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Posts from Poll: Are one-sided battles desired? Auto-translated

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Should one-way roads be removed?
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In reply to twaryna
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#18
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Oh, I remember a game in Heroes 6, when my friend with the Barbarians spent 5 days running along fast roads, only to end up facing a one-way path :eek:. So, I'm definitely in favor of this change.
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Осень-Зима 2013-14.
In reply to Vatya
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#19
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Vatya
Oh, I remember a game on Heroes of Might and Magic VI, when my friend with a party of level 6 heroes ran for 5 days on fast roads, only to end up at a one-way road :eek:. So, I'm definitely in favor of removing them.

I'm sure that everyone who plays Heroes of Might and Magic remembers such matches, and how they crushed opponents who couldn't leave their starting area. It's just a pity that because of these nasty one-way roads, a significant part of the games not only drags on but also ends with one side dominating.
http://heroes3.tv/aiwe
In reply to Vatya
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#21
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Vatya
Oh, I remember a game in Heroes 6, when my hero with a party of six spent 5 days running along fast roads, only to end up at a one-way road :eek:. So, I'm definitely in favor of this change.

At least, the enemy won't be able to easily capture a castle.


#22
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And what if, let's say, 1 player is cut off from the 2nd, and there's no control on the map at all (due to a "DD fly" strategy)? If there is control, but the player is weak and can't defeat the opponent?
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In reply to cost
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#24
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cost
perhaps, one-sided ones are better than 3x4 sided ones

exactly! 4-sided ones are overpowered.


In reply to KobRa_RR
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#25
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KobRa_RR
Exactly! 4-unit stacks are overpowered.

Why is that? In the Arena, it's a fundamental part of the game. And in Heroes 6, it speeds up scouting. I personally really like 4-unit stacks.
In reply to =Lizard=
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#26
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=Lizard=
Why is that? In the mirror map, it's a core element of the game. And in Might and Magic 6, it speeds up scouting. I personally really like four-way teleporters.

I'm not talking about the mirror map right now; the number of them is balanced for both players. But in HL (Heroic Lands) maps, it's a very significant bonus for development. You can capture up to five castles in the first week thanks to them (they usually come in pairs, for example, red + blue). I'm talking about Might and Magic 6 here; in 6LM10 or 8HM12, it will result in constant restarts due to encounters or, at worst, 121 restarts.
In SoD (Shadows of Death), there was another trick: whoever had a four-way snow teleport never had to restart like that. :D
Of course, everyone loves freebies; show me someone who doesn't like them here :)

Added after 9 minutes
I'm also curious about how this will be implemented technically. If it's like in War of the Triangle, I'm strongly against it (I don't want to play on slow roads again, for example, on Diamond or 8HM12; with other road types, it will be unplayable due to constant encounter restarts). If it's replaced with a pair of two-way teleporters (entrance-exit), then I'm for it, but it should be taken into account that there is a limited number of types and colors of teleporters, so new ones will have to be designed.


In reply to KobRa_RR
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#27
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Well, I definitely agree that all monoliths on Hero Level Plus should be strictly two-sided. But I don't consider four-sided monoliths to be a problem, unlike one-sided ones.
In reply to KobRa_RR
#28
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KobRa_RR
But on HL templates, this is a very significant bonus for development. You can capture up to five castles in the first week thanks to them. (They usually come in pairs, for example, red + blue). I'm talking about Might & Magic VI now; in Might & Magic VI: The Mandate or Might & Magic VIII, it will result in a constant restart due to encountering enemies or, at worst, a 121 encounter.

What five cities are you referring to? In War of the Throne, the advantage comes from a four-way connection, linking four zones, which is created by adding the Voga white teleport (this, by the way, is not difficult to fix if it hasn't been fixed yet). When replacing one-way teleports, the teleport system only connects two zones, which doesn't create a significant imbalance.
In reply to KobRa_RR
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#29
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KobRa_RR
I'm also curious about how this will be implemented technically. If it's done like in Wot, I'm strongly against it (I don't want to play on slow roads again, for example, on Diamond or 8x12, because with other roads it will be unplayable due to constant stops when encountering other players), but if it's replaced with a couple of two-way roads (entry-exit), I'm for it, but we need to consider that there is a limited number of types and colors of teleports, so we will have to draw new ones.
Drawing them is not a problem.
http://heroes3.tv/player_#s
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In reply to Player_
#30
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Which five towns are we talking about? .....


Kostya, you should remember that in Heroes of Might and Magic, Artem starts the game with 4 starting heroes, so,
where he finds these 5 Ramparts is none of our concern!
In reply to Bayazet
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#31
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The main thing is that you find it cool. :cool:
You, you witty guy, come visit us during the May holidays.


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#32
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Teleports, like in WarCraft, will ruin the game on 8x12 and 6x10 maps.
Не бійся коли ти один, бійся коли ти нуль.

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