I know that this is not the best time to be starting a discussion not related to H6, especially one of this size, but I hope that you can find a slot in your busy H6-playing schedule to spare a thought or two for this topic.
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When I first decided to incorporate combat duration into the adventure map exploration time, I didn’t fully appreciate its potential implications for the hero skill trees. It was only after Pitsu’s comments that it occurred to me that a skill-up-as-you-use philosophy was now viable, and perhaps should be seriously explored.
To this end, I have put together a preliminary skill design based on this philosophy. It features no limit on the number of skills a hero may have; he simply learns and improves all the skills whose prerequisites he meets based on his behaviour in the game.
Actually, several complementary skill sets are used:
- General: skill-up-as-you-use skills that are open to all heroes to learn
- Hierarchical: a subset of general skills that are structured in a hierarchy so that parent skills boost all the skills beneath them. For example, whenever a hero uses a Catapult, this will help improve both his Catapult skill (making him more proficient with Catapults) and his War Machines skill (making him more proficient with all war machines)
- Cross-cutting: a subset of general skills that boost different parts of the above hierarchy. For example, whenever a hero uses a Catapult, this will also help improve his Engineering skill, making him more proficient with different kinds of transportation vessels
- Racial: skill-up-as-you-use skills that are unique to a particular race or a small number of races. Demons’ Gating, for example
- Heroic: skills that are tied to hero levelling. They either make it easier for the hero to enhance his army (by making his skills applicable to a wider range of creatures), or they grant bonuses that don’t transfer to the army (such as making the hero difficult to kill).
Here is the hierarchical subset of general skills (the structure is [skill]: [how it improves]. [what effect it has]):
- Logistics: improves for each grid block that the hero moves on the adventure map. Reduces the hero's movement point consumption when travelling on either the adventure map or the combat arena
- Pathfinding X: improves for each terrain X grid block that the hero moves on the adventure map without using a transportation vessel. Reduces the hero's movement point consumption when travelling on terrain X on either the adventure map (without using a transportation vessel) or the combat arena
- Transportation: improves for each grid block that the hero moves on the adventure map using a transportation vessel. Reduces the hero's movement point consumption when travelling on the adventure map using a transportation vessel
- Vessel X: improves for each grid block that the hero moves on the adventure map using vessel X. Reduces the hero's movement point consumption when travelling on the adventure map using vessel X
- Scouting: improves for each grid block of shroud that the hero uncovers. Increases the hero's adventure map sight range
- Opportunism: improves for each adventure map item or structure that the hero interacts with. Enables the hero to snatch items and enter structures without expending movement points
- Resourcefulness: improves for each resource pile that the hero collects. Increases the size of resource piles that the hero collects
- Archaeology: improves for each artefact that the hero collects. Increases the likelihood that the hero will collect better artefacts in the same class
- Mining: improves for each resource structure that the hero captures. Increases the structure's resource production
- Tomb Raiding: improves for each treasure trove that the hero clears. Reduces the treasure trove’s defence; increases the treasure trove’s resource contribution
- Civilisation: improves for each non-allied dwelling that the hero visits. Increases the likelihood that the dwelling will join the hero; increases the number of creatures from the dwelling that join
- Providence: improves each time the hero starts a battle. Enables the hero to cast combat spells prior to combat
- Anthropology: improves for each encounter with non-player creatures. Enables the hero to negotiate with creatures for specific benefits (shards, skills, spells)
- Domestication: improves for each encounter with animals. Increases the number of animals that join the hero
- Charming: improves for each encounter with mythical creatures. Increases the likelihood that mythical creatures will join the hero; increases the number of mythical creatures that join; decreases the cost of joining
- Mercy: improves each time the hero chooses not to attack mythical creatures. Increases the likelihood that loyalty-aligned creatures will join the hero; decreases the likelihood that fear-aligned creatures will join the hero
- Hunting: improves each time the hero chooses to attack mythical creatures. Increases the likelihood that fear-aligned creatures will join the hero; decreases the likelihood that loyalty-aligned creatures will join the hero
- Beast Mastery: improves for each encounter with juggernauts. Increases the likelihood that juggernauts will join the hero; increases the power of the juggernauts that join
