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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 - Discussion thread ~
Thread: ~ Heroes 6 - Discussion thread ~ This Super Thread is 525 pages long: 1 ... 14 15 16 17 18 ... 70 140 210 280 350 420 490 525 · «PREV / NEXT»
Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted October 17, 2010 07:19 PM

On hero movement, continued from the News topic:

Quote:
Q: How are heroes movement determined compared to creatures from his army?

A: Heroes’ movement determines creature’s movement. In other words, creature’s type has no influence on the heroes’ movement.


Has chaining already been discussed, here or in the VIP forum? I hated it in H3 ("the poor man's town portal"... ugh). I thought it wasn't that much of an issue in H5 thanks to the hiring limitations.
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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 17, 2010 10:07 PM

I believe they mentioned they want to cut down on "chaining".

It's something I've been hoping they address, currently in any Heroes game I usually have 3 heroes by the end of the second week.
1 my main to kill stacks, level up, assault heroes and towns.
1 to scout, gather unattended objects and chain.
1 to visit external dwellings (in Non-HMMV-with-caravans), chain and base defense.

I think they stated they want to combat chaining. (at it's root, not the symptom)

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 17, 2010 10:21 PM

There's something to be said on that as well. I hope Ubi decide to let us say it in the near future
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 18, 2010 06:35 PM

Quote:
Great to hear some appreciation! Would also like to hear on the other subject I posted along with a way how to improve the melee hero.

As for the melee hero I thought about 2 other abilities, which could be interesting. First of it would be elemental imbue. Since we are back at different elementals I bet there would, or could be something like the elemental chains from heroes 5. This would actually mean that melee heroes would benefit from having access to elements such as fire, water, wind earth... The second would be a vengeful strike, that increases in power dependant on the number of units the targeted unit have killed. Lastly there could be an evil or good strike, which works good against light and dark factions(don't like this one as much since heroes 6 is all about the grey zones of each faction).


I like the first one. It could be a skill in which the Warrior taps into nature so to speak. Just like the Dungeon hero does with their magic. A Warrior's troops could by default, be geared towards an element. Say a Flyer = 'Air' or Ground-fighter = Earth etc.

(If I follow you well) The second, concerning the Vengence strike, I think would greatly affect balance. If we have made the 'Warrior/Fighter' stronger with your "multi-attacks' than having this added with each of those attacks would duplicate the best of a magic/caster hero but add the A/D stats of the fighter to boot.

The last one I know nothing about, so you'd know better than I. You may on the others as well

Make a great Day/Map, Markkur



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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 18, 2010 06:39 PM
Edited by markkur at 18:41, 18 Oct 2010.

Quote:
Has chaining already been discussed, here or in the VIP forum? I hated it in H3 ("the poor man's town portal"... ugh). I thought it wasn't that much of an issue in H5 thanks to the hiring limitations.


Vlaad, What do you mean here? I played H3 a lot. I'm not understanding but am interested to know.

@Cepheus  Psssst, gotta a minute




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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted October 18, 2010 07:08 PM
Edited by Vlaad at 19:15, 18 Oct 2010.

Quote:
Quote:
Has chaining already been discussed, here or in the VIP forum? I hated it in H3 ("the poor man's town portal"... ugh). I thought it wasn't that much of an issue in H5 thanks to the hiring limitations.


Vlaad, What do you mean here? I played H3 a lot. I'm not understanding but am interested to know.
"Chaining" is transferring your troops from one hero to another. Thus you can fight several battles in one day or transport your new recruits from the town to the "main" hero without going back (hence "the poor man's town portal"). It wasn't very important for casual singleplayer, but very useful in multi against human opponents.

In H4 chaining was impossible because creatures had their own movement points; once those were spent, you couldn't transfer the creatures any further.

In H5 there are hiring limitations which prevent chaining to some extent, i.e. you cannot churn out eight adventuring heroes in one day like in H3.

