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I did DL first only for LEgend myself, after that i knew it would be good, Crossroas was a bit dissapointment, but maybe because i played AP too much.
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I have more ideas for the Warriors of the North.
I was thinking about the CRIT systems. By now it is influenced by morale - from one race units, items, skills etc. First, for GOD sake, give the special attacks the same chance for critical hits, it is very annoying at the late game to do less damage with them than with regular attacks - some units are balanced against their special attacks - Cannoneer with very low normal damage is designed to use every 3 rounds the tripple shot, or Elves... Maybe only mass abilities, like Dragon fire line or Giant's Jump could be designed to NOT critically hit. Second, some new ideas: At the moment we have: +1 morale multiplies crit chance by 1.1 (or crit chance +10% more) +2 by 1.2 +3 by 1.3 (if I remember correct but this is only an example). This means that crit chance is only influenced by the attacker stats and conditions. Lets use LUCK as a modifier of crit chance for defender (lowering the chance for crit hit). The formula could be (Morale-Luck)*crit chance If attacker has 3 morale and defender 2 luck than crit chance = 1 If attacker has 2 morale and defender 3 luck than crit chance = -1 each number of crit chance = 10% more or less probability for crit. This means that if a unit has 10% natural crit chance in the first example it would have 11% chance and in the second 9%. 20% turns into 22% or 18%. Now lets make this system dynamic meaning some events happening during the battle have direct effect on morale and luck of the units. One unit surrounded by 3 enemies has -1 morale (Unit is ambushed) - all three units are attacking/facing it. One unit stack numbers halved during battle - 2 morale. All races receive +1 further morale if on their own land; i.e. Elves on Elonya. Morale and Luck bonuses for hero-less enemy armies, which do not apply for the player: all units from one race +1 morale, all units on their own terrain +1 luck etc. If one unit scores 2 critical hits in a row it is given +1 luck, 3 critical hits in a row +2 luck (until end of battle or for 3 rounds, this needs fine balancing). Morale is increased by skills or commander skill (Commanders give +1 morale to other units). Here are some examples for Luck skills: Nature Luck - all elves +1 luck Lucky Aura - all adjacent friendly units +1 luck Fortune - +1 luck on that unit (the same as Brave which gives +1 Morale only to one unit). Facing Undead dragons -1 Morale Facing Archdemons -1 Luck Bad Luck for friendly unit is the same as Positive Morale for enemy. Bad Morale is the same as Positive Luck for enemy. So actually there is no difference if you will raise your own Morale or lower enemy Luck - the effect will be the same. Max/Min Morale and Luck +6/-6 Max/Min crit chance modifier +3/-3 The last means that a unit with +6 morale facing unit with zero Luck still has +3 crit chance not +6, but if +6 morale stack is attacking +4 luck stack, than crit modifier is +2. This gives a nice cap of +30%/-30% crit chance modifier. Furthermore, at the moment morale gives you significant attack/defense bonus, which I do not like - this is very unbalanced against map armies. This bonus could be divided among morale and luck - morale gives you passive attack bonus, luck passive defense bonus, or both give you half of the present bonus, for the same stacked result when you have at least +3 morale and +3 luck. But the best would be to remove that kind of a bonus, critical attacks are very strong even without it - at the end of the game more than 50% chance for 150% max damage is significant and if you are playing with Gauri against demons (final battles are always against demons) than you always do 150% max damage...Very IMBA ************************************************** * If we want to have more realistic battle system, we could assign specializations to units such as Infantry, Cavalry, Siege, Ranged, Spellcasters and Aereal/Flying units. Using the Rock/Paper/Scissors system: Infantry does more damage to Cavalry (negating Cavalry bonus) Cavalry does more damage to Archers Archers do more damage to Flyers (I imagine than usually Flyers float over the battlefield on some height and are not on ground in between when they move - this is why Archers could spot them more easily). Flyers do more damage to Siege units (consider this as heavy infantry, not machinery units) Siege units do more damage to Spellcasters (Brutal strength over Magic) Spellcasters do more damage to Infantry (Magic over Might) The bonus damage could be 30% more. Examples for Infantry: Robber, Guard, Imp, Knight, Werewolf, Dwarf, Succubus, Vampire... Examples for Siege: Ent, Cyclops, Troll, Paladin, Demon, Executioner... Examples