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HeroesLAND is another “online heroes” game.

#35
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pHOMM
By the way, I have a question for you, Fidok (I'll write it here, because you've been treated more modestly on DF2 so far))).

Why not create a simulator of hero battles for online play? It's obvious, isn't it? But get rid of all the unnecessary stuff, because it's not original anymore, which, by the way, you shouldn't like yourself, because, as they say, it's no longer vanilla Heroes. But change the setting to something simpler and less time-consuming.

For example, to a user-defined army. Introduce points for each unit, spell, ability, etc., and users, for example, start the game and specify the amount of points they want to play with. An opponent is found for the same amount of points, they choose everything they want and start the battle. It's like Tactical Corner, but with different army compositions at the user's request, and, of course, in a pure online environment. Well, and it's easy to attach some trivial things there, for example, that units of your Faction cost (100 - hero level) % or something like that, for example, a fire mage buys 3 fire spells and gets 4 bonus spells for free, with a level no higher than his own level/5, and so on.

It will turn out to be a Heroes 3-style tactical simulator. And the idea of 2+ players in a battle can either be abandoned or rethought for this purpose.
Yes, there's plenty of modesty here :o). Although, people play both here and there.

You won't believe it, but the first incarnation of HeroesLAND, back in 2002, was exactly like that: based on points for troops, magic, and so on. Since I was programming even worse back then than I am now, it was all in HTML+javascript, and the player didn't directly participate in the battle - they only "programmed the battle tactics in advance".

However, without at least some strategic component, it's difficult to build a continuous history of the game world's development, IMHO. And the hero map itself evokes exclusively positive emotions in me. Again, it's easy to play in a "non-time-consuming" version now - fight in the arena without a timer as much as you want, up to gaining levels and building a castle there. The ideology is that if you're not in the game, no one can do anything to you. And it's interesting to fight at any level. Moreover, classic Heroes games take a lot of time.

In any case, I have in my plans both approximately what you described (distribution of points for army/spells and - into battle), and the engine already has the ability to create individual maps for those who want.
pHOMM
In any case, the strategic element in an online browser game looks dull, very addictive, and reeks of donations (((
Why? It all depends on the implementation.

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What a mess: while I was writing you an answer, I discovered that the very old code is still alive - it's been wandering around with Maryland, hehe :)
So, gentlemen, a record of the "battle" from 13-08-2003 03:39 http://maryland.ru/h/sb.php?id=392
:o)

Merry Christmas to everyone, by the way.