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Heroes Community > Heroes 7+ Altar of Wishes > Thread: new hero stats idea
Thread: new hero stats idea
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 02, 2011 11:34 PM

new hero stats idea

OK. This is an idea by me about changing the hero stat system, a thing that has been unchanged since...well, to my knowledge, since the series exists...with the exception of H4, naturally, were heroes and units had quite more stats...well know, I thought that a slightly different system. What brought me to the idea was the thought: why attack and defense as primary skills AND secondary skills, practically enhancing these unit stats above the others...and I thought of a different system, and this is how it goes.

!!!NOTE: All numbers are not really definite for this! they can be altered still!!!

Preferences:
This system only works if the hero takes a role in battle at least as active as in H5, with melee attacks, own turn, etc.

The new system:
Well, the new system is circled around 2 pairs of aspects. First pair, as usual, is Might Stats and Magic stats. Each of these will have two stats. Second pair is Unit-Affecting stats and Hero-Affecting stats. So in the end, we have 2 might stats, one affecting the hero, one his army, abd the same for magic stats.

The stats:

Might Unit Stat - Charisma
Commandment is the ability of the hero to command their troop. It will increase the EFFECTIVENESS of their troops (described below)

Might Hero Stat - Strength (needs a better name, maybe...)
This will increase the Strength of the Hero in battle, their attacks, initiative and anything else affecting the hero in battle, and being non-magical.

Magic Unit Stat - Knowledge
THe hero's knowledge about the arcane helps their troops, increasing their mana reserves, spell power and even spells available to them.

Magic Hero Stat - Power
The Power of a hero determines, well, their own magical power, determining the effect of their spells as well as their maximum mana and maybe even which spells they can learn (though that of course coudl still be handled by a Skill)

Effectiveness:
In this systems, units have an effectiveness (this could have another name as well -.-). It determines that any unit is, well, more effective when being under a good commander. Normally, fighting without a hero, neutral units have an effectiveness of 100%. In this state, they have their normal stats and abilities (pure-magical abilities and stats are not influenced by effectiveness). If the effectiveness is lower, some stats may be lowered (not for every %-point, usually). If it gets seriously ow, the units may even loose abilities. On the other hand, if the effectiveness gets higher, stats may be increased and, at a point, even new abilities gained.
Now, what influences effectiveness so that such can happen?
-Weak Heroes. Unlike neutral units, which gain effectiveness through commanding themselves and knowing themselves, units under hero command (not considering the charisma stat) start out with an Effectivenesss value lower than 100% (maybe 80%). So hero with no charisma have ineffective units
-faction mixing. Instead of lowering morale, I think faction mixing could decrease the effectiveness of units, which are not giving their full potential when fighting with not-their-own-kind.
-Home Terrain. Should make units act more effective.
-Others. Such as unit abilities, skills, artifacts, etc....

So, what do you think about this idea?

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 03, 2011 02:15 PM

Both magic stats increase mana ? Sounds a bit bland.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 03, 2011 02:21 PM

Yeah. though that could be changed. But the poitn about htis is: one is for the hero, incresing only the heroe's magical ability, while the other increases the magical ability of the creatures...
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polaris
polaris


Promising
Known Hero
posted August 04, 2011 06:35 AM

Seems interesting. Sounds like Charisma is basically might attack and defense rolled into 1 stat and there is a slight twist on the Knowledge version. Someone a few days ago was mentioning how different kinds of casters could play differently by mixing their balance of Knowledge and Power and this achieves that in a very unusual way. Overall, I don't know if this would be good or not, but I give you big points for simplicity and cohesiveness.

As a side note, I liked how you bolded a notice that the numbers were tweakable and then only listed numbers once in the post (also prefaced by a "maybe")... People attack your numbers much?
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 04, 2011 10:00 AM

Thank You

Well, I think it's because I myself am rather indifferent about the numbers here, since one has to be carefull with the effectiveness. If imbalanced, it could lead to seriously overwhelming armies just through the commandment stat
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