[Suggestion] One hit, one kill

(non-nativ, sorry)

Please consider to treat all men in a unit truly as singular entities, maybe this would allow finding an easier balance between champions and soldiers.

 

Par example, a strong armoured Hero that fights against 15 Soldiers (3 units).

Currently he doesn’t need support troops. With each hit he kills maybe 3-4 Soldiers and the fight is over in 4-5 rounds. Fast enough for your taste, but than again you just used one hero. If you want to counter said hero your soldiers/unit would have to deal a considerable amount of damage which is difficult to balance in the greater context.
(I find 100-200 point of damage-output a little over the hill)   

And you can’t make your hero weaker because of his role as monster-slasher.

But if one champion can only kill one target per hit/attack it would be dangerous for him to fight against many (town-defenders, wildling hordes ore else). Still, he could easily be strong against Trolls and other singular and big monster.

Of course the various combat skills would need to be adjusted. And I propose a new one:
Cleave:

If your attack kills one person the overspill damage hits a second target of the same unit.    
(The hero is a little more useful against many)

 

What else:

Monsters have a skill that lets them use their attack against all members of a unit (overkill) which means they are dangerous against many and can still have a relatively low damage output! Best kill them with heroes ;)

You already did consider numbers – so just use this also from the other side.    

I would greatly apprecitate if mr frogboy or mr derek would simply replay with a no/have considered/...

Best wishes
Aygis   

7,727 views 13 replies
Reply #1 Top

But if one champion can only kill one target per hit/attack it would be dangerous for him to fight against many (town-defenders, wildling hordes ore else). Still, he could easily be strong against Trolls and other singular and big monster.

Would also make trained units interesting, if monsters didn't just bash entire groups at a time.

I would greatly apprecitate if mr frogboy or mr derek would simply replay with a no/have considered/...

Don't get your hopes up, not because these people aren't really nice and fantastic at answering, just because I am sure they read all the posts, but only reply to posts where they have something to say.

They did already put up the big signs with "Feature Lockdown" above the Beta, which means most of the game won't change too much, I am unaware if this would be the case with this post, but it diminishes the chance of radically changing... changes.

THAT SAID, I do like the idea, I think it might make the game very interesting, I don't know but it just might give the tactical combat that OOMP to make it that much more interesting, but it would also mean having to look through spells and rethink a lot of the balance in the game.

Sincerely
~ Kongdej

Reply #2 Top

I like this idea as well.  It would make the initial hero a little more humble and would make the trait progressions a lot more divergent and interesting.  'Cleave' or 'Overpower' or whatever could be Warrior traits that could make that Path more interesting.

Reply #3 Top

No.

(Disclaimer: I am not :frogboy:

 

This idea, which rears its ugly head in forum post after forum post, presumes that heroes are just another unit type; along with trained units and monsters the third point of the triangle.  And so they should all be balanced against one-another.  Heroes kill monsters, monsters kill troops, troops kill heroes.  Just like Age of Mythology (and dozens of other games).

But heroes are not just another unit type.  They are the focus of the game.

The idea is very popular in the forums, though, so I'd expect to see something along these lines in the form of a mod at some point or another.  IMHO, a mod like that would suck a lot of the fun out of the game (see Elemental: WoM), but the great thing about mods is you can choose which ones you play with.

Reply #5 Top

Quoting sweatyboatman, reply 3

But heroes are not just another unit type.  They are the focus of the game.

 

To my understanding this is a strategy game with rpg elements, not the other way around.  I could be wrong though?

Reply #6 Top

Quoting cardinaldirection, reply 6

Quoting sweatyboatman, reply 3
But heroes are not just another unit type.  They are the focus of the game.

To my understanding this is a strategy game with rpg elements, not the other way around.  I could be wrong though?

You say potato and I say potato (but I pronounce it correctly :grin: ).  It is certainly a strategy game with rpg elements. However, the rpg elements are vital to the strategy game, rather than being tacked on fluff.

Reply #7 Top

I agree with Sweatyboatman on this. 

Reply #8 Top

lol

Reply #9 Top


I disagree with sweatyboatman on this.

Heroes are A focus, not THE focus of the game. One should be just as competent in warfare if he/she chooses not to opt for a nuking super hero, however this simply isn't the case in this game.

Currently, a master fire mage will wipe out any army of whatever strength in both Strategic and Tactical level. (Pillar or Fireball)

In my opinion, the Strongest Hero should only be 2X stronger than the strongest unit(i.e. being able to barely kill 2 really really well upgraded troops at the same time).

However, this will without a doubt tick off many players.

Heres my proposed solution that I think is a good compromise.

Have the ability to assign Body Guards to your Hero. Your hero can only kill one soldier at a time, however, your bodyguards, can also kill too.

I.e.

If your hero deals 50 damage, while your body guards deal 10 damage, and you have 2 of them (forming a group of 3) attacks another with 10X3 health.

Your hero unit wouldn't be lamely only killing one of them at a time, and would instead killing all 3.

But heres how it differs from the original. Since your hero unit is now a UNIT of 3, the body guards that make up the extra health, can die. And when they do, so does your hero units ability to rampage.

Spells should be reworked in general, to prevent complete utter destruction of entire armies on the first turn.

But thats a different subject all together.

Reply #11 Top

Quoting cardinaldirection, reply 11


Just make them mortal.

 

Would be fine if you add a way to Spawn new heroes. i.e. WoM

Reply #12 Top

It would require massive rebalancing.  e.g. would flame dart kill one unit or more?  Is it limited to only melee?  High damage low initiative weapons would be less effective (and vice versa would be true).  It just seems a pain in the ass to change.

I'm currently playing a game on insane, and right now it's about 4 hits 1 kill on a group of mites.  fun fun.

Reply #13 Top

 

Yes, I guess it would need too much rebalancing at this stage, but thanxs for your consideration J

---  @boatman

Ah, but that is not artificial stone, paper, scissors – aka give units a bonus against a specific other unit. It flows more naturally.

First of all, champions are indeed just like other units (and that may be a problem of its own) in their basic mechanisms (HP, Level) the just have special “traits”.
My Idea is to incorporate the number of people in a unit more into the basic combat mechanism – games like hearts of iron have something like a “frontline” a limit how many soldiers can engage in a given terrain – this is a limitation with gives/forces more strategic thinking.  In our case it means simple a unit cannot kill more targets than soldiers it have in one round unless it has special “traits” like overkill.
A simple limitation - it could be used to bring more strategic choices into the combat of FE.
--> A unit of 7 weak soldiers could stand their ground against a unit of 3 strong fighters.

It could elevate the need to climb higher and higher with the damage output