- Ceremony: improves each time that the hero uses a megalith. Increases the duration of the megalith effect; increases the power of the megalith effect
- Ritual: improves each time that the hero uses an altar. Enables the hero to use more mana to increase the range of the altar; enables the hero to use more mana to increase the area of effect of the altar; enables the hero to use more mana to increase the duration of effect of the altar; enables the hero to use more mana to combine the altar artefact, monument and shard effects
- Destruction: improves each time that the hero uses an artefact to activate the altar. Enables the hero to use more mana to increase the altar artefact effect
- Ruin: improves each time that the hero uses a monument to activate the altar. Enables the hero to use more mana to increase the altar monument effect
- Sacrifice: improves each time that the hero uses a shard to activate the altar. Enables the hero to use more mana to increase the altar shard effect
- Companionship: improves each day that the hero spends in the company of creatures. Increases the size of the army that can accompany the hero; increases morale
- Tourism: improves each day that the hero spends in the company of creatures from other races. Enables the hero to lead creatures of differing (not opposed) alignments; reduces their morale penalty when doing so
- Scholarship: improves each day that the hero spends in the company of other heroes. Enables the hero to teach other heroes the spells that he has mastered
- Stature: improves with each stack of creatures that accompanies the hero. Increases the number of stacks that can accompany the hero; increases the max unit level that can accompany the hero; calls up militia reinforcements from the country when fighting outside the town within the kingdom's borders
- Mind Meld: improves each time a unit stack from the hero's army casts a spell. Enables the hero to share the mana pool with the spell casters in his army
- Tactics: improves for each combat turn that the hero spends on the battlefield. Increases the portion of the battlefield in which the hero can position his troops at the beginning of combat
- Siege: improves for each combat turn that the hero spends on the battlefield undertaking a siege. Increases the effectiveness of siege equipment in the hero's army
- Fortification: improves with each combat turn that the hero spends on the battlefield defending against a siege. Increases the effectiveness of fortifications in the hero's town
- Attack: improves with each attack that the hero performs. Increases the hero's attack at the expense of his defence
- Bashing: improves with each melee weapon attack that the hero performs. Improves the hero's attack when wielding a melee weapon
- Shooting: improves with each ranged weapon attack that the hero performs. Improves the hero's attack when wielding a raged weapon
- Zapping: improves with each magic weapon attack that the hero performs. Improves the hero's attack when wielding a magic weapon
- Defence: improves with each attack that the hero sustains. Increases the hero's defence at the expense of his attack
- Shielding: improves with each attack that the hero sustains while wielding a shield. Improves the hero's defence when wielding a shield
- Armouring: improves with each attack that the hero sustains while wearing armour. Improves the hero's defence when wearing armour
- Magic Resistance: improves with each hostile spell that the hero sustains. Improves the hero's resistance to magic
- Magic Resistance X: improves with each hostile spell that the hero sustains on terrain X. Improves the hero's resistance to magic on terrain X
- Loyalty: improves with each defeat that the hero suffers. Enables the hero to remain in combat in aid of allied heroes after his army has been killed
- War Machines: improves each time a war machine in the hero's army is used. Makes war machines in the hero's army more powerful
- War Machine X: improves each time war machine X in the hero's army is used. Makes war machine X in the hero's army more powerful
- Spellcasting: improves with each spell that the hero casts. Enables the hero to learn higher-level spells; reduces the hero's mana consumption when casting spells; enables the hero to use more spell points to cast spells with greater power
- Magic School X: improves with each spell that the hero casts from magic school X. Increases the hero's proficiency with magic school X
- Spell X: improves each time that the hero casts spell X. Increases the hero's proficiency with spell X; enables the hero to choose the proficiency at which to cast spell X
- Sorcery: improves with each spell that the hero casts from multiple schools of magic. Improves the hero's ability to combine effects from different schools of magic; enables the hero to choose which school(s) of magic to use when casting a spell
- Enchantment: improves with each turn that the hero’s enchantment spell remains active. Reduces the hero’s mana consumption when paying upkeep for enchantments
- Creativity: improves each day that passes without the hero learning a new spell. Enables the hero to spontaneously discover new spells