I'm glad if the issue has been addressed and will be happy with any solution the new devs come up with.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 19, 2010 04:42 PM

[quoteIn H4 chaining was impossible because creatures had their own movement points; once those were spent, you couldn't transfer the creatures any further.

In H5 there are hiring limitations which prevent chaining to some extent, i.e. you cannot churn out eight adventuring heroes in one day like in H3.

I'm glad if the issue has been addressed and will be happy with any solution the new devs come up with.


Thanks for explaining. I still do that in a small way. If it is a new day and my main hero is near the castle, I will bring my 2nd out to him with another troop type to make the main a tad stronger before taking a mine etc.. Never really thought that the additional stack was getting double-movement. But, that's true. Then you would be in favor of something like Total Wars approach. The Army only moves as far as it's slowest troop and any transfer is tallied as movement. Certainly is more factual when the 'Army' moves only as far as its slowest foot-soldiers.

Make a great day
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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 19, 2010 06:03 PM

Yeah but it's not a fun solution and makes slower units have an adventure map stat that becomes hard to balance with combat stats.

If you've got a slow core unit, odds are you'll never buy it, heroes move slow enough as it is.
If you've got a slow champion then your faction is basically gimped.
Introducing rampant adventure map movement discrepancy between factions will make for very odd balancing as balancing adventure map vs combat mechanics always turns out wonky.
Exception to this rule is Logistics but that is something all factions can take.
Now you could homogenize unit movements for all the factions so that each one has exactly 1 slow core unit (which will then subsequently never get purchased no matter how strong it is, if you can't get anywhere on time it's not worth bringing.) 1 medium and 1 fast, same for elite and all champions are the same speed.
This however is a boring solution that makes the factions less unique.

I'm fine with reality taking a hit if it's for the good of gameplay.
Also, as mentioned earlier, many great generals throughout history have made a name for themselves based partially on their ability to organize and maneuver armies much faster then was the norm.
Your heroes' aptitude for this phenomenon is in fact what the Logistics skill represents.

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MattII
MattII


Legendary Hero
posted October 19, 2010 07:45 PM

Quote:
If you've got a slow core unit, odds are you'll never buy it, heroes move slow enough as it is.
Or it's strong enough to buy, but will generally end up in the towns and forts because it's a heavy tanker.
Quote:
If you've got a slow champion then your faction is basically gimped.
See above.
Quote:
Introducing rampant adventure map movement discrepancy between factions will make for very odd balancing as balancing adventure map vs combat mechanics always turns out wonky.
Any more wonky than they generally are anyway?
Quote:
Now you could homogenize unit movements for all the factions so that each one has exactly 1 slow core unit (which will then subsequently never get purchased no matter how strong it is, if you can't get anywhere on time it's not worth bringing.) 1 medium and 1 fast, same for elite and all champions are the same speed.
This however is a boring solution that makes the factions less unique.

Now apply it so that basically 'all' units have exactly the same speed, how boring is that?

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 19, 2010 08:01 PM

Quote:
Or it's strong enough to buy, but will generally end up in the towns and forts because it's a heavy tanker.

So you're fine with letting it be a horrible choice to bring into battle because your hero can't catch anything worth killing or takes (relatively) ages to get anywhere?
Quote:
See above.

So then your champion is only suitable for town-guarding duty?
Quote:
Any more wonky than they generally are anyway?

So a lack of strong balance in previous games is a reason to not try to balance at all in this one?
Quote:
Now apply it so that basically 'all' units have exactly the same speed, how boring is that?

All units currently in HoMM 1,2,3 and 5 have a wide array of movement speeds in combat. which gives them diversity in feel and tactics, letting this movement speed effect adventure map movement though is taking 1 piece of the unit's stat chart and letting it effect a part of gameplay where none of it's other parts have any effect.
Unless you're suggesting a creature's adventure map speed should not reflect it's movement speed, but I doubt that.

