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Heroes

1. I agree with the idea of having only 1 arcane spell: summon hero, no summon champion
2. Training heroes in cities is fine with me, but
3. They should be trained in one of the existing final buildings like War College, not in a new building for this purpose alone.
4. There should be no more than 6 heroes for a wizard at a time. A hero is rare and not a mass production material. They also need their items, which is limiting to 6.
5. The production cost of heroes should be very high. Say the production cost in hammers = 1.5* (the cost of researching the new summon hero spell + the summoning cost) [in mana]. If choice of hero is allowed then even more expensive.
6. The number of races being able to train heroes should be high.

Not wishing to spoil the party, dear partners, but I really cannot join the hero-factory idea. 153 hammers to Achilles forging, ehm. Calculated production of unique game characters is a plastic idea of modern gaming (Civ 4 - hope the guys from the other forums don't look here).

Maybe ILSe is able to pull this off, not me, surely.

kyrub Wrote:Not wishing to spoil the party, dear partners, but I really cannot join the hero-factory idea. 153 hammers to Achilles forging, ehm. Calculated production of unique game characters is a plastic idea of modern gaming (Civ 4 - hope the guys from the other forums don't look here).

Maybe ILSe is able to pull this off, not me, surely.

You have a point: thinking about mass producing Bahgtru's does some damage to his uniqueness.
How about building regular units with some heroic abilities like spell casting?
--I like ILSe

Catwalk spoke about Magicians being able to cast spells, if I remember. Although I am usually sceptical about his radical unit changes, this one seemed very good. Maybe the War college could add some ability to any unit built in the city... like armor-piercing.

(maybe we are starting to run too much into wild ideas; so, I'm back to my unfinished business)

I'm not liking a lot of these suggestions.

Hero factories are definitely out. A lot of work for something unnecessary that dilutes the individuality and unpredictable aquirement of heroes.

I'd rather not give magicians full spell casting powers, since it makes the heroes less special. Think of magicians as the cooks to the Hero chefs. I think people just don't like magician's fireball charge, since it's a crappy spell. I'm all for further differentiating magicians along racial lines as far as spell charges go. Give them something thematic to their race. Doesn't even have to be a direct damage spell.

As for buildings imparting traits upon newly built units... eh, not sure. We already sort of have that in the form of alchemists guild imparting magical/mithril/adamantium weapons, and also in the form of advanced units having different traits to earlier units. I'll think over it some more, as it is interesting.

No worries, I'm not going with hero factories either smile Magicians as spellcasters is not definite yet, but I do like the idea. It's not a crucial idea to me. I'm not a fan of getting armour piercing with buildings, makes units a lot harder to balance and is useless for units who have it already.

fwoop, please make a new thread for heroes where you'll be able to edit the top post and I'll close this one.



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