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Originally Posted by Zechnophobe
(Post 166116)
Random Ideas:
1) Don't limit how many units you can have in your army by the leadership, instead limit how many from your army you take into combat. So you can have 1000 black dragons, but only the first 4 will follow you into combat.
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Why? We have the Reserve slots for the exact same purposes. Maybe give us 3 more reserve slots.
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2) Rebalance melee units, especially those that can be retaliated against, and have low hit points. Give them SUBSTANTIALLY more damage, or damage resistance. Dwarves, foremen, barbarians, berserkers, dragonflies, etc... most of these units are just not worth using because Melee units are so inherently weak in their mode of attack.
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I'm sorry to say, but... have you even finished the game? How can you say this? Ranged units are powerfull, but so are melee units. Gorguls, Black Knights, Tirexes, Black Dragons... they do incredible damage in melee. Of course, if you are playing a mage with weak attack skills, they don't do that much - but neither do your ranged units. The game is perfectly balanced that way, melee units are not weak, in fact, In battle I sometimes fear enemy melee units more then ranged ones. Have you ever seen how much damage a stack of 3000-4000 Dragonflies can do? I had fights with 10-15 stacks of dragons and thousands of dragonflies, and I had to sheep/fear the latter because they could wreak havoc if let loose.
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3) Make ranged units have a MAX range. It wouldn't be so bad with melee units if the 'ranged' ones weren't infinite range. Even doing half damage they still do so much more.
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You again make it seem like they do that much damage... They don't. You are not playing right. I have never had problems with enemy ranged units.
If you really fear them, use creatures like Bone dragons or skeletons - they take only 1/3 damage from ranged attacks, no matter what type.
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4) Make more ranged units actually HAVE a melee penalty. I think the only one in the game that does is the bowmen. Either that, or make it not 'the norm' to have a melee penalty and then give bowmen a trait making them specifically do less damage in melee.
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OK... so how about Skeleton Archers, Druids, Beholders/Evil Beholders, Catapults, Archmages, Necromancers...
And even the no-melee units can be easily beaten with the right combination. Sure Elves are tough even in melee, but if you use, say, a Ghost to block them? They are pitiful against that +50% physical resistance. Similary, magic damage dealers blocked by a Black Dragon are dead already.
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5) Give some units weakness to Poison.
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I think the current situation - where some units have absolutely nil poison resistance - is good enough. I regulary use Poison attacks to kill dragons, only damage type they have no defense against.
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6) Allow druids to cast "Overgrowth" ability that resurrects plant units.
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Agreed there, though maybe Ancient Ents should get this - it'd give them something to do while they get to the enemy.
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7) More unit variety throughout the early game! Only problem with both AP and TL that I've really got, is that you NEVER get certain classes of units in the early game. I wanna try out a small army of demons some time!
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I think the "Arena" part of crossworlds will be just that. But if we get the Editor, we can easily do maps where you can, for example, hire all Level 1-2 type units in the first maps, and then later higher level ones on other maps.
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8) Berserkers aren't well designed. Humans would strictly rather have barbarians, AI would strictly have berserkers. There is almost no interesting overlap.
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IT's the same as Berserkers have been in HOMMIV, I think that's the inspiration for them. I never use them and the Berserk spell as well, because I like to control my units. (Side note, wouldn't it be nice to have a Berserk spell that works like in Heroes?)
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9) Make Bless cost less, and/or last longer.
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With high intellect, it lasts for plenty of rounds. And the mass version is costly only, which is OK IMHO.
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10) For 'wife' or 'armor bearer' style units, make their starting locations randomized a bit. Add s'more variety.
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Again, editor. I have some ideas for armor bearers myself that I want to try out. I'm curious about this new rumored armor-bearer werewolf-dragon who is an unit that fights by your side in battle...
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11) Give single unit summons +1 Morale for each point of Summoning Skill.
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Correct me if I'm wrong, but don't summons get the same morale bonuses as your own units?
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12) Include better descriptions for items (A lot are poorly translated or just baffling).
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Agreed. Especially add better explanations for morale items, what they like or dislike.
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13) Create an 'auto-save' for each new game, so a person can elect to restart that same game.
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I think people should be smart enough to do that for themselves. The game with the 3 Quicksave slots and castle autosave system is very well designed in that regard.