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MattII
MattII


Legendary Hero
posted October 19, 2010 08:21 PM
Edited by MattII at 20:30, 19 Oct 2010.

Quote:
So you're fine with letting it be a horrible choice to bring into battle because your hero can't catch anything worth killing or takes (relatively) ages to get anywhere?
Everything's a compromise, and since a town can't move...
Quote:
So then your champion is only suitable for town-guarding duty?
For the short answer, see above.
Quote:
So a lack of strong balance in previous games is a reason to not try to balance at all in this one?
It's not impossible to balance different adventure speeds out, just hard.
Quote:
All units currently in HoMM 1,2,3 and 5 have a wide array of movement speeds in combat. which gives them diversity in feel and tactics, letting this movement speed effect adventure map movement though is taking 1 piece of the unit's stat chart and letting it effect a part of gameplay where none of it's other parts have any effect.
Wait, when did you start talking about combat? You mentioned slow, medium and fast, and up till then you'd been talking about adventure movement.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 19, 2010 08:54 PM

Quote:
Quote:
So you're fine with letting it be a horrible choice to bring into battle because your hero can't catch anything worth killing or takes (relatively) ages to get anywhere?
Everything's a compromise, and since a town can't move...
Quote:
So then your champion is only suitable for town-guarding duty?
For the short answer, see above.


I don't call it a compromise when the game forces to me abandon a great creature to town duty because I simply cannot effectively use it on my roaming heroes, that's putting me down a potential creature during the exploration chunk of gameplay.
So Faction X is better off not bringing their champion because it will slow down their hero to a crawl compared to heroes which don't have ball'n'chain champions?
Faction X has a ridiculously strong champion to compensate guarding it's towns, creating a faction that isn't just slightly worse at offense but actually down a whole creature when it comes to offense, the biggest one no less?

Quote:
Quote:
So a lack of strong balance in previous games is a reason to not try to balance at all in this one?
It's not impossible to balance different adventure speeds out, just hard.

I didn't say it was impossible, I said that you implied that the factions have always been so poorly balanced it's a waste of time to start now.
On the flip side, the balancing will be hard enough that it will consume more development time and possible testing then it is likely to be worth it.

Quote:
Quote:
All units currently in HoMM 1,2,3 and 5 have a wide array of movement speeds in combat. which gives them diversity in feel and tactics, letting this movement speed effect adventure map movement though is taking 1 piece of the unit's stat chart and letting it effect a part of gameplay where none of it's other parts have any effect.
Wait, when did you start talking about combat? You mentioned slow, medium and fast, and up till then you'd been talking about adventure movement.

You ignored and forgot to quote the last line, indicating that I believe map movement, in such a system, should reflect combat movement.
Because it's completely arbitrary to put a movement tax on units that doesn't reflect their movement in combat, or the other way around.
So yes, a creature's movement is related to it's map movement, that's how HoMMIV did it and that is how people are expecting it to behave and that is what makes sense.
If you're going to limit the speed based on the slowest creature, then that implies that that creature is indeed the slowest, it's not going to halt the march of the army if it is capable of fighting over extended periods of time (like a battle ranging from just a handful of beasties to giant armies composed of thousands.) whilst moving really quickly.

TLDNR version: It makes sense for combat speed and map speed to be related.

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MattII
MattII


Legendary Hero
posted October 19, 2010 09:08 PM

Quote:
I don't call it a compromise when the game forces to me abandon a great creature to town duty because I simply cannot effectively use it on my roaming heroes, that's putting me down a potential creature during the exploration chunk of gameplay.
It worked in H3 didn't it?

Quote:
So Faction X is better off not bringing their champion because it will slow down their hero to a crawl compared to heroes which don't have ball'n'chain champions?
No, because Faction X's Champion is a shooter with no melee penalty, and thus capable of doing a hell of a lot of damage.

Quote:
Faction X has a ridiculously strong champion to compensate guarding it's towns, creating a faction that isn't just slightly worse at offense but actually down a whole creature when it comes to offense, the biggest one no less?


