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Thread: Creatures gaining XP, what do you think? | This thread is pages long: 1 2 3 4 · «PREV |
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bloodsucker
Legendary Hero
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posted May 27, 2016 03:42 PM |
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@Salamandre I'm having a problem following you. While I think of the Devil's in TEW4 as a generally good idea that could be explored (for instance you could be able to buy creatures and leave then in the dwelling as an "investment in production", giving a certain extra growth for a certain amount of "deposited" creatures, when you redraw them production returns to normal) you are the guy that speaks lowder against commanders and henchmen being OP but as JJ is seeing this (and I'm quite in the middle here) you want to put a commander in each slot.
Who would invest in new SAs if the one you have has now something so imba as that time I made them cast Frenzy on enemy before attack and Berserk after and you are going to lose it if you add more units? If upkeep and development of units is expensive and along with experience unlocks super habilities this is not some mid game enhancement, it's a revolution in the way you build your armies.
Can you be more clear about what you mean?
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted May 27, 2016 03:57 PM |
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Homer171 said: I'm on with JJ in this one. It's called Heroes for a reason. Hero skills that could further boost certain stats/abilities for creatures is welcome, like the H5 artificer. Wog banners could easily have that potential.
But units XP doesn't remove the purpose of the heroes nor the economy, you can still build the building to upgrade and hero still boosts the army, it is only an additional battle layer, units that made battles are stronger than fresh recruits, there is nothing more to it, I don't understand the big heresy here.
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Maurice
Hero of Order
Part of the furniture
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posted May 27, 2016 04:02 PM |
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Galaad said: ... units that made battles are stronger than fresh recruits, there is nothing more to it, I don't understand the big heresy here.
The problem (or rather, challenge) is that Heroes games revolve around stacks, not individual units. Numbers come and go as new recruits join and as they take casualties in battle. A stack is essentially limitless; it could be just 1 unit or 10 million. Experience is only useful if you can individualize them, or at least compartimentalize. That leans towards regiments instead of boundless stacks, which more closely resembles Total War and Age of Wonders. You're drifting away from the simple stack concept in your battles.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted May 27, 2016 04:09 PM |
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You don't individualize all units, that would be a waste of resources. But stacks are already individualized, so I see no problem in adding experience to the mix, WoG did it right, adding a single stack of 1 first rank unit to a max rank 9999 stack won't drop the rank of the whole stack much, the exp is percentage based, you can't cheat by adding 1 fully ranked unit to a big stack of newly recruited creature and increase their exp rank.
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bloodsucker
Legendary Hero
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posted May 27, 2016 04:22 PM |
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LizardWarrior said: But stacks are already individualized, so I see no problem in adding experience to the mix...
The problem only starts when you add branches of development, upgrades and upkeeps for those upgrades to the experience gain. Will all habilities cost the same? Can creatures be transfered from one branch of development to the other without loss of experience? How, only at certain places or by a certain cost?
The better these special habilities are and the more segmented the branches the more I see a winning army composed of one very special unit/stack in each slot instead of just legions of liches. While this can be good, it changes the focus of the economy from having tons of units to having enouch very hard to maintain special units.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted June 09, 2016 01:22 PM |
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Edited by Galaad at 13:25, 09 Jun 2016.
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@Maurice, what Lizard said.
bloodsucker said: The better these special abilities are and the more segmented the branches the more I see a winning army composed of one very special unit/stack in each slot instead of just legions of liches. While this can be good, it changes the focus of the economy from having tons of units to having enough very hard to maintain special units.
I am not so sure the focus change is that critical, in the end in wog everybody get their two swords don't they? The way to get there though is more interesting.
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