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Thread: Tiers: Coherence and Diffenentiation. A War-overlord approach. | This thread is pages long: 1 2 3 · «PREV |
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avalon00x
Bad-mannered
Known Hero
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posted June 27, 2012 10:47 AM |
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I like the factions and most of the tiers in the factions ( i still miss the H4 Medusa) but that is a personal thing.
The complementary system is nice overall, but i see a few problems with it. My first issue with it being that i can no longer pick 3 cores. If i build core 1 + 2 i can only build Complementary 1, and no longer core 3 resulting in less possible choices in the end. And
The complementary units are still not really Dynamic and this makes the factions more or less alike.
The other problem with the Complementary units is that you will always have one unit per tier with worse stats but better numbers. However units Become a lot more useful after upgrading, not only do they gain better stats they also get better abilities and abilities are very hard to compensate with Growth rate alone seeing as they are often situational.
Now i think some changes would be nice.
1: Complementary units have upgrades as well so that you wont have a unit that in the end will be less useful as a normal core.
2: Make it optional to pick a complementary unit. if i want to pick core 1 + 2 + 3 i should be able to.
3: If it would be possible to pick core 1 + 2 and then as last choice any of the complementary units. The way you proposed it you have to pick two cores and get one slightly weaker alternative unit. This dousn't really give different army. One should be able to go for as example
Core 1rc warrior
Core 2:Goblin
Complementary 3: Ogre
This way one can decide you don't Want a fast and mobile units but prefer a sturdy front line so the Goblins are safe in the back. And it would enable many possibilities for your lineup
As alternative to the above i thought it would be nice to have
core 1 + 2 +3 + one complementary Then they would not need to have upgrades seeing as they don't replace any core unit but are rather an addition to the army. This could however pose some problems with the current battle maps and the resources you receive per week.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted June 27, 2012 11:35 AM |
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@avalon00x:
Here is what you missed, and what I may not have explained that well in the first place.
1: A complementary creature, on terms of abilities, is on par with an upgraded creature unless otherwise specified. Only in terms of stats it is not. It's still beter than a basic creature, but the gap between a complementary's stats and that of upgraded basic creatures is bridgable by boosting growth. That is why complementaries get hoard buildings, to compensate for their lack of upgrade.
2: Dynamic playing was not what I was after. It was choice. I wanted to combat the rigidity of playstyle in the factions, by offering several playstyles in every tier. Complementaries offer a different playstyle, by complementing the two basic creatures. It was never the intention to make a rock-paper-scisors dynamic, that for instance Starcraft aims for.
3: This is not a design for anything. This is a creative excercise. I wanted to see if I could come up with a system that breaks the rigidity of Heroes VI without compromising Lore-integrity. Do not treat this as something that will or could happen.
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