Quote:
On the flip side, the balancing will be hard enough that it will consume more development time and possible testing then it is likely to be worth it.
True.

Quote:
You ignored and forgot to quote the last line, indicating that I believe map movement, in such a system, should reflect combat movement.
Wait, let's go back to the start shall we?
Quote:
Quote:
Quote:
Now you could homogenize unit movements for all the factions so that each one has exactly 1 slow core unit (which will then subsequently never get purchased no matter how strong it is, if you can't get anywhere on time it's not worth bringing.) 1 medium and 1 fast, same for elite and all champions are the same speed.
This however is a boring solution that makes the factions less unique.
Now apply it so that basically 'all' units have exactly the same speed, how boring is that?
All units currently in HoMM 1,2,3 and 5 have a wide array of movement speeds in combat. which gives them diversity in feel and tactics, letting this movement speed effect adventure map movement though is taking 1 piece of the unit's stat chart and letting it effect a part of gameplay where none of it's other parts have any effect.
Unless you're suggesting a creature's adventure map speed should not reflect it's movement speed, but I doubt that.
Where in that original quoted section do you start talking about combat movement?

Quote:
Because it's completely arbitrary to put a movement tax on units that doesn't reflect their movement in combat, or the other way around.
Agreed.

Quote:
TLDNR version: It makes sense for combat speed and map speed to be related.
Right now they're not though are they, right now creatures don't have the slightest effect on the hero's adventure map movement.

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odium
odium


Known Hero
posted October 19, 2010 09:12 PM

I believe that simplifying the game mechanics thus renouncing at features that were not bringing much on the table with respect to fun and strategic ensight is a good approach for Heroes series. Gameplay (mostly multiplayer) is already kind of cumbersome in comparison to other genres so fastening things up is the way to go and, in my opinion, will lead to a bright future .  

If creatures impact the hero's movement in a marginal way (more or less like in H3)than this feature is kind of unnecessary since it does not add too much of strategy in balance with the additional micromanagement it brings. If creatures have a strong impact on hero's movement than there will be problems related to balancing both between factions and between creatures of the same faction's rank(core, elite champion).


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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 19, 2010 09:24 PM
Edited by MrDragon at 21:30, 19 Oct 2010.

Quote:
It worked in H3 didn't it?

It worked in H3 because in H3 your hero's movement was almost unaffected by your army, in fact until recently I believed it didn't.

Quote:
Quote:
So Faction X is better off not bringing their champion because it will slow down their hero to a crawl compared to heroes which don't have ball'n'chain champions?
No, because Faction X's Champion is a shooter with no melee penalty, and thus capable of doing a hell of a lot of damage.


So the faction just has to accept that it's slower then everybody else or not bring this awesome creature?
Bear in mind that that means you can never catch an enemy hero unless he lets you or you willingly NOT bring an army strong enough to fight him.
Now currently, it is possible to meet a hero you can't catch, and that is because he has logistics but these are also options open to you, especially now that they took the RNG out of leveling.

Quote:
True.

Thank you, and I want to return the favour by saying that you are giving me reason to think more deeply and thoroughly about the subject matter, something I appreciate.
You quite admirably halted me in the resource debate, I'll come back to that when I got more/better material.


Quote:
Quote:
Unless you're suggesting a creature's adventure map speed should not reflect it's movement speed, but I doubt that.
Where in that original quoted section do you start talking about combat movement?


Right there, where I'm talking about it's adventure map speed and it's movement speed.
Perhaps I should have said:
Quote:
Unless you're suggesting a creature's adventure map speed should not reflect it's COMBAT movement speed, but I doubt that.



Quote:
Quote:
TLDNR version: It makes sense for combat speed and map speed to be related.
Right now they're not though are they, right now creatures don't have the slightest effect on the hero's adventure map movement.

