Gameplay features and mechanics aren't different enough to be considered two different things imo...Groovy wrote: My comment was more a reference to where the emphasis should be – the superb game play features rather than the mechanics with which they are implemented. If we have a firm grasp of what makes a game tick, we can refine or replace the mechanics that it uses and reasonably expect to create a better game. Without such understanding, tinkering with the mechanics becomes a hit-and-miss affair.
I'm guessing you're thinking about replacing one mechanic with a similar one, while i'm thinking that's just fixing the gameplay feature...
The problem with the Heroes in H4 is that they flip flop between being too weak at the start (and without combat they die too easily all the time) and too strong at a certain point.... then at another point where creature numbers are high they're too weak again (unless they're mass status casters).wimfrits wrote:Teaming up heroes exponentially increases tactical play and allows even low level heroes to play a decisive part. The fact that heroes are strong compared to creatures, while considered flawed by some (definately not by me!), reduces the 1-decisive combat thing and allows for a more strategic game.
It's certainly not ideal, no matter how fun they are to use when the conditions are right...
wimfrits wrote: To me, H4perfect example of how less objects create more strategic and tactical possibilities.
No, the reason why less objects seem to do that is because it's easier to avoid having OP strategies the less factors are influencing the outcome...