Quote:
Originally Posted by Fatt_Shade
@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
On difference from HoMM series where you could got to wandering monsters, new enemy come every new week/month in King`s bounty all enemy are on positon from game start, until you kill them.
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 How will you get all that exp for using certain unit type before almost end of game ?
Medals/achievement are nicely balanced in my opinion, if you want some of them make effort if not dont strive for them
This is OK for mage, but what about warrior/paladin, their spell related medals aren`t connected with dmg. Also if trap medal get connected with dmg only mage will be possible to lvl it. If you saw Adventure mod, for AP there is 5lvls of medals, with you`re idea no1 would be able to get 4/5 lvl.
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@Fatt_Shade my idea is opposition with unit exp system/ individual skills in Redsand Mod.
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.