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King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend. |
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#11
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1) A matter of taste. I personally prefer the fixed KB system, as we would need a bar showing the turns with the HoMM5 system and it gets confusing. That system works well for an RPG like Final Fantasy, but not HoMM-style fights in my opinion.
I wouldn't mind the Hero getting in a bit more on the action though. 2) I definitely agree on this. More starting options and viable troops would be great. 3) I really like this idea. It's annoying how we constantly have to go back to the outskirts to restock. 4) Great idea. 5) Not really necessary, but not a bad addition. 6) I'm pretty sure that the reason for this is that units of variable size don't work very well on a 3d Hex grid. Boss monsters are an exception obviously. HoMM3 had units of 2 hexes, but all fights were horizontal in nature. With 3D battlegrounds, it could get confusing. It works in HoMM5 because they use square grids, but that has its own problems. 7, ![]() |
#12
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I would love to see mode called something like "Custom Battle" where you could make your army from all units available with many options (money available to recruit units, AI difficulty, class etc.) and then you could choose the opponents army and go straight to the fight
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#13
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About 1. The morale between HOMM and KB is quite different. In KB the morale simply affects your unit stats. I cannot remember exactly what it is in HOMM5 but it definitely affects unit initiative. When a unit is motivated with high morale, it will gain initiative so that it can act again sooner than it supposed to be. Even prior to HOMM5, morale acts in the way that the unit either receives an instant second move for high morale or completely loses its turn due to bad morale.
So in order to incorporate such element, it will require a significant rework of KB combat mechanics. I am not so sure if it worths the effort. |
#14
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Well, I wouldn't want to pick up the HOMM5 morale for any reason, the KB one is really very solid and interesting. JUst like the idea that you can balance units by how often they go, and not just how strong they are in the raw.
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#15
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I'm not a particular fan of ATB. While it allows for another level of complexity, it's also bulky to say the least. Initiative is fairly easy to balance around and it's an age old concept that simply just works in turn based games.
I agree on reserve slots though, 100%. I feel it's lame I have to cheese the sacrifice spell or waste time going all over to get new troops every time I level. Plus there are some fights where I'd like to use different types of troops and having to find a castle to temporarily store my troops is annoying. |
#16
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Cant disagree on any of your suggestions, actually some of then have already crossed my mind too.
But the 2 things about HOMM that I would love the most to see implemented on KB are random maps and multi-player. The campaigns are awesome and actually much better than the HOMM campaings, but once is over you can only replay it again and again. I would love to see an alternative style of play, open-ended and and with random generated maps. You choose a class, you start at a castle on a random map with some random objective, something simple like that. It would really add to the replay value. And multi-player. MP is what keeps me playing HOMM, and is awesome. Fighting the AI can never be as chalenging than playing someone with an actual brain. Even if is just a duel-like MP: each player starts at an X level, with an X amount of gold to expend on troops and spells and some runes to spend on skills. |
#17
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i don't know if there will be another KB game after AP (a 3rd game making a trilogy would be great!) but hopefully Heroes 6 will make up for the shortcomings of H4 & H5.
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