I just opened the map, and immediately a suggestion appeared:
Instead of the shackles of war (for choosing a hero), you can use money, which is given at the beginning.
And a question: can players choose the battlefield? And how do you get to that? Do you negotiate before the battle? And if, for example, one player enters the wrong portal (by mistake or on purpose), will he be able to return?
And another question: can you play with the same Castle?
And the last question: Where is the victory condition?
Thanks for the suggestions...:smile01:
The shackles are more symbolic, so to speak, but you can use money...;) First of all, you can choose the portal in the game chat (negotiate)... If you made a mistake, there's nothing you can do, you have to reload... otherwise, there's no way to make the system...(you could, of course, remove the islands and connect everything with land, and leave the portals and the battlefield. Whoever doesn't make a mistake waits for the next player to reach him or through the portal again (thus returning and going where he needs to), or on foot across the map until he finds it (and you could even put a Tower with a Grail for each Castle, so everyone can see what's happening)... The system doesn't allow it... Although you could also give each color 3 more heroes of the same type (similar in skills and creatures), but the principle would be reversed...
For example:
Red Castle - 3 heroes and Fortress - 3 heroes
Blue Rampart - 3 heroes and Stronghold - 3 heroes
......... .........
......... .........
Blue Stronghold - 3 heroes and Rampart - 3 heroes
Pink Fortress - 3 heroes and Castle - 3 heroes
and so on, it turns out to be a closed circle....
The PROBLEM is that you can't put the same heroes, I mean the hero's personality, his specialization...(for example, if you put one Astral for Brown, you can't put him for another color and you have to choose other heroes with different specializations). You could, of course, make everything according to the same circular principle, intentionally with other heroes, creatures, Castles, skills... but you'll never be able to balance it... IMHO, it will turn out to be 48 heroes... you could die in front of the computer...
As for the victory conditions, why are they needed... you fought with an opponent, you won (you or him), then you go to the main menu and load the map again if you still want to fight, it's a duel, and the rest is irrelevant... You could, of course, put a neutral Castle without defenders and create a victory condition to capture it, the winner of the duel will rush to it and capture it, and that's the victory... However, what prevents him from running and capturing it right away, if we're talking about unfair play, I don't know how to make this system... And IMHO, why complicate the game process and clutter up the map, everything should be reduced to a minimum, as well as the time before the battle (the duel itself). I would leave the system with teleports to the islands... and if someone goes to the wrong place or your opponent goes to the wrong place (intentionally or accidentally), you can just reload...(An idea came to me...)... Oh yes, here's another idea, you can put the players' Castles where they start, and give each of the heroes a scroll with the "City Portal" spell, they all have more than 20 mana, and put a magic well in front of the Castle (to restore the mana spent for the battle) and then dive into the right teleport... And in general, in the end, what did I put the signs in front of the portals for... although anything can happen with players sometimes...
Please analyze what I wrote above and then express your opinion... Then I will make the first changes... in the meantime, I will think about the balance of the heroes...:smile02: