Imperium Jaskini Behemota
tarcza Witaj na Starym Forum Jaskini Behemota.
Zostało Ono stworzone przez ixcesala z uwagi na problemy z forum Ezboard 10 grudnia 2002. Służyło Jaskiniowcom dzielnie do sierpnia 2005 roku, kiedy to dominium i podwładnych Behemota dotknął Wielki Trek, po którym przez 10 miesięcy Jaskinia nie funkcjonowała.
Wszystkim, którzy przyczynili się do rozwoju Imperium Jaskini Behemota, zarówno poprzez pracę techniczno-graficzną, jak i osobom które współtworzyły klimat - dziękujemy.
Zapraszam do obejrzenia tego swoistego muzeum, które wiąże się ze wspaniałymi wspomnieniami niemałej części Jaskiniowców.
Kasztelan Crazy

Wróć do strony głównej Jaskini Behemota.
Rejestracja (chciałbym klucze)Rejestracja (chciałbym klucze)  

PrzewodnikPrzewodnik      LinksLinkownia     SzukajSzukaj     Śledzone tematyŚledzone tematy     Zaloguj się, by sprawdzić wiadomościZaloguj się, by sprawdzić wiadomości
ProfilProfil     MieszkańcyMieszkańcy     GrupyGrupy     ZalogujZaloguj
Ostatnio odwiedziłeś nas:
Obecny czas to: 2024-04-19 18:48:28
Autor Wiadomość
Ururam Tururