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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Resources in Heroes 4
Thread: Resources in Heroes 4
space3999
space3999


Hired Hero
posted April 27, 2001 06:36 AM

Resources in Heroes 4

Hi, everyone!

I am new to this Heroes 4 Wishlist Forum but I am not new to the Heroes series.  I saw people play Heroes 1, but I started playing on my own since Heroes 2, and I loved Heroes 3 (all three versions).  I'm going to be posting several topics that I haven't quite seen here as of yet.

My first topic--resources.  Since Hereos 1, the resources have been the same--ore, wood, gold, gems, crystals, sulfur.  In Heroes 4, it's time for a change, don't you think?

First of all, maybe there should be different types of these classic resources to collect.  For the wood, there would be oak, redwood, cedar, pine, etc.  For the gems, we could have emeralds, diamonds, sapphires, rubies, etc.  For ore, maybe we can have uranium and some other elements.  For money, maybe we can have silver, gold, or something equivalent to "latinum" like the Ferengi have on Star Trek.  

And ALL of the resources need different trade values.  I think all of the "recious resources" from Heroes3 (crystals, gems, sulfur, mercury) had a trade value of 1/10, but it shouldn't be this way.  Diamonds are more valuable than rubies, which are more valuable than mercury, which is more valuable than sulfur.  There needs to be an imbalance where diamonds has a trade value of maybe 1 diamond per 5 rubies, and 1 ruby per 5 mercury, which would be 1 diamond per 10 mercury.  

Also, the variations of the resources would allow you to build better structures.  For example, maybe oak would would let you build a regular boat, but pine would gives you a boat with better speed.  Or building the Dragon Cliffs with rubies gives you the regular Green Dragons, but if you build it with emeralds instead, the Green Dragon's breath can attack more hexes on the field or something.  In short, certain resources can help upgrade structures and units in certain ways and the resource system needs to be a little more complex to offer more strategy.  What does everyone else think?

Space3999

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RexBibendi
RexBibendi


Adventuring Hero
Yak of the High Mountain
posted April 27, 2001 07:49 AM

Complexity?

I don't think there is a need of a change.. since it has worked nicely for three versions...

I think it all sounds too complex.. Would one need like 20+ mines or so just to get mage guild levels? And as to the money.. I really don't see a difference in paying 100 gold, 1000 silver or 50 gold + 500 silver (if the value of silver was a tenth of gold.. just an example).. Another thought that strikes me.. isn't it going to be a little hard to keep track on all those resources...

Improved skills of monsters is an idea... but that could perhaps easier be done by adding some new artifacts (Dragon's Collar of Sulphurous Breath.. ) instead of confusing resources.. .

- Rex Bibendi
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Catapultam habeo. Nisi pecuniam omnem mihi dabris, ad caput tuum saxum immane mittam.

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sikmar
sikmar


Promising
Known Hero
The Moonchild
posted April 27, 2001 09:09 AM

Mine developing and Mining creatures

Well, I see both points. 3DO should do some improvement in the resource system, but creating a lot of different resources only adds unnecesary complexity.

But... what about some kind of MINE DEVELOPING?

Let's say that mines could be upgraded, producing more resource income or more than one unique resource. This could be a reason to effectively protect a mining zone where you have developed mines to the maximum.

Another idea caught as it passed through my mind. Some creatures CAN HAVE A NEW SPECIAL: MINING ABILITY. Let's say that if you garrison Crystal Dragons in a Crystal mine, or Cyclops Kings in an ore mine (they are used to hold and transport that rocks) then the mine produces more resources. The quantity of resources added should depend on the size of the stack you garrison on the mine. This adds a new strategic factor and also gives the programmers a new and useful special (I think they have serious problems to create specials for many, many creatures)

Any comments?
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This is my truth. Tell me yours

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RexBibendi
RexBibendi


Adventuring Hero
Yak of the High Mountain
posted April 27, 2001 09:20 AM

Miners...

Your idea sounds interesting.. How about buying workers/slaves (peasant-style monsters) for the mines.. and only defending them with "real" monsters... (well some monsters could give a little bonus to the mining of course)..the crystal dragon and cyclops as you mentioned.. and of course dwarves..they should be able to mine or add a bonus to it, since they are quite famous for it.. gold perhaps??

..umm.. It's hard to say whether it's a good idea.. maybe this one also is too complex? I can't say.. More ideas needed..!

- Rex Bibendi
____________
Catapultam habeo. Nisi pecuniam omnem mihi dabris, ad caput tuum saxum immane mittam.

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Jarrett
Jarrett


Adventuring Hero
posted April 27, 2001 03:31 PM

mines

I like the idea of upgrading the mines. Also I think the product of the resources should vary a little each week, for example the sulfur mine might produce 2 on week and then 4 the next.

Maybe the could be a resource added, like uranium. It could be rare and valuable. It could be used to produce a rare building or creature, or trade for other resources.

I think having wands would be neat. The wand could let you cast a certain spell only 5 times and then dissappear.

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 27, 2001 10:18 PM

To make it simpler, it can work like this:
If u find a pile of silver it adds 500-1000 to ur gold
if u find a pile of rubys it adds 3-5 to gems
if u find apile of diamonds it adds 6-9 to gems
etc.......
what do u think?
____________
D3@th t0 Fals3 m3Tal!

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space3999
space3999


Hired Hero
posted April 28, 2001 07:17 AM

Replies to Resource System

I've had a chance to read over all of the messages since I started this topic.  I'm starting to agree that my idea of a new resource system could become very complex, but I think I like the idea of upgrading the mines and having slaves working the mines to produce more resources per week.  But I think there should be at least a cuple of new types of resources--uranium like I mentioned and maybe something else.  Perhaps the urnaium could be like an "ultimate resource" where just one will give you +5 of all of the regular resources per day in addition to giving you the choice of building special structures in your town that you oculdn't build with anything else.  Or here's another idea--maybe if you collected enough resources, you could buy some uranium at your marketplace (just like how the Combination Artifacts work).  

Opinions?

Space3999

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thunderknight
thunderknight


Promising
Famous Hero
posted April 28, 2001 06:24 PM

Good idea for upgrading mines.

I've something to add:

Hiring slaves to "upgrade" or "accelerate the digging" of mines will increase the daily production of mines or $$ but it will also accelerate the depletion of mines. There should be some limit to the "overall" production of mines, just like in some other games (Warcraft ?? I can't remember).

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Mikellll11
Mikellll11

Tavern Dweller
posted April 28, 2001 07:24 PM

Slaves

I think that the Peasants should be the slaves in the mines.

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space3999
space3999


Hired Hero
posted April 29, 2001 07:18 AM

Peasants

I also agree Peasants should work the mines.  They're pretty useless with 1 hit point, 1 attack skill, 1 defense--who would want them in their army?  That's why I hated being the Knight sometimes in Heroes 2.



Space3999

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 30, 2001 05:14 PM

Maybe

And then maybe dwarwes could add some bonus to the slaves productivity, but instead of starting a rebel they should sometimes decrease in productivity.
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D3@th t0 Fals3 m3Tal!

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raZor_X
raZor_X


Promising
Known Hero
The mysterious Warlock
posted April 30, 2001 05:42 PM

Yeah maybe???

Maybe the slave system will work. But the thing that I like most is upgrading mines and increasing the productivity. I think it is not late for these things to implement.

raZor_X

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