Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: I want some strategy for H5
Thread: I want some strategy for H5
zombs
zombs

Tavern Dweller
posted May 05, 2003 12:07 PM
Edited By: zombs on 5 May 2003

I want some strategy for H5

why is battle always be stronger forces (could be high quantity or quality monsters) = win?

I want them to keep the creatures abilities and improve on that. I want to have different altitudes for strategy placement (higher altitude = advantage). Also, some modifiers like fallen tree is good defensive spot for ranger who want to stay away from melee units.

Ambush is also a good addition. When and army got ambushed, it can successful detect the ambush or failed. In case of success the enemies lose morale. In case of failure, it lose morale and the units are positioned in disarray manned (scatterred all over the map and paralysed for the first couple of turns).

Also some people suggest weather to be includes as modifiers. I agree with that. Certain weather sould be and advatage to certain units and disadvantage for others. Also, with it I think hero should be able to cast spell to change the weather (success rate depend on the skill level).

Range attacks should varies depending on the creature. Some can attack only a few grids away others can be more. I want the combat map to be large. No single unit can move more than 1/2 screen in a turn. most unit can move about 1/5 or 1/6 the fast ones will be around 1/3. And only the most mobile units can travel 1/2 of the screen.

Also heroes should not get his hand dirty in combat. They are suppose to be the commander not another warrior. So I vote to heroes to remain static and the edge of the battle screen. Or he can move around in a very limited space around his camp. An enemy unit can approach and attack a hero. The hero can retaliate with his weapon of choice, but he cant move outside his camp grids. A ranged attacker cannot attack the hero if the unit is outside the camp grids, it needs to get inside.

Battle is over when the whole army got wiped out and the hero is killed or captured. It can also end when just the hero is captured (all the creatures will run away). Therefore it is important to protect the hero.

Also, I dont like the idea that damage kill certain number of units. This seriously upset the balance. Weak unit should be strong with high quantity and not remain weak. Example to clarify that idea, I have 70 bandits receiving some damage and then it reducs the total of units to 60 (just example). What I want to be done instead is that to spread all those damages across all units. So none of the bandits should die with that attack. Units should only begin to die when every single creatures in that unit has only 1 HP and then it receive more damage. So if it receives 20 damage when all 70 bandits have 1 HP, 20 of them will die. But if all of them are at full HP none of them should die. Its only that the total HP is reduced by 20. Since bandit has 10 HP each, this should come down to 10*70 - 20 = 680. Critical point is when all bandits has 1 HP, 1*70 = 70. So, if the HP is below 70/700, bandits will begin to die. Current system makes the first bandits to take all the damage so thats why they start to die with attack more than 10. This put them at disadvantage when compared to black dragon who has high HP and therefore hard to die. I know some of you will say that should be the case cause of the level differences. With this change on rule, the dragon still has advantage in defense. So, its still harder to damage a dragon than a bandit. It merely giving the low level units an advantage that they should have with quantity. In a way its also possible that it overpowered the stronger creatures in high quantity. I dunno though, maybe an army size limit? very high cost?

I have a few more ideas but I'm tired to typing for now. I know its all messy (ideas are all over the place, bad english, etc), so please comment if you dont understand.


edit:
oh, another thing I want to add. Marketplace should be removed. I want mines to be a strategic factor in the game. Not just an after thought with the unlimited supplies from marketplace.

Now with this idea, a game can have more than just 1-2 superheroes where all of your army there. Now you can have a few heroes cause some of them are going to patrol around or guard key mines. With some creatures requiring resources other than gold, you are doomed without a mine.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Thorman
Thorman


Adventuring Hero
posted May 05, 2003 03:13 PM

Quick note,about how the damage is done.

Think about it a second,do you think a dragon would deal 1 dmg to the 70 bandits then come back and deal 1 dmg,till they all die?

If I was the dragon,I would try to KILL as many as possible with one attack.

I agree tho,there is so much of a difference between lvl1 and top units,lvl1 units are often used as "meatshields" later in the game.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Planeswalker
Planeswalker


Famous Hero
Chaotic Good
posted May 09, 2003 12:00 PM
Edited by alcibiades at 11:49, 29 Jun 2009.

Quote:


Also, I dont like the idea that damage kill certain number of units. This seriously upset the balance. Weak unit should be strong with high quantity and not remain weak. Example to clarify that idea, I have 70 bandits receiving some damage and then it reducs the total of units to 60 (just example). What I want to be done instead is that to spread all those damages across all units. So none of the bandits should die with that attack. Units should only begin to die when every single creatures in that unit has only 1 HP and then it receive more damage. So if it receives 20 damage when all 70 bandits have 1 HP, 20 of them will die. But if all of them are at full HP none of them should die. Its only that the total HP is reduced by 20. Since bandit has 10 HP each, this should come down to 10*70 - 20 = 680. Critical point is when all bandits has 1 HP, 1*70 = 70. So, if the HP is below 70/700, bandits will begin to die.


don't think this is a very good idea, think what would have happened with 1k skellies vs. say 15 black dragons. The dragons wouldn't had a chance...

Revamp please...



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
____________
Like 2D RPGs? Download Everestia! everestiagame.com

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0452 seconds