for Cavalry: Horseman, Unicorn, Cerberi, Centaur, Fire Beetle, Brontor... Examples for Ranged: Archers, Elf, Hunter... Examples for Flying: Ghost, Faery, Griffon... Examples for Spellcasters: Inqusitor, Archamage, Shaman... Differences between specializations - I will use the Leadership/Health/Damage ratios as they exists in the game: Infantry: Leadership/Health= 1, Leadership/Damage=10 Example: Knight: Leadership(160)/Health(160)=1, Leadership(160)/Damage(16)=10 Siege: Leadership/Health= 0.8333; Leadership/Damage=8.333 Example, created by me: Guard with 48 HP, Damage 6, Leadership 40, this means that you have 20-25% on top of leadership stat for Health and Damage, comparing with Infantry. If the same unit was Infantry than it would have 40HP, Damage 4, Leadership 40. Infantry have a little bit more speed and initiative than Siege units. Average infantry Speed 3, or 2+Run ability, or 2/3 with long attack, Average Siege speed 2, or 1+Run ability. Infantry has higher crit chance as well. Siege has the lowest possible crit chance, since it relies on brutal strength, not agility. Infantry negates the Cavalry Bonus, Siege units does not. Cavalry has 20% more leadership demands for the same health/damage ratio than Infantry but it has more Speed, average speed 5. Example: War Elephant: Leadership 240, HP 200, Damage 24 All Cavalry units have the Charge bonus. Flyers have 5 or 6 speed and when attacking stacks with lower than theirs speed in retaliation they take half damage. When attacked from other units, this does not apply. Logic behind that: first they are very fast and agile, second they attack from air, not from ground (in game animations should be changed). Leadership/Health ratio=2, Leadership/Damage ratio= 10 (normal):example Flyer 160HP, 32 damage, 320 Leadership - this makes them very offensive and the half retaliation damage gives them some defense - this comes on cost of very high speed. They could benefit most from the Massacre bonus (read below). Archers keep the present Leadership/Health ratio: 1.4, Spellcasters 1.5 and Leadership/Damage ratio: 8 for both. These 5 specializations only apply to units from 1-4 level, not champion units (level 5). To give more weight on Speed a special bonus could be applied for units that position themselves quickly on the battlefield and massacre a single enemy stack - three or more units attacking the same stack are given +20% damage bonus, the attacked stack suffers -1 Morale. Special skill that gives more damage for melee attackers in the first round further could give more impact on speed. |
More on unit specialization:
Siege units have the Guard ability - this means they could be assigned to guard an adjacent friendly stack - this could happen before the battle (via special menu), in the tactics mode, or changed in every round - activated ability when Siege units do not move. Siege unit guarding a stack of spellcasters: Enemy moves and tries to attack directly the spellcasters - what happens is that the Siege guards attack the enemy, enemy unit retaliates and its attack is wasted on the Guards, it does not attack the spellcasters. This gives the possibility to cover weak units with stronger ones. Siege guards could do this once per round and only if the enemy moves to the guarded stack, if enemy unit is already adjacent to it (from the previous round), guarding does not happen. Archers: defensive fire, activated ability for ALL ranged units, when activated it lasts until end of battle or when the defended stack moves and it uses all AP for that round of archers. In this example archers are defending an adjancent stack, when enemy comes and attacks the guarded stack, archers shot at enemy, enemy attacks the guarded stack and than its attack is retaliated - enemy suffers double damage. Only one defensive fire per round per stack of archers is allowed and only if the archers could normally shoot - i.e. no enemies around them - some archers could have the point blank shot ability, which enables them to shoot even if enemies are around. Siege units could defend Archers and Archers could defend Siege units - this is just an example for synergy. Spellcasters attacked: All spellcasters that have magic bolt attack (or ranged magical attack) when enemy rushes on them, and the spellcasters could retaliate, spellcasters have first strike ability - this comes from their training in the magical arts. If the enemy is attacking them without moving prior that, this does not happen - retaliation is normal. Flyers attacked: When Flyers are not covered (no enemies adjacent to them), they float in air and take only half damage, than retaliate normally. Cavalry could have the Trample ability - when attacking in a straight line and 3 or more hexes between them and their target - they could damage adjacent enemy units that are near that line - for 1/5 of their damage. Cavalry has the Charge bonus +10% more damage per hex. |
