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Example of the Town Points system
I absolutely dislike the TP system. Here's why. Previously, a player could calmly build absolutely any building in the first week. The construction scheme was chosen by the player himself. Restrictions were imposed only in the form of prerequisite buildings (a common practice in strategy games).
But Russian developers (Russia cannot be understood with logic) went their own way (the path of Susanin???) Now no one will be able to build dragons in the first week or a Capitol in the second. In addition to prerequisite buildings, we are offered another restriction. Until the number of buildings in the Castle reaches a certain amount, it is impossible to build a new building. I have nothing against the system itself when such a scheme is implemented in strategies like Civilization, Rome Total War, UFO... But since Heroes of Might and Magic can hardly be attributed to strategies; rather, it is more of a tactical game because the main point here is still combat.
Here’s how this system would look in Warcraft:
Town Hall + 4 farms + City Hall + 8 farms + Castle. That is, there is a limitation that restricts the speed of development. What does this threaten? It means that in this case, players' actions can be predicted with 99.9% accuracy. But that's not all. How interestingly will you react when, due to a lack of 1 unit of wood and 1 TP, you won't be able to build anything this turn? Because all available buildings require wood, and then (after switching to the next level of TP) only ore.
In other words, now, during construction, the player cannot adapt to the opponent and somehow accelerate troop preparation but is forced to build according to the template proposed by "wise Russian developers."
I absolutely dislike the TP system. Here's why. Previously, a player could calmly build absolutely any building in the first week. The construction scheme was chosen by the player himself. Restrictions were imposed only in the form of prerequisite buildings (a common practice in strategy games).
But Russian developers (Russia cannot be understood with logic) went their own way (the path of Susanin???) Now no one will be able to build dragons in the first week or a Capitol in the second. In addition to prerequisite buildings, we are offered another restriction. Until the number of buildings in the Castle reaches a certain amount, it is impossible to build a new building. I have nothing against the system itself when such a scheme is implemented in strategies like Civilization, Rome Total War, UFO... But since Heroes of Might and Magic can hardly be attributed to strategies; rather, it is more of a tactical game because the main point here is still combat.
Here’s how this system would look in Warcraft:
Town Hall + 4 farms + City Hall + 8 farms + Castle. That is, there is a limitation that restricts the speed of development. What does this threaten? It means that in this case, players' actions can be predicted with 99.9% accuracy. But that's not all. How interestingly will you react when, due to a lack of 1 unit of wood and 1 TP, you won't be able to build anything this turn? Because all available buildings require wood, and then (after switching to the next level of TP) only ore.
In other words, now, during construction, the player cannot adapt to the opponent and somehow accelerate troop preparation but is forced to build according to the template proposed by "wise Russian developers."