Again I should have clarified:
Quote:
TLDNR version: If we let creature speed dictate hero speed It makes sense for combat speed and map speed to be related.

As I said, I'm fine with reality taking a small hit for the sake of gameplay.

Edit: In light of the Heroes III revelation on my part, something I never noticed, yeah if they make it THAT subtle, I don't think I mind it that much.
I mean how often is somebody going to wander around with only REALLY fact creatures and do little more then scout... or cap a foolishly unguarded town whilst speedy heroes are on the map.

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MattII
MattII


Legendary Hero
posted October 19, 2010 10:03 PM
Edited by MattII at 22:04, 19 Oct 2010.

Quote:
It worked in H3 because in H3 your hero's movement was almost unaffected by your army, in fact until recently I believed it didn't.
No, it was in from the start. And yes, I'd be happy with a H3-style limitation, enough to be noticable, but not enough to be really game-breaking (although I'd ad another level or 2 at the extremes, so say from 14 to 21 movement, but only some neutrals would hit these extremes).

Quote:
So the faction just has to accept that it's slower then everybody else or not bring this awesome creature?
That assumes that the enemy isn't also carrying slow units, plus, as I said, towns can't run away, so even the slow creatures have their uses in offensive battles. I'd also make it so that heroes with that slow creature as their special (assuming individual specialities are still around) can travel a bit faster with them as well as the normal (maybe slightly reduced) bonuses.

Quote:
Bear in mind that that means you can never catch an enemy hero unless he lets you or you willingly NOT bring an army strong enough to fight him.
If the enemy is a scout, sure, but if the enemy is a real-deal hero out to take your towns then he's probably brought along his own tough-but-slow creatures, and thus you should be able to catch him.

Quote:
Now currently, it is possible to meet a hero you can't catch, and that is because he has logistics but these are also options open to you, especially now that they took the RNG out of leveling.
RNG, what's that?

Quote:
Right there, where I'm talking about it's adventure map speed and it's movement speed.
Perhaps I should have said:
Quote:
Unless you're suggesting a creature's adventure map speed should not reflect it's COMBAT movement speed, but I doubt that.

Well I'll agree that a creature's adventure map speed should be related to it's combat speed, but that still leaves me wondering where in this statement...
Quote:
Now you could homogenize unit movements for all the factions so that each one has exactly 1 slow core unit (which will then subsequently never get purchased no matter how strong it is, if you can't get anywhere on time it's not worth bringing.) 1 medium and 1 fast, same for elite and all champions are the same speed.
This however is a boring solution that makes the factions less unique.
...you started talking about combat movement.

Quote:
I mean how often is somebody going to wander around with only REALLY fact creatures and do little more then scout... or cap a foolishly unguarded town whilst speedy heroes are on the map.
Well really that's about all I'm out for, just so heroes don't totally dictate the movement speed of the army.

Quote:
If creatures impact the hero's movement in a marginal way (more or less like in H3)than this feature is kind of unnecessary since it does not add too much of strategy in balance with the additional micromanagement it brings.
In the short term, no, but in the long term it could have a bigger effect, like whether you can take a particular town on day 7, or you have to wait until day 1 of the next week (because you're carrying your slower-but-tougher units which will allow you to win the day 1 battle), and thus whether you can get the creatures in that town.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 19, 2010 10:19 PM

Things are simple really One solution is annoying, the other isn't.
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Map also hosted on Moddb

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 19, 2010 10:26 PM
Edited by MrDragon at 13:30, 20 Oct 2010.

Quote:

No, it was in from the start. And yes, I'd be happy with a H3-style limitation, enough to be noticable, but not enough to be really game-breaking (although I'd ad another level or 2 at the extremes, so say from 14 to 21 movement, but only some neutrals would hit these extremes).

I meant that I never noticed it, not that I think it was only put in recently.
That would be a bit silly, I don't even recall them patching the game. (unless you count WoG which has had frequent patches.)