On resistances:
By now we have physical, magical, poison, fire and astral resistance. I propose a new resistance system with 3 might and 3 magical attacks/resistances: Pierce - i.e. archers and cavalry (Skeletons/Liches/Bone Dragons with higher pierce resistance) Slash - i.e. Infantry Crush - i.e. Siege Ice - water/ice/poison attacks Fire - obvious Lightning - thunder, lightning and magic attacks Astral attack is very rare and there is NO astral resistance. Some units could have special mixed attacks, for example a Spellcaster with Dark Bolt attack which takes the lowest from Ice/Fire/Lightning value and the attack is calculated against it. Or mixed phisical attack which is calculated against the lowest phisical resistance (the lowest from pierce, slash, crush armor) - maybe for Bone Dragons which are attacking with claws and theets - pierce and slashing, with their weight trampling the target - which is a crushing attack. Or just any combination: I.E. Ice Guards that have Ice Spears and do 10 pierce damage and 5 ice damage - calculated against the pierce and ice resistance - as in the old system. Or Valkyries with flaming swords - that do 15 slashing and 10 fire damage. All efects are calculating against the resistances, vs. full resistance value or half of it - the last means 50% ice resistance gives you 25% chance to avoid a freezing effect, but you still take 50% less ice damage. Chance for phisical stun is calculated vs. Crush resistance. Bleeding vs. slash resistance Cripple/slow vs. pierce resistance. The chance for freezing/poisoning is calculated against the ice resistance. Burning and Blind against the fire resistance. Magic Stun/Deaf/Confusion against lightning resistance. Or another way to do this: At the moment the system works like this: Snakes i.e. have 30% chance to poison you and you are rolling d100 vs 30, if you roll low number you are poisoned. The idea is: Snakes with 30% poison chance - first the system rolls d100 vs 30 - the attack will be poisoning, than 50% ice resistance means 25% chance to avoid poisin, d100 vs. 25 and than it is decided if the unit is poisoned or not. The first roll could be defended for lower/higher probability like this: if the first two rolls are negative, the third is always positive, if the first two rolls are positive, the third is always negative - in the past I have had battles with my snakes where 90% of their attacks cause poison, which is just too much. This will enable units with very high fire resistances like demons to be saved most of the time from burning, not like at the moment - or undead from poison. Furthermore poison/burning effects could be modified by the units - beasts suffer only one round of poisin, demons suffer only one round of burning, instead of 3, ice creatures - only one round of freeze etc. |
And finally some unit ideas:
Humans: Guard - Siege Halberdier - Infantry Archer - Ranged Priest - Spellcaster Silver Knight - Flyer (lady knight in silver armor riding a winged Pegasi) Witch Hunter - Siege with large anti-mages damage bonus Paladin - Siege Mystic - Spellcaster Knight - Infantry Cavalier - Cavalry Angel of Light Angel of Mercy - resurrecting ability Angel of Judgment - bane ability (The last idea I proposed to a friend of mine that works for Ubisoft for Heroes V and on the heroescommunity forum, they took it, twisted it and gave birth to an Angel with two blades in Heroes 6 which I do not like) Elves: Pixie - water attack Sprite - lightning attack Nixie - fire attack Sentry - the good old double shooting Elf Fire Beetle - cavalry Spriggan - Infantry Arcane Archer - advanced Ranged unit with magic arrows like Fire Ball, Ice Gust and Thunder strike Druid - among other abilities +1 luck to all beasts Hypogriff - flying deer Unicorn - cavalry Sun Pegasus - not-mounted Pegasus Moon Priestess - Spellcaster Mantis - flyer Phoenix Northern race with dwarves: Axe Master - ranged Stone Crusher - Siege hammer dwarf Winter Wolf - infantry Frost Troll - two headed troll, which regenerates when shooting with ice balls Valkyrie - spellcaster Battle Boar - another Northern mythical unit, Battle Boars are made from metal according to some northern legends Rune Lord - Siege Griffon - flyer - I think the griffon suits much more the northern theme, than forests/humans. Rock/Frost/Storm Giant as champion Night breed: Gnome Hag Warg Moon Stalker - werewolf archer Impaler - werewolf siege Witcher - werewolf spellcaster Banshee - if we tweak the myths a little bit, this could be the soul of a evel sorceress that intentionally left her body to gain more control over magic - they are not undead, because their bodies still live somewhere hidden but in a deep sleep state and the spirit wanders around. Blackguard - black ogre Siege unit Nightmare - monstrous giant spider unit that was