- Spirit of the Land X: improves with each spell that the hero casts on terrain X. Reduces the spellcasting penalty for terrain X
- Intelligence: improves with each day that the hero spends with full mana. Increases the maximum number of spell points that the hero can have
- Dark Renewal: improves with each failed spell that the hero casts. Enables the hero to reclaim the mana that was spent on the casting of the spell
- Mysticism: improves with each spell point that the hero regenerates on his own. Increases the rate at which the hero regenerates mana, especially while resting; increases the amount of mana that the hero receives from Magic Wells
- Eagle Eye: improves with each spell that is cast by someone other than the hero during the battle. Enables the hero to acquire the spell following the battle
- Magic School X: improves with each spell that the hero casts from magic school X. Increases the hero's proficiency with magic school X
- Enhancement: improves with each artefact that the hero wears. Increases the number of artefacts that the hero is able to wear; enables the hero to wear forged artefacts; enables the hero to wear composite artefacts
- Forging: improves with each artefact that the hero forges. Increases the number of artefacts that the hero is able to forge together
General Cross-cutting Skills
Here is the cross-cutting subset of general skills:
- Combat: represents the hero’s fighting ability. It is associated with Providence and Tactics skills
- Craftsmanship: represents the hero’s proficiency with artefacts. It is associated with Archaeology and Enhancement skills
- Engineering: represents the hero’s proficiency with structures and machines. It is associated with Transportation, Siege, Fortification and War Machines skills
- Leadership: represents the hero’s ability to influence creatures. It is associated with Civilisation and Companionship skills
- Magic: represents the hero’s proficiency with magic. It is associated with Providence, Ceremony, Ritual, Scholarship, Mind Meld and Spellcasting skills
Because heroes are modelled along racial lines, they have the same racial abilities as ordinary creatures. For example:
- Demon heroes are able to gate
- Vampire heroes are able to drain life
- Medusa heroes can stone gaze
- Etc
Heroes from different races can be differentiated by a combination of racial skills, and talents in the area of general skills. For example, not only are Demon heroes singularly able to use the Gating ability, they are also uniquely gifted with Fire Magic, enabling them to gain experience in this area faster than heroes from other races. On the other hand, they struggle to master spells like Bless and Heal, and learn from their usage slower than other heroes.
Heroic Skills
Heroic skills essentially don’t fit the skill-up-as-you-use approach. They are assigned in the traditional way – when the hero gains a level.
These are the kinds of heroic skills that I’ve come up with so far:
- The ability to enhance the creatures in the hero’s army. This can start off small, perhaps only allowing the hero to boost creatures of the same race and with compatible skills (a Human shooter hero can only boost Human shooter units, for example), and gradually expand to encompass other units of the same race, other units of the same alignment, and other units with compatible skills. It will never encompass units with both different skills and alignments (so an Ogre melee warrior hero will never be able to enhance Human Monks). The extent to which heroes enhance units can grow with increasing compatibility between them, and diminish with distance – the further away on the battlefield the unit is from the hero, the less it benefits from the hero’s influence.
- Because heroes directly take part in combat, they will have skills that make them more resistant to damage, as well as able to be revived after being killed (using a Temple structure or Resurrection spell, or self-revived at the end of combat or after a certain number of combat turns)
- The ability to draw power from the kingdom (proportional to the kingdom’s power) to improve the hero's attributes, culminating in his ability to summon an Archon
These are the likely avenues of abuse that I’ve been able to identify (the structure is [skill]: [how it can be abused]. [how to counter the abuse]):
- Logistics: running secondary heroes around in circles when they have nothing pressing to do. It can be remedied by making skill improvement dependent on the size of the army that accompanies the hero
- Opportunism: repeatedly visiting the same structure. It can be remedied by making skill improvement applicable only to structures that the player has not visited before, or that he has subsequently lost control of
- Companionship: assigning a single creature to accompany secondary heroes. It can be remedied by making skill improvement dependent on the size of the army that accompanies the hero
- Stature: assigning single-creature stacks to secondary heroes. It can be remedied by making skill improvement dependent on the size of the army that accompanies the hero
- Mind Meld, Creativity, Intelligence: using might heroes. It can be remedied by making skill improvement highly dependent on mastery of the Spellcasting skill