Game Mechanics suggestion in Might & Magic Heroes VI
After some skirmishes much time I have only a few important issues that detract from the "fun" factor. Several of these issues have synergies that make it frustrating. If you want to respond with their opinions, try to keep it simple and positive, I really like the beta so far and these problems occur mostly with the larger maps. The AI has a tendency to put all their forces together, and rush around cities, while the conversion of leaving them completely defenseless. The problem I have with this is in a close game that forces the player to condense his / her forces in a similar army to do the same. Suggestions:-bonds based on the size of force production / resources / homes if you have an army in a city. -It is possible that a tree of buildings that greatly increases the resources / production of troops, but requires an army in the city of a certain size to prevent rebellion. for example, tier-1 wood / stone 50% the production of basic level 2 +1 wood / stone 50% of the production of basic troops, elite level 3 +1 50% glass. Updates 1 and 2 level increase troops in 100% and level 3 upgrade may give the champions 50%. What really, and require much larger force to govern the city.
#2
12-10-2011
Enos
Member
Join Date: Nov 2010
Posts: 1,611
Re: Game Mechanics suggestion in Might & Magic Heroes VI
I would rather see an adjustment to the AI that would make the value of their cities. In that sense, the IA should assess the portals, so actually built and used. I am against the possibility of port from anywhere on the map to any people. Maybe I should be an option to destroy a town portal advanced. But you have to take a day, so at least you need to plan in advance what port city. I believe that the conversion of the city should be delayed one day. Having the inauguration as an action of the city, so you can not conquer a city on the last day of the week and get the benefit of animal production, while the army is already running.
#3
12-10-2011
Shikamaru Nara
Member
Join Date: Mar 2011
Posts: 1,666
Re: Game Mechanics suggestion in Might & Magic Heroes VI
I had more time to play the beta recently, and in fact the "career move" is evident. I identified the best tactic against the main AI is to concentrate the army in a strong hero defending my main source of income / creatures, and then have as much light (2-3 creatures) as possible hosts spinning, can conquest of the people and face the "empty" the heroes of the AI used to explore. If I happen to find an occupied people that is better than my current capital in terms of animal production / resource ... TP only the main hero and become the base sitting. TP back to the big cities of defense, as required, and will certainly sacrifice a little if the confrontation with AI is questionable and other similar city is available in a cargo area under AI. In my opinion, the main point to consider is the fact that the larger the army, the less likely you are to suffer losses. This is what primarily forces of both AI and forces players to concentrate on a single hero. Creature loses are crucial in the game. In fact part of the strategy is the economy creature (animal production maximization, and avoid losing them). In the end, with some deviation due to the skills of the hero and the player's ability, which has more creatures in a final showdown of the two main heroes the chance to win a game. The loss of the creatures to venture with the secondary heroes is nonsense ... and now you can make cities that have no "accidents" of the creatures that can feed these heroes because they can invest in all the cities that have produced for the same creature slots 7. To counter this trend, the balance should shift to a situation when two armies were met, the one with the most creatures that most often win, but would likely lose the creatures as much (or more) that were in the attacking army - not as now, you lose the largest army are generally low. However, this could cause pain to deal with batteries neutral if its growth is not reduced.
#4
12-10-2011
Badmannah
Member
Join Date: Mar 2011
Posts: 1,615
Re: Game Mechanics suggestion in Might & Magic Heroes VI
This blow to PvP. For then the correct start would be to avoid confrontation and let the other players are destroyed each other. The fighting (and winning) would be crippled. Also, if I outnumber other army not to lose a lot. I do not think a super army approach works very well now as it is. You should have at home and not venture out much. All you need are the maps with more space between cities so you have to decide how much to leave for the defense and how much to take for expansion.
#5
12-10-2011
DevenderD
Member
Join Date: May 2011
Posts: 1,601
Re: Game Mechanics suggestion in Might & Magic Heroes VI
This is however with the army of a hero if you have a game with more than two players - only that the battle will only be played between any pair of players. The game is to find either an enemy with an army so small enough to not suffer much loss, or wait for enemies with a large army that confronted the winner has actually reduced the size of the army to something that you can win without problems. You said that if they are much more numerous than we must not lose much. And I find no conflict with this and my position. If you are 10:1, you would 9 / 10. if you are 2:1 (which is not that greatly outnumbering) that run the risk of reducing its army by half.
#6
12-10-2011
Halle
Member
Join Date: May 2011
Posts: 1,611
Re: Game Mechanics suggestion in Might & Magic Heroes VI
Let me point out that the problem is due to the unfortunate decision to allow conversion city is easy. Without that, the AI will naturally accumulate advocates captured cities. Players will develop several heroes. Universal conscription would have limited effect and would be significant faction territories. Does anyone remember that this "feature" was announced for Heroes5, but has not been applied to the left? Could not have been a good reason for it? Can someone explain how it is supposed to improve the game - in addition to providing an excuse for little graphical tricks? Building your army that used to be part of the fun. Now, what's fun about that?
#7
12-10-2011
Chakradevroy
Member
Join Date: May 2011
Posts: 1,590
Re: Game Mechanics suggestion in Might & Magic Heroes VI
I found this to be true for any Heroes franchise. As the combat system based on wear, the greater the faster the army kill your opponent and therefore less losses incurred. Until it stops military power in a stack is always the case. However, I think she feels much more at 6 TP is easy to score. Combined with the global recruitment do not have to divide their forces into the cities to keep his client as it did in previous versions. You can wrap around the defense in every way and its principal recruiting, wherever you go. Although it seems a secondary hero 6 helps maintain the main pressing forward in the field, you do not. At least not against the AI in its current state.
#8
13-10-2011
mbangali
Member
Join Date: Jul 2011
Posts: 1,490
Re: Game Mechanics suggestion in Might & Magic Heroes VI
I would like to see the city better defenses so you can defend with a smaller army. Singing is a city where you must suffer more losses. The reward is great, the cost should be high. The AI has to stop bringing the batteries just outside the city where they can be slaughtered one at a time. Defense towers should aim to distance above it. Seems to strike randomly.
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