Quote:
That assumes that the enemy isn't also carrying slow units, plus, as I said, towns can't run away, so even the slow creatures have their uses in offensive battles. I'd also make it so that heroes with that slow creature as their special (assuming individual specialties are still around) can travel a bit faster with them as well as the normal (maybe slightly reduced) bonuses.

But the enemy won't carry slow units if he can avoid it without losing significant combat prowess, and with the new tier system, he can.

Quote:
If the enemy is a scout, sure, but if the enemy is a real-deal hero out to take your towns then he's probably brought along his own tough-but-slow creatures, and thus you should be able to catch him.

Again, this only applies if his Champion is slower, otherwise he might assemble his elite and core line-up out of speedy creatures to raid towns with.

Quote:
RNG, what's that?

Random Number Generation, the system that drives a computer's ability to come up with seemingly random numbers. (Actually computer's can't generate actual random numbers, just draw together so many different non-static elements that the numbers drawn from those are untraceable and in-effect, the same as if randomly generated.)
But this is all irrelevant, just read it as if it said: Random.
For the purposes of this discussion it is the same.

Quote:
Right there, where I'm talking about it's adventure map speed and it's movement speed.
Perhaps I should have said:
Quote:
Unless you're suggesting a creature's adventure map speed should not reflect it's COMBAT movement speed, but I doubt that.

Well I'll agree that a creature's adventure map speed should be related to it's combat speed, but that still leaves me wondering where in this statement... *snip*...you started talking about combat movement.

In this part:
Quote:
Unless you're suggesting a creature's adventure map speed should not reflect it's COMBAT movement speed, but I doubt that.

That is still part of the actual statement.

Quote:
I mean how often is somebody going to wander around with only REALLY fast creatures and do little more then scout... or cap a foolishly unguarded town whilst speedy heroes are on the map.
Well really that's about all I'm out for, just so heroes don't totally dictate the movement speed of the army.

Quote:
Quote:
If creatures impact the hero's movement in a marginal way (more or less like in H3)than this feature is kind of unnecessary since it does not add too much of strategy in balance with the additional micromanagement it brings.
In the short term, no, but in the long term it could have a bigger effect, like whether you can take a particular town on day 7, or you have to wait until day 1 of the next week (because you're carrying your slower-but-tougher units which will allow you to win the day 1 battle), and thus whether you can get the creatures in that town.

The odds of that particular event occurring though are negligible and/or nigh impossible to plan for, introducing a random element to strategy that seems unnecessary and discourages offensive army variety.
I'm on board with the train of thought that this, if implemented, should be noticeable, but in my opinion, it would badly effect gameplay.
Otherwise, I'd say, it's just not worth the hassle, I don't see how it would enhance gameplay, at all.

Edit: Also Elvin is right, we are making to a big a deal over something relatively simple.
Extra Edit: Just noticed the quotes are completely out of whack... CBA to fix em though.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 20, 2010 01:45 PM

About units affecting movement, do you not find it annoying? Back in H3 times I used to move around with a secondary that took my slow units at the end of the turn so that my main had more movement next turn. In toh some people are REALLY slow(20min to hourly turns) so I fail to see how giving them more micromanagement is going to make my game more fun. Splitting hairs ftw.

Also moving with ballistae in H4 was freaking annoying. Sure unit movement can have a more strategic impact in the game but not in a fun way. It's also more realistic but who cares? Now if each faction hero had a preset movement like a ranger being faster than a wizard I would not mind.
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 20, 2010 02:03 PM

It could be annoying if some army gets too slow because of some of its creatures, but it's up to the devs to find the balance between the strategically sensible march of the armies and the fun of the players. It's not necessary to have the HoMM IV situation with the Ballista. I can't find anything wrong with the HoMM III scenario with large but relatively slow armies or small but fast. Both are risky to certain extent and the player should be the one to decide which is more acceptable for him. This allows different logistic styles for different players and different situation and I don't think they should rob us of this variety.

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