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What is your opinion on city rebuilding?
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14 years ago
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I suggest we discuss this controversial new feature in this thread. As a reminder, you can convert: a) cities, and then hire creatures of your faction, while all buildings except unique ones remain; b) forts, so that they provide full gold income (500/day) instead of half; c) dwellings, again, to hire "native" creatures. It seems to me that if the forts and dwellings are justified, then the cities are too unbalanced. I think that for the balance of multiplayer, it would be better if all buildings in the city were demolished. In this case, the cost of rebuilding could be reduced: 1000 gold for a regular building and 2000 for a unique one. In this case, a fully built city with two unique buildings and a Tears of Ashi building would be demolished for 29,000 gold. What do you think?
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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14 years ago
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It’s not exactly a new feature. I think almost everyone remembers how, in the campaign for the undead, Markel turned mage cities into Necropolises. But then there was a clear explanation for this (a special dark ritual that kills the inhabitants and turns the city into a large graveyard), it cost a very decent amount of money, and the resulting Necropolis was level 1. +This was only possible with a special script.
Here, no script is needed, and there are very few restrictions on the conversion. The obvious drawbacks of this are:
- unambiguity of tactics: there is not even a choice of whether or not to convert. Why ask us then? They could do it automatically, and that would be almost the same, and they could not charge any money at all.
- the absence of the need to carry units of other factions with you: because this is only possible if there is no conversion, but why not do it? So that you have to run to the main city every time to replenish your forces, giving the enemy an additional advantage? This point is especially sad when I remember other games in the series: in H3, I constantly carried a mixed bag of units from different cities, which added a lot of interesting tactics and made each game different from the previous one. In H5, due to additional restrictions on the building development, this became less profitable, but nevertheless, adding some casters from other castles was often useful. In H6, there is no benefit, only harm.
- A logical drawback: how does the transformation happen, for example, of an orc city into a naga city? The nagas come, wipe out the orc population, destroy their buildings, and then reproduce and build their own buildings. All this in one day? In terms of city building, the games in the Heroes series have never been very realistic, but this is too much.
In my opinion, it would be more logical to give the opportunity to convert only one faction for a very large amount of money: Necropolis, make this their racial feature, since it is easiest for them to explain. At the same time, there would be no "teleportation" of units from one city to another, and for balance, this faction would be weakened as much as possible at the start and made the weakest when playing from one city: with the intention that it could potentially catch up and overtake everyone if it captures several enemy and neutral cities.
I forgot about the advantages. I see only one advantage: if there are many neutral cities on the map, then the randomness in terms of getting better or worse ones is eliminated: in any case, we convert everything. But personally, this advantage does not matter to me.
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It seems to me that if everything is justified with forts and dwellings, then with cities it is too unbalanced. It seems to me that for the balance of multiplayer, it would be better if all buildings in the city were demolished. In this case, the cost of rebuilding could be reduced: 1000 gold for a regular building and 2000 for a unique one. In this case, a fully built city with two unique buildings and a Tears of Ashi building would be demolished for 29,000 gold. What do you think?
From the point of view of balance, everything is normal, everyone is in equal conditions.
 

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14 years ago
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1: There is a problem with the conversion. If units haven't been purchased in the town, they disappear when you convert it. Therefore, it makes sense to consider leaving the castle as it is if there's a large unpurchased unit pool, and rebuild it later. 2: Each subsequent castle costs more to convert. But in my opinion, it's still too cheap. I would prefer the conversion cost to be higher, especially when converting to your own faction. This would provide more opportunities to think strategically.
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14 years ago
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-no need to carry units from other factions: after all, this is only possible if conversion is not used, but why not use it?
Sometimes there are quests that require you not to rebuild cities. In the last mission of Inferno, if you follow the path of tears.
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14 years ago
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In scenarios, you can come up with anything you want, Mold. But that's not how it's done in multiplayer.
 

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14 years ago
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all of this is designed to make the gameplay more dynamic. And the fact that you don't have to chase after your troops and that the cities are only yours...
..изведать то, чего не ведал сроду! глазами, ртом и кожей пить простор! кто в океане видит только воду, тот на земле не замечат ГОР
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14 years ago
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Undoubtedly. Sometimes, by the way, rebuilding your town is more unpleasant than simply conquering it :). Although, this aspect still needs to be balanced.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
14 years ago
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I don't understand what needs to be balanced and why. There's often not enough resources and money for conversion, especially at the beginning when every single resource counts... or are you all playing on easy mode?

