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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
I don't want to have 8 wheels, as they are all standardized. Apparently, the additional wheel needs to somehow depict 8 racial ones + 6 barbarian ones. Perhaps, a mini-wheel for the 6 barbarian ones + 8 "bubbles" for the racial ones.
The Barbarians definitely need a separate wheel - that is, not 8, but 2 wheels will be, and I didn't understand about the racial one - it's definitely not an option to have a wheel for each racial one - probably it will have to be placed to the side of the wheel and that's it.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Nargott
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I meant that next to the main wheel, there should be a smaller wheel with 6 sectors for the Barbarian. And also 8 separate "bubbles" (spheres?), each containing a faction. So, in total: a large wheel, a small wheel, and 8 spheres.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Thank you! I colored it and added 3D (for comparison, the version without 3D is attached).
I wonder how to beautifully design the racial and barbarian skills.
Regarding the skill tree, why can the skill for the ballista be learned after the catapult skill?
Added after 44 seconds like fire arrows
Added after 1 minute That is, after learning the fire arrows skill (or something like that), can't you learn the ballista skill?
Added after 1 minute But it looks pretty cool like this).
Nargott
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Yes, the ballista is upgraded either through ballistics or artillery. These are two alternative upgrade paths. Artillery and Sulfur Rain, by the way, destroy 10-20% of enemy troops even before the battle (not just during sieges), so they are very effective perks.
Fire Arrows is too powerful a perk to include in the main ballista upgrade path. Currently, its purpose is to give a good ballista to races that have poor stats for it (due to the additional fire damage).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I meant, next to the main wheel, there should be a smaller wheel with 6 sectors for the Barbarian. Also, 8 separate "bubbles" (spheres?), each with a racial skill. So, in total, a large wheel, a small wheel + 8 spheres.
Question - will only the Barbarian have 4 debuff skills? If only he does, then we can give him a separate wheel (meaning we either have a large and small wheel, as you suggest, or two large wheels - one for everyone and one for the Orc) - in any case, we have two wheels.
Now, regarding the racial skills - I don't understand how you envision these "bubbles"? A circle with four levels of skills and abilities in the middle (Super Unit in the center) - it seems a bit awkward.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Nargott
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Perhaps the easiest way is to simply add 2 small wheels with 7 sectors each – a Barbarian wheel (6 skills + racial) and a racial wheel (7 racial).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Perhaps the easiest way would be to simply add two small wheels with 7 sectors each – a Barbarian wheel (6 skills + racial) and a racial wheel (7 racial).
I would still make three wheels: the first – general skills (12); the second – general skills, but for Orcs (12); the third – racial skills (8).
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Nargott
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SRD
I would still make three wheels: the first - general skills (12); the second - general skills, but for Orcs (12); the third - racial skills (8)
That's also a possibility.
Added 20 hours 0 minutes ago I'll share another idea regarding the game's economy.
The goal is to significantly increase the value of resources, in addition to gold. To the point where 1 gem costs 500 gold (like on the market), and has that value (currently, the value of 1 gem is around 200 gold).
In essence, resources are presented as the foundation for building cities, while gold is primarily for hiring units.
The total cost of building a city in terms of gold is proposed to be reduced by 10 times (!), and in terms of resources - by 2.5 times. However, the amount of resources obtained from resource piles will be reduced by 3 times (for example, giving exactly 1 gem instead of 2-4), and gold - by 1.5 times (instead of 500-1000, give exactly 500). What will these manipulations achieve? The strategic role of mines will significantly increase, despite the accelerated game dynamics.
Thus, players will need resources to maximize the development of production capacity (building a base), and gold to hire troops. For example, building a dragon lair could cost 1500-2000 gold (not counting resources), while buying even 1 dragon is more expensive (2500 gold + 1 gem).
It is clear that with this model, troops will be bought daily, and not just accumulated, as is the case when building also requires a lot of gold. And this will lead to more active use of troops on the map. In addition, unpurchased reinforcements at the end of the week will be lost, encouraging players to maximize the use of both resources and gold during the week.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I'd like to share another idea regarding the game's economy.
The goal is to significantly increase the value of resources, besides gold, to the point where 1 gem costs 500 gold (like on the market), and that's its actual value (currently, 1 gem is worth around 200 gold).
Essentially, resources would be presented as the foundation for building cities, while gold would be primarily used for hiring units.
The total cost of building a city in terms of gold should be reduced by 10 times (!), and in terms of resources – by 2.5 times. However, the amount of resources obtained from resource nodes should be reduced by 3 times (e.g., giving exactly 1 gem instead of 2-4), and gold – by 1.5 times (instead of 500-1000, give exactly 500). What would these manipulations achieve? It would significantly increase the strategic role of mines, despite the accelerated game dynamics.
Thus, players would need resources to maximize the development of production capacity (building a base), and gold to hire troops. For example, building a dragon lair could cost 1500-2000 gold (not counting resources), while buying even 1 dragon is more expensive (2500 gold + 1 gem).
It's clear that with this model, troops will be bought daily, rather than simply accumulating, as is the case when building also requires a lot of gold. And this will lead to more active use of troops on the map. In addition, unpurchased reinforcements at the end of the week will be lost, encouraging players to maximize the use of both resources and gold during the week.
I agree with everything except Nargott
unpurchased reinforcements at the end of the week will be lost, encouraging players to maximize the use of both resources and gold during the week.
Added 3 minutes ago Maybe just limit the capacity of dwellings – storing legions in a building is indeed absurd (logically, it's simply physically impossible) You could limit it to, for example, 6 basic reinforcements (i.e., the reinforcement for three weeks with a built-up fortification)
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
It could simply limit the housing capacity – storing legions in a building is indeed absurd (it’s simply physically impossible). For example, the limit could be set to 6 basic increments (i.e., the increment for three weeks with a built fortification).
There might be other numbers (depending on the implementation), for example, building costs could be 6 times cheaper in gold and 3 times cheaper in resources (instead of 10 and 2.5).
Regarding the “burning” mechanic, the purpose of its introduction is not realism, but rather to increase the role of the economy. The classic gameplay is: in the first weeks, all resources, including gold, are spent on developing the city, with minimal unit purchases, and only towards the end is the entire army bought.
Now, the idea is that if you fail to manage your resources and build the necessary buildings within a week, you effectively lose production capacity and part of your army. The same should apply to gold, so that the player strives to spend both resources and gold in a balanced way. A shortage of gold should be as fatal as a shortage of resources. You can’t say: I’ll build housing for all these dragons in week 5, and let them have the increment as if those 5 lost weeks had passed, because in the end, I managed to get the resources for them.
As for the suggestion to allow a maximum of 6 basic increments – this will not actually affect the game, since all troops can be bought within 3 weeks, especially when the duration of the entire game is less than 3 weeks.
Imagine a strategy game like Starcraft, where you build a lot of production buildings, but you don’t have enough resources for constant production. And what, will all the troops just accumulate, waiting for the appointed hour when you buy 500+ warriors at once?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
There might be other figures (depending on the implementation), for example, building costs could be 6 times cheaper in terms of gold and 3 times cheaper in terms of resources (instead of 10 and 2.5).
Regarding the "burnout," the purpose of introducing this mechanic isn't realism, but rather to increase the importance of the economy. The classic gameplay involves spending all resources, including gold, on city development in the first few weeks, with minimal unit recruitment, and only recruiting the entire army closer to the end.
Now, the idea is that if you fall behind in resource acquisition and fail to build the necessary structures within a week, you effectively lose production capacity and part of your army. The same should apply to gold, so that the player is encouraged to spend both resources and gold in a balanced way. A shortage of gold should be as detrimental as a shortage of resources. You can't just say, "I'll build housing for all these dragons in week 5, and they'll have the same growth rate as if they had been there for those 5 lost weeks, because I eventually gathered enough resources for them."
As for the suggestion to limit the maximum basic growth to 6, this will essentially have no impact on the game, as all units can be recruited within 3 weeks, especially since the entire game lasts less than 3 weeks.
Imagine a strategy game like Starcraft, where you build a lot of production buildings, but you don't have enough resources for constant production. And what, will all the units just accumulate on their own, waiting for the appointed hour when you recruit 500+ warriors at once?
Hmm... okay, you've convinced me, but maybe the growth rate could last for two weeks instead of one – having "idle" soldiers isn't impossible or illogical. I agree that having 500+ warriors is a bit much (as I mentioned before), but completely eliminating this economic strategy, which was called "classic gameplay," probably isn't a good idea either, as long as it's within reasonable limits
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Nargott
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The "classic gameplay" element of accumulating gold is not completely eliminated; units don't disappear every day, only once a week. During the week, you can keep troops in reserve, which is a significant amount of time considering the overall game length of 2-3 weeks.
Also, this serves as a balancing factor because it's known that it's most advantageous to build dwellings at the end of the week, allowing you to quickly gain a double increase (today and tomorrow). However, this tactic is complicated by the fact that the lifespan of reserve units is reduced, meaning you need to have quick access to funds to buy them back at the end of the week.
Furthermore, I hope that this periodic reduction in accumulated resources will encourage players to be more actively harassing the economy, especially towards the end of the week (diverting the army from attacking, intercepting gold mines, and money-generating cities). The goal is to sharply reduce the opponent's income, which they were counting on by building production structures, and thus naturally weaken their army. Losing 1,000 gold through regular harassment is one thing, but losing unredeemed troops worth that amount is quite another; the difference is significant.
For now, I don't see any reason to keep the accumulation mechanic, as it leads to less exciting and more passive gameplay, and also eliminates excellent opportunities for harassing the opponent's economy, thereby weakening the player's options to actively influence the opponent before the decisive battle. Moreover, the very possibility of accumulation leads to an overproduction with the intention of buying troops sometime later, in particular, unexpectedly buying a large number of troops in a city that is under attack, which in itself strengthens defensive capabilities and weakens more aggressive (active, exciting) tactics.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The "classic gameplay" of accumulating gold isn't completely cut off; units don't burn out every day, but only once a week. During the week, you can keep troops in reserve, and given the overall length of a game at 2-3 weeks, this is a considerable amount of time.
2-3 weeks – that's an exaggeration – maybe on very small maps, but there are also maps (not necessarily incredibly large) where just traversing them takes 1.5-2.0 weeks. This includes island maps where mobility is significantly reduced. This applies not only to user-created maps where you can create anything, but also to original maps – accepted as classic game maps without excessive elements or distortions – pleasant maps with a medium game length, medium size, and moderate armies, and so on.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Nargott
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It should be noted that I'm not just talking about dynamics for no reason: the logistics (movement range of heroes) in the mod have been increased by 1.5 times. By the end of the first week, top-tier dwellings can be built for some factions, and the following few days are an excellent time for a timed push (an attack at a specific time, using the maximum advantage created specifically for that time). If the map, for some reason (e.g., too strong guards at the passages), doesn't support this, then it is simply incomplete (it doesn't reveal the strategic opportunities created by the mod). This isn't even about rushes (early attacks in the first week), since we're talking about top-tier units, and therefore about high-quality, full-fledged development.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
SRD
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in other words, the mod is only suitable for a specific set of maps? – I think ideally, the mod should be suitable for all maps (with the exception of single-player maps, which are often mods themselves, and balance is not the primary concern there).
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...