Posts from How many units can a unit kill in one turn?
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I propose a revolutionary idea. Perhaps it doesn't even belong in Heroes, but it could be the basis for another game.
The idea is that each unit has an indicator of how many units it can kill in one turn. Unit abilities can also influence this.
For example, a paladin swinging his sword won't be able to kill more than 5 units.
What does this give? It means that each type of unit will be stronger against units that are 1-2 levels weaker, as well as against those that are much stronger.
There will be exceptions, but their cost will reflect that.
Is this for Heroes 5?
Could you elaborate?
What does this give? It means that each type of unit will be stronger against units that are 1-2 levels weaker, as well as against those that are much stronger.
So, does this mean that a Titan can easily defeat 10 Death Knights?
If it attacks Death Knights, the lightning bolt will hit one of them, dealing 50 damage, but if the Knight has 100 health remaining, it won't be enough to kill him.
However, if it attacks peasants, it will be a disaster because the lightning bolt will easily kill them, but it won't be able to hit more than 5 units.
Moreover, the limit can be less than 5.
Except the ones we've made
We gather 300 peasants and go to raid Utopia... and then we storm a castle filled with titans...
This is a revolutionary change that will affect many things and make balancing and AI more complex.
For example, we will have to give dragons help in the form of some kind of support unit, or allow dragons to defeat many units at once.
And about the titans: don't leave a castle with only titans in it :)
Except the ones we've made
All levels are interconnected.
Except the ones we've made
2WildKOT Then what’s the point of building high-level dwellings? It wastes so many resources! Or will a farm now cost 10,000 gold?
2WildKOT Then what’s the point of building high-level dwellings? It wastes so many resources! Or will a farm now cost 10,000 gold?
This will be achieved by increasing the power gap. If the limit doesn’t work, then “hold on, you guys!” :)
For clarity, let’s consider a simplified model.
We only have peasants, swordsmen, and Knights.
Swordsmen fight Knights well, Knights fight swordsmen well (because they are stronger, but the limit doesn’t work yet).
Knights fight peasants poorly due to the introduced limit.
Let’s assume that two armies met: one with swordsmen and peasants, and the other with peasants, swordsmen, and Knights.
The Knights quickly dealt with the swordsmen because they are strong; during this time, the peasants won’t have time to seriously defeat the paladins or swordsmen. But swordsmen will be useful for defeating the peasants.
And the peasants, swarming in a group of 200 (and there's enough room for everyone!), kill angels and devils without batting an eye.
And yet... why? What is the point of all this?
Except the ones we've made
Oh yeah... Titans hurl lightning bolts precisely at five peasants. What sticklers for accuracy! Knights, instead of charging into the thick of unprotected people and hacking away, will challenge each peasant to a personal duel.
And the peasants, swarming in a group of 200 (and there's enough room for everyone!), kill angels and devils without batting an eye.
And yet... why? What is the point of this?...
1) The issue of space has been a realism problem since King's Bounty, and it hasn't gone away. If you take it into account, you need to drastically reduce the gap between the strength of different levels.
2) The Titan strikes with lightning. But it's not infinite. :)
Similarly, a knight won't be able to strike faster than, say, 5 units per turn, no matter how good his defense is.
3) To avoid such precise targeting of exactly 5, no more, no less, you also need to introduce a range, just like with damage.
© Ринго Старр



It will be like an expanded version of rock-paper-scissors.
Heroes is not rock-paper-scissors.
That is, if the enemy is weaker by only a few levels, then this advantage will be even more effective.
The advantage of this idea is that it is all one innovation that does not significantly complicate the mathematical model and will open up many new things in the game's tactics.
And this is precisely what makes great games like chess special.
Still, I will add... this was in the previous post.
then you need to sharply reduce the gap between the strength of different levels.
The Titan strikes with lightning. But it is not unlimited.
Except the ones we've made