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Posts from Heroes 6 - Discussion

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It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, and astral, and magical damage into elements.
And also add a penalty for ranged attacks for each cell.
9-10 types of damage? I'm afraid almost all our players will get confused. Except for the most die-hard fans. Although pikemen easily piercing a self-confident cavalryman is a good idea.
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Spectral
It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, and astral, and magical damage into elements.
And also add a penalty for shooting for each cell.

This is really unnecessary. Why change something if everything is already done perfectly? And it seems like there is no such information... So why fantasize?
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After all, it makes sense that a dwarf, wielding a hammer, can crush a dozen bone skulls, while an archer is unable to do anything against them.
My sword, my trusted ally, unphased by my aspect.
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Spectral
It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, astral, and magical damage by elements.
And also add a penalty for shooting for each cell.

Mr. wargamer?
For a tabletop game, this might be good. Especially if there are _MANY_ types of units - say, 10-20 types per side.
For a computer game, it's unnecessary; you won't be able to create enough units.

And a shooting penalty for _every_ cell is just masochism. Then you need to allow shooting at close range - but also calculate a penalty for it... In general, it's adding too much complexity.

Although, changing the penalty scheme for distance - at least so that there are not just two options for shooting power (penalty/no penalty), but three or four - would be very good. It could increase the role of maneuvering with archers.)

Added 1 minute ago
Morning
Because it's logical that when a dwarf crushes a dozen bone skulls with a hammer, an archer can't do anything to them.
In fact, skeletons already have 50% or higher resistance to arrows. This can be implemented without the hassle of ten types of damage. Or rather, there are still some complexities, but they are easier to understand and less global.




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
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Actually, skeletons already have 50% or higher resistance to arrows. This is implemented without the need for ten different types of damage. Or rather, there are complications, but they are easier to understand and less global.
I remember this property only in the fourth game. In my opinion, it works on halfling stones, fire from ballistae, jellyfish spit, and many other illogical ranged attacks for this rule. And spears still cut through bones.
My sword, my trusted ally, unphased by my aspect.
In reply to Happy Life
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Morning
I only remember this property in the fourth game. As far as I recall, it works on halfling stones, on fire from ballistae, on medusa spit, and on many other illogical ranged attacks for this rule. And spears still cut through bones.
Technically, it was mentioned in the fifth game, wasn't it?
The protection there seemed to be only against ranged attacks, not against magic.
And in the fourth game, the protection worked on arrows; I think it was even written that way, and halfling stones ignored it. It seems so, I can't say for sure, I don't have the fourth game at hand.




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
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Technically, it was mentioned in the fifth game, wasn't it?
No. And there's no separation of damage types, except for hero magic.
And in the fourth game, defense worked against arrows; I think it was even written that way, and halfling stones ignored it.
It was written. No, they didn't ignore it because any ranged attacks were reduced.

Added 3 minutes later
In general, all these points are easily confused with features from King's Bounty.
My sword, my trusted ally, unphased by my aspect.
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in general, they need to make a sequel to the fourth game; it has the best campaign and gameplay. it is essential to keep the RPG elements.


Тебя оскорбили - забудь...тебя унизили - прости...тебя ударили - вспомни всё и убей!!!
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It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, and astral, and magical damage into elements.
And also add a penalty for shooting at each cell.

I think sarcasm is inappropriate.
In Heroes of Might and Magic, some creatures already had similar vulnerabilities and resistances. Mainly to spells, although, if I'm not mistaken, creature attacks were also taken into account (I definitely remember that in the fourth game, phoenixes, darklings, and fire elementals had fire damage as a skill). It's just that in King's Bounty, the system is clearly and understandably systematized. And yes, I like this systematization of skills.

And it's better to leave the shooting penalty as a classic one. And all magical projectiles should hit without a penalty. I'm not arguing, it's realistic in the fourth game, but as a fan of ranged combat, I cringe at the sight of colossal penalties.
А, вот почему.

??+⛓️♿=?
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yeah, in Heroes, they made the resistances the simplest. In Heroes 3, there's only resistance to fire, and you can hit with water and lightning as much as you want. I don't know, maybe it would be better if there were more. For example, undead should be afraid of fire and magical attacks, but physical attacks should be weaker, especially ranged attacks. If spears are attributed to piercing weapons, then crushing damage should also be dangerous for skeletons, and spears for cavalry, etc. You can, of course, try that too, why not? Oh well. Enough reminiscing about all the parts. I'm reading this thread, and I immediately want to play some part of the game. Either Heroes 4 or Heroes 2.

Be strong. Believe
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You can hit as much as you want with water and lightning.
But there are vulnerabilities X)
and physical attacks are weaker, especially ranged attacks.
Skeletons in the fourth game )
pikemen for cavalry
It seems something similar was in WoG, but I don't remember exactly.
well, yes, in Heroes, resistances were made the simplest.
Well, in the fourth game, there were also racial resistances, if my memory serves me right. For example, protection against creatures of Haven, and so on.
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I would like them to keep the Dungeon faction and not make super units! (I'm hinting at Heroes of Might and Magic III, where the dragons were a real problem!).
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I would like them to keep the Dungeon faction and not make super units!
It's unlikely that "super units" will be so powerful that you can win just by using them.
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There will be bosses, too. And I wouldn't mind having a creature portal, like in the fourth game. Or a super-unit for each castle. It could be recruited once a month or once per game, but only after building the Tears of Ashi.
А, вот почему.

??+⛓️♿=?

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