soaked with so much dark magic that it now projects it around - Cavalry with many special abilities. Witch King - Giant Nazgul like unit - Spellcaster Gorgon - Medusa like spellcaster Chimera - changeling unit - can assume the form of a Drake, dark winged lion or a giant black cobra each form with different abilities. Mind Tyrant - mind overlord unit Reaver - champion unit of ancient times, could be the main villian of an expansion Lizards: Hissing One - cobra man Infantry Dragon Fly - flying unit Lizard Sniper - ranged unit with poison dart firing pipe. Blackscale Assasin - Infantry Greenscale Hunter - Infantry Basilisk - cavalry Yuan Ti - male naga unit Sky Serpent - chinese dragon unit Wyvern - flyer Hydra that shoots either ice (Cryo Hydra) or fire (Pyro Hydra) Infernal units: Imp Magog - giant fire shooting worm Cambion - demonic human offspring with wings - like redskinned living gargoyle and a fire sword Succubus - spellcaster Cerberus - cavalry Unitaur - single horned demon Crucitaur - upgraded horned demon Abyss Fiend - four winged demon Infernal Exarch - twisted centaur like demon with 6 legs and a halberdier Gate Keeper - demon summoner Archdemon/Balor |
@Rah
Luck, Specialization, more resistances.. I thought you said more statistics are bad? |
Agree with johnancient.
Crit chance and minimum-maximum damage already works as a luck factor. Also I wouldn't like units that use some existing unit as a base and just adds an adjective in front of a name. Imo every unit should be an unique monster. |
I think the game should add more requirement for using units. Example: add skill system, if you use thorn or defeat enemy has thorn, you gain some using thorn skill exp; if you use archer class unit or defeat enemy has them, you gain some using archery skill exp; if you want have thorn royal in your army, you need get 100k using thorn skill exp, 50k archery skills exp. The requirement
will make player using more unit than using some unit for all combat.\ :) I think requirement should random (ex: Black Dragon at agame require 100k giant slayer exp, another game require 50k using dragon exp, other require 200k master fire exp ) when start new game so player alway think new strategy for each game. :) The achiement system should has more achievement and more level, replace the using quantity requirement by quality requirement (example instead of cast 50 fire arrow spell, the requirement should be do 100k dmg for enemy) |
@langtu87 I`m sorry man, i cant agree with you on using units exp system :-( This game works on static exp system, because when you start new game all enemy creeps/items/castle-shop inventory/quest rewards ... all this is already determined, so it can happen that some things aren`t at disposal so some of you`re ideas couldn`t be achieved
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As for unit exp system/ individual skills if you played Red sands mod for CW that is already done, and it`s really good balanced. And it`s rewarding for using same unit choice throughout game Quote:
Medals/achievement are nicely balanced in my opinion, if you want some of them make effort if not dont strive for them Quote:
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With Redsand mod: the player will have a combo unit at start game and seldom change unit because of level of unit. (The 5th level is too power, 1, 2th level unit almost useless except some unit -> many unit will never be choosen, ex thorn warrior, peasant, dragon fly...) With my idea:before using powerfull unit, the player must use weak unit to get enough skill exp. (Ex: to use Black Daragon, player must use dragon flyer first; to use Royal Thorn, must use Thorn Warrior; to use Kinght, must use peasant...). With this system, the player must choice wisely strategy because they cannot get enough powerful unit (cannot get enough exp skill of all type) In my opinion, all the battle with same strategy must player more boring. I used some strategy for my game with origin and some mod and usaly quit at the mid game (one slot 5th level or 4X1 dryad slot + runic mage...) My idea about medal because the hero must be wait 10th turn to cast spell really boring :( . If the game have so many medal, and the player cannot get all medal but choice some medal over other medals (Ex: a medal for cast spell and a medal for not using spell in battle). The more choice, the more interesting. Because KB is strategy so It should not help player gain all skill, item, rewards...(Most of the mod are benefit for player - more reverse slot, get powerful unit at start game, more rune to learn all skill, no scroll limit, can buy unit easily...) The decision to choice this over that of player to win the game for each new game will make the game worth playing again :) Sory for my bad english so I cannot express all my idea. |
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