If you consider everything as a whole, and not just the restructuring - with the new town portal and the ability to buy creatures, everything is quite harmonious.

There's also a limit on buying - you can buy creatures from the entire empire, but only from the buildings that have been built in the city. Otherwise, you'll lose two days teleporting for improved creatures.
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14 years ago
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Often, there aren't enough resources or money for conversion, especially at the beginning when every single resource matters... or are you all playing on easy mode?
This isn't particularly important: in any case, rebuilding a town is cheaper than building it from scratch.
 

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14 years ago
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And it's dozens of times cheaper. And a portal is actually a very useful thing :). If only you could teleport to any point within the city's control zone...
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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14 years ago
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If only it were possible to teleport to any point within the city's control zone...
Yeah, and also remove movement points and the fog of war. Let's just teleport to save time! I'm just kidding now, but then the creators of the future H7 might actually do it...
 

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In reply to Ment
14 years ago
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Ment
It's not that important: in any case, rebuilding a town is cheaper than building it from scratch.
Are non-rebuildable, useless (and in the case of a town portal, downright harmful) towns from previous versions, reduced to the level of gold mines, better?
Or is the multiplayer cheat, where one of the opponents has a town of the desired faction nearby, while the other doesn't, also better?

Overall, I think there are more advantages.
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14 years ago
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Are the non-rebuildable, useless (and in the case of the town portal, downright harmful) foreign towns from previous versions, reduced to the level of gold mines, an improvement?
Nonsense, they are very useful, you just need to know how to use them.
In H5, due to the large restrictions on the building limit, recruiting warriors for the main hero from other towns is somewhat problematic, but often justified, especially if you are playing against a strong opponent => you value your time. + No one prevents you from studying "mentorship" and creating a decent secondary hero with a decent army from a secondary castle: he may not be able to fight the enemy's main hero, but he can easily capture castles.
Regarding H3, I repeat that I constantly carried units from captured castles with me for various reasons, and it was very useful.
In H6, recruiting foreign units is useless due to the ability to recruit your own. Because of this, you have to think in a standard and one-sided way, so where will the interest in the game come from?
Or is the cheat in the multiplayer game, when one of the opponents has a town of the desired race nearby, and the other does not, also better?
Do you mean the influence of randomness? Yes, it exists, but the probability is small: 1/8 in H5 and 1/9 in H3 + you can ask for a restart if this happens.
 

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In reply to Ment
14 years ago
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Ment
Nonsense, they are very useful, you just need to know how to use them.
In H5, due to the large restrictions on the number of dwellings, hiring warriors from other towns for the main hero is somewhat problematic, but often justified, especially if you are playing against a strong opponent and value your time. + No one prevents you from learning "mentoring" and creating a decent secondary hero with a decent army from a secondary castle: he may not be able to fight the enemy's main hero, but he can easily capture castles.
Developing a secondary hero is the biggest waste of time (both your own and your opponent's) in Multiplayer. Although, of course, underhanded tactics are always effective in terms of results, in any form - whether it's mentoring and developing a secondary castle and hero of another race, or the same old hit-and-run... I myself have only used these tactics in response. In the 5th game, you can almost always tell if a person is playing or just messing around for the sake of the rating :)
Do you mean the influence of randomness? Yes, it exists, but the probability is low: 1/8 in H5 and 1/9 in H3 + you can ask for a restart if that happens.
Yes. A restart after a month of playing is an excellent and effective way to spend time :)
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14 years ago
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Developing a secondary hero is the biggest waste of time (both your own and your opponent's) in Multiplayer. Although, of course, underhanded tactics are always effective in terms of results, in any form – whether it's through mentoring and developing a secondary castle and hero of a different faction, or the same old hit-and-run... I only used these tactics in response. In the 5th game, you can almost always tell if a person is actually playing or just messing around for the sake of their rating.
The rules can be agreed upon in advance, but by default, I don't see anything wrong with it: in real wars, there are often several fronts, and no one is bothered by this; it's just another way to demonstrate your skill in the game. It's not about fighting head-on, but about using all available resources and, if possible, several heroes: after all, this is a strategy game, not some online RPG (which the Heroes series is slowly but surely turning into, as seen in parts like the 6th). I won't even mention that in the 5th game, some Factions (Warlock) have little chance without hit-and-run, which you also "condemn."
Yes. Restarting after a month of playing is a great and effective way to spend time.
I don't argue, but the 5th game isn't designed for those who want to quickly play a lot of games and boost their rating: it's for those who can be patient and enjoy the game. Unlike the trends I've noticed in the 6th part.
 

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