuring Hero
posted August 25, 2010 10:03 PM

Quote:
I like this idea. It's quite nice, and if it turns out I don't like it, I can always turn it off! Does anyone know whether you can place troops inside it, like you could with mines or garrisons in H5?


Don't know, so far we know that a HERO with its troops have to stay on that mine if that mine is in the area of control of another faction's fort/castle in order to reap the benefits of that specific type of mine.

But to drop creatures on the mine and leave, it's still not confirmed nor if creatures are aloud to roam without a Hero like in H4.

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Gauldoth_
Gauldoth_

Tavern Dweller
posted August 25, 2010 10:22 PM

Quote:
I like this idea. It's quite nice, and if it turns out I don't like it, I can always turn it off! Does anyone know whether you can place troops inside it, like you could with mines or garrisons in H5?



That would ruin it. Then an enemy hero could possess it, put one skeleton in it and roam away, then you would have to capture it again, that's not what they're aiming for.
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Nelgirith
Nelgirith


Promising
Supreme Hero
posted August 25, 2010 10:29 PM

Quote:
That would ruin it. Then an enemy hero could possess it, put one skeleton in it and roam away, then you would have to capture it again, that's not what they're aiming for.

What's the difference between that and the current system ? someone can steal your mines and drop troops in them to force you to recapture them.

The aim of the forts is, imo, to defend your mines. Not being able to put units in them would be stupid and kill the purpose.

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