Thursday, 28 June 2012

Your thoughts about stack of doom in Might & Magic Heroes VI

Your thoughts about stack of doom in Might & Magic Heroes VI
One of the equations close and dear to the heart of the Heroes establishment has been the way that you would be able to manufacture one guard to unbounded control. You are able to stack throngs upon throngs under one boss, acting for the symbolic tremendous attacks that could make the pagan Gods desirous. And then this is cool. At the same time (here comes the profanation part) what if there was a top to how great you would be able to produce an armed force? Conceivably acted for in some file of control. Conceivably the weenie units were 1 focus every, and first class units are worth more individually, and the entirety of all units measures up to the aggregate capacity to which you are just able to have so far for every Hero. Heroes, notwithstanding, just have so far authority and an armed force of incredible scale could be much harder to advance, no? There should be restrains less it transcend past Heroes.

#2
11-10-2011
WinsomeK
Member

Join Date: Sep 2011
Posts: 119
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
Could force the player to choose how to divide the units in his army put a nice feature, creating a form of tactical choice in shaping the army? Or is it simply accumulates as much as possible unless a bell and then firing the weapon the more mega-fun?

#3
11-10-2011
Shae
Member

Join Date: Jul 2011
Posts: 1,600
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
It could join a ton more technique. This is a really fundamental amusement, I mean you have one "unit" you move around the guide and battle things with, and you teleport them wherever required. When you battle a foe you either squash them or they smash you, there's practically nothing risk of a legit combat, heck the greater part of the time the AI escapes. Auxiliary heroes are simply scouts or ships. Since there was a unit top there could be a much higher risk of adversary guards being a test, and optional heroes could end up being critical as you began battling on different fronts. You'd in addition have exact attack battle event as additional units could be alternate on guard. Definitely that one small update could construct this recreation a few times preferred immediately. It's very nearly similar to the recreation was composed for it from the begin, but somebody disregarded to hit the switch to turn it on.

#4
11-10-2011
Ashley Parker
Member

Join Date: Jul 2011
Posts: 1,421
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
On a more serious note, yes, maybe that's the solution to prevent the spread, the enemy turning every damn castle on the map. I enjoyed the great epic struggles against human beings, especially in the ancient hero series. But occasionally had to face an army of AI also epic and always fresh and fun to play.

#5
11-10-2011
DougWison
Member

Join Date: Jul 2011
Posts: 1,457
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
As cool as an epic struggle between two great armies is very rare and always marks the end of a game. If the main battery will crush the enemy, worn out, cannot catch back up, so you cannot fight anymore. An additional advantage of a cap would be an assortment of units to decide from. Instead of presently having a huge stack of each unit of his faction that possibly will decide the type two units work well together and have a couple of batteries everyone to fill their quota of leadership.

#6
11-10-2011
Irene-I
Member

Join Date: Jul 2011
Posts: 1,496
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
I think this is one of those things that always take place in each iteration HoMM only because it has always been and there is no development team has the balls to change it. While other games we've seen evolve over the years and have proven themselves much better systems. I think this version of the game with an emphasis more on the heroes who have been to take that courageous step forward.

#7
11-10-2011
MACALL
Member

Join Date: Jun 2011
Posts: 1,245
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
At the same time as I am able to control what the limit is the time in favor of a new multiplayer map. I would love to be capable to fit 'elite' 1-5 Tier3 units within an army. This really would be planning some awesome army. Age of Wonders II Shadow Magic had. It also reduced the army of your hero if you include a slow drive as a catapult, for example. Man I miss that game. Fully appreciated in his time.

#8
11-10-2011
GaganGang
Member

Join Date: May 2011
Posts: 1,536
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
I still have this amusement. The just departure with Homm progression is the way that the development of your armed force is chosen by the slower unit. Nonetheless in the time period characterized by marvels shadow enchanting amusement, there is something absolutely fascinating. You had a "fundamental courageous person" comparing to your avatar. It could not venture to increase any xp but you lack the capacity to make him throws spell from your metropolis and assuming that you have a mage's tower you could probably provided reason to feel ambiguous about your heroes. The spells and limits need to be investigated and the spells you are able to examination are just those of the component (or the intermingle of units but by that you abatement the number of stronger spells you could probably study in each unit) you preferred before all else.

#9
11-10-2011
Chakradevroy
Member

Join Date: May 2011
Posts: 1,590
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
In actual fact, this game is a game where you possibly will make use of dissimilar type of units even though they are within the conflicting position depending of the "bard skill" your heroes and element comprise.

#10
11-10-2011
Halle
Member

Join Date: May 2011
Posts: 1,611
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
Remember that the units of champions are not as overwhelming as it once was. I think it's a good thing. You just go to die. So I think that their allocations are far away. In addition, we are not restricting the assortment of styles of play? A number of have a preference to update all additional cores first and rush to build champions. On the other hand, you are killing that start.

#11
12-10-2011
DougWison
Member

Join Date: Jul 2011
Posts: 1,457
Re: Your thoughts about stack of doom in Might & Magic Heroes VI
Possibly the developers obtain the time to generate a side project and dirt approximately a mod of this type - to experience how you play. I'm betting the results will be very interesting. I think it will by itself eliminate many of the negative concerns about global sourcing and portaling city - as these options are exploited as the obvious tactic to feed your stack of doom. This game needs some variety in their end-game tactics, statistics, and this may be a way to help.

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