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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
View Poll Results: Do you want enemy creatures to have own experience and bonuses? | |||
yes |
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34 | 62.96% |
no |
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20 | 37.04% |
Voters: 54. You may not vote on this poll |
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#1
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I'll echo some of Fatt_Shade's comments.
If you have the enemy unit statistics rename static, then the only way to make the game more difficult is to have more numbers of them. If your own units stats are increasing during the game, it is only fair that so do the enemies. In my H3B mod, the enemy unit statistics are scaled by difficulty level and then map location so that they get tougher the later in the game you go. This makes it more challenging and fun in my opinion. I actually have been workings on making their talent abilities get more powerful as well and one omission for enemy hero bonuses (and even your own bonuses) is that they only apply to unit's base attacks. It'd be nice if I have an enemy hero or artifact that is +25% damage that the bonuses applies to base and talent damage. So I hope the devs consider these points - thanks! /C\/C\ |
#2
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I think it'd be too confusing unless its made very obvious what level of 'experience' enemies have. One of the buffs you can get is +speed and that's a big deal... what if you're used to zombies moving so many spaces for the first half of the game and then you find that they now travel farther? Thats just one example of where the random 'experience' bonuses can arbitrarily cause you to suffer loses you shouldn't.
Again, if you are going to add experience to enemies you should make it very obvious somehow. Maybe even had a small number inside some symbol when the ALT button is pressed to show expanded battle info. SOMETHING that lets you know what level they are and what bonuses they are getting. |
#3
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But I agree that if done correctly it could be an interesting addition. However, I am not too optimistic about this with this current developer (which is not Katauri).
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http://www.youtube.com/watch?v=Ao1ZaxSaouM |
#4
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So if from `start new game` till end we already know all enemy units stats, and how to counter each of them - where is randomness ? Where is planing how to approach harder battles if in advance we know that numbers in enemy army means nothing if we have our desired unit lineup.
Enemy units exp brings new element of surprise and make player adept to each battle, and it all except tedium. Every playthrough so far (and i did more then 10 on different classes and difficulties) i knew what each enemy unit can/cannot do and that was boring. Only interesting battles after early game (till 10-15 lvl hero) were enemy hero/bosses fights. In Red sands, and as Mat mentioned his HoMM babies mod enemy unit individual exp bonuses made this game interesting and playable all over again. As Dir said speed is dangerous bonus for enemy, but also great when your unit get it and it`s totally random, and that is best thing about this series. Playing game and in first battle you find some unit, and in last battle in game you fight same unit with same stats, only by then you`re 60+ lvl, have full inventory, spell book, rage skills. Can some1 tell me how is that challenging ? And last : How hard is to right click on enemy stack when battle commence to check it`s statistics ? If there is 10 stacks of some unit, they will all have same stats, no need to check each separately. Only thing devs must fix comparing to red sands is hp bonus. There hp on lvlup was total, and is was common to find thousands of low lvl units (sprites expl) with basic 8hp and +20hp bonus from lvlup = 250% bonus, and on other hand dragons with 1020hp = 2% bonus. In my game i changed it to give same +hp% bonus = low lvl units get 1-2hp/lvlup , and high lvl unist get more depending on their basic hp. |
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