Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
I'm aiming to create gameplay that allows players to complete these "2 months" in 2-3 weeks. By engaging in the same number of important battles, exploring the same amount of the map, and leveling up a hero to a comparable strength (here, even a level 15 hero will be stronger than a level 25 hero in the original game).
If the top-tier units become available towards the end of the first or beginning of the second week (as in classic Heroes 3), and we spend another week on upgrades, what's the point of prolonging the game for another 2 months? After 2 weeks, there will be no more interesting events in the city, as there were at the start; building takes a backseat, and an entire layer of gameplay is lost. Developing other cities? Sure, but they were already captured in the first week. Okay, let's say it takes another 3 weeks for that. But what do we do in the 4th week? Sell resources that have suddenly become unnecessary? Continue playing for a second month, doing the same thing? It's better to play the same map again, but in a different way.
And there's also the question from the perspective of viewers watching streams: which game would you rather watch – one that lasts one evening (2-3 weeks), or one where the same actions are stretched out over 2 months?
We could, of course, first ensure a balance of the desired timeframes, and then try to maintain it for a VERY long game in the future. But this would look like a patchwork of solutions, such as "Recruiting troops gives 6% troops per day, -1% for each week starting from the second," "Education provides bonuses of no more than X stats in total," and so on. However, in my opinion, these kinds of things spoil the gaming experience more than they provide any benefit. Different perks have different strengths at different timeframes; competitive Multiplayer is built on these principles (even the growth rates of different tier creatures satisfy this), but they contradict the leisurely single-player game.
From the perspective of long timeframes, everything is greatly distorted. Take the Capitol, for example, an "absolute powerhouse" – we spend 10,000 (in the original), and get a bonus of 2x7x6 (6 weeks after construction) = 84,000. Should we increase the price of the Capitol to 30,000? Or reduce the income with each new week? Or reset the income upon reaching a certain limit? No, thank you
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат