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WOG not only showed that experience in an heroes game is posible, but also that it is a very good idea.Starbatron wrote:I am torn about the experience idea...On the one hand, it would make for some interesting strategy, but on the other hand, how many other games are out there that use this very same concept...would it make Heroes blur into the mob of other such games?
I don't know if you have played WOG (being such a hard core fan I suppose you did) because they solved that problem in a very elegant way. First, there is the watering down thing. As you continue adding fresh troops to the stack, the overall experience of the stack goes down. Second, only the first level unit troops gain experience as fast as the hero. Level 2 troops need twice the XP to reach each level, and level 7 troops need seven times the amount of points.Jolly Joker wrote:No, I disagree.
Creature experience makes any gap in experience between players EIGHT times as much as before: Not only do creatures profit from hero attributes, skills and spells, they profit from it themselves.
A 5000 experience difference in any normal game may transfer to one more level for a hero. With creature experience it will give you an additional disadvantage for every single creature stack.
Note, that in AoW only the creatures get experience that actually do the kill. THAT would be a possibility: You might DIVIDE the gained experience between Hero and creatures. But multiplying it is very obviously wrong.
I don't see both options as opposed ones. I like the HoMM2+HoMM4 towns line up idea, and think it should be implemented in HoMM6. I just think that creatures XP should be also implemented. Both features would complement each other and do for a more rich and entertaining game.Starbatron wrote:While I can agree with you about the choices it adds to the game, I still think it would result in a Lemming of Might and Magic game, following so many other games that use experience (no offense meant). I'd be much more in favor of the idea suggested above in reference to blending HoMM2 and HoMM4 creature systems. It would add strategy and remain true to HoMM. But then, perhaps this argument comes down to a matter of taste.
Good point Jolly...hadn't considered that.
I think it's a bit more than a balance problem. Since not everyone knows what we are talling about, here is a WoG example for Vampire Lords. The initial Vamp Lord stats in H 3 are:OliverFA wrote:If I understand it correctly, your only complain about WOG Creatures XP system is that it us not properly balanced. I agree that creatures XP must not be so important that it takes importance from heroes, but this can be applied to any part of the game. We can argue if the implementation was good or bad, but I still do think that the concept is good. Experienced troops can make the difference if to level 12 heroes fight, or even a level 11 hero with high XP creatures can defeat a level 13 hero with normal creatures. But it will never be significant in a Level 8 vs level 16 fight. As long as XP bonus for creature are not too much it will add spice to the game.
And I still do think it is compatible with upgrade system. Upgrading a creature is giving that creature better equipment (better weapons, stronger armor, etc) and more XP is just getting more seasoned during the battle.
About naming the game Creatures of Might and Magic. Well... Better not enter in this discussion or I will ask again for it to be renamed Generals of Might and Magic. Is not very heroic to sit down below the lines as your troops fight...
The Disciples system requires you to unlock the upgrades by building extra structures at home. That doesn't make sense in a Heroes game because all towns can have creature generators, not just the main one. And for the record, my inspiration for this comes from Battle for Wesnoth, not Disciples.ThunderTitan wrote:Need i bring up Disciples again? You want XP 4 Critters go pester .dat on making D3 more complex it seems to be working.
That is not the way it works in WoG. If you have a stack of 10 Vampires and another stack of 10 Vampires, each one with 500XP and combine them, the resulting one will still ahve 500XP. Like wise, if one stack has 500 XP and the other has 1000XP the resulting one will have 750XP. As the resulting stack always have the average between both stacks, considering the number of creatures in each stackJolly Joker wrote:The point is still the multiplying of experience. If you kill a stack for 500 experience than it doesn't make any sense to award the hero 500 XP plus every stack 500 XP as well (and not just because stack splitting would become a real experience multiplier). You'd still have to find a way to divide the 500 xp onto the participants of the battle, so that the sum of the awarded xp would be 500 all in all.
Again, what you are telling me is that the way the idea was implemented in WOG is exagerated. I have no problem agreeing with you in this. But the fact that it was wrongly implemented once, does not mean that the idea is not a good one. Is like Heroes in Battle and Heroes 4. Yes, it was poorly done, but it yet was the best feature in Heroes 4.Jolly Joker wrote: I think it's a bit more than a balance problem. Since not everyone knows what we are talling about, here is a WoG example for Vampire Lords. The initial Vamp Lord stats in H 3 are:
Attack: 10
Def: 10
Health: 40
Damage: 5-8
Speed: 9
Special: No Retal, Life Drain.
After going through 10 ranks of gaining experience your VLs wil look like this:
Attack: 18
Def: 18
Health: 60
Damage: 9-13
Speed: 11
Special: No Retal, Life Drain, 50% Defense Reduction, 20% chance to Hypnotize target stack.
I mean, those are MONSTERS. Note that with the damage reduction special they'll have a positive attack/defense difference against every neutral stack. If you pin 8 of those against 2 neutral Archangels, the Archangels start doing 160 damage, killing 2. The retaliation of the 6 remaining VLs will do an average of 75 damage reviving 1 (reducing the damage suffered to 85. The attack of the now 7 VLs does another 88 damage reducing the damage to ZERO.
So a weekly production of those will beat a weekly production of untrained Archangels EASILY.
That's not a balance problem anymore that simply kills the game.
In a game like heroes creature experience if implemented at all should make a lot of difference - maybe an additional point of maximum damage for low level creatures and one experience level and a 10% plus in health for higher level ones, plus another attack/defense based one, maybe, maybe even an additional special ability for an upgrade, but clearly that would be it.
That is a different system from what it is used in WOG and Hearts of Iron II, but it could work :-) I just see a very big issue with it. You are limiting town development by scrapping the upgraded dwellings. Or maybe you could still have upgraded dwellings to provide you with creatures that already have the first XP promotion, but have to gain the rest of promotions in battle.Kristo wrote:I've seen the WOG system too. It's nuts. That's precisely why I suggested that creature experience be used for promotions and that's it. None of this Vampire Lords + 10 levels = +8/+8, +20 HP, +2 new abilities stuff. I meant that the *only* way to go from Vampires to Vampire Lords would be through battles. To reiterate, every creature gets 1 XP for every battle it's involved in, no matter what you fight. Once the stack average reaches a certain threshold, the stack is promoted. You cannot buy upgraded creatures at home. The goal is to extend the usefulness of the non-upgrades, and make the upgrades that much more valuable. You have to make tactical decisions to protect the experienced base troops, and find a way to use the extra power of the promoted troops without getting them all killed.
I'll agree with that. No upgraded dwellings effectively cuts up to 7 (to use the Heroes 3 and 5 number) buildings from the build tree. What if we offset it by adding secondary dwellings here and there that improved the growth rate? It's a little hand-wavy, but it might work to prolong the build process. For example, let's say a balanced Warlock town produced 2 Dragons per week. The base Dragon dwelling would produce 1; to get the second one you need the upgraded Dragon dwelling. They'd cost like the upgraded dwellings do now, but all they'd do is add growth. That puts you behind the power curve until you can afford the upgraded buildings. Make sense?OliverFA wrote:That is a different system from what it is used in WOG and Hearts of Iron II, but it could work :-) I just see a very big issue with it. You are limiting town development by scrapping the upgraded dwellings. Or maybe you could still have upgraded dwellings to provide you with creatures that already have the first XP promotion, but have to gain the rest of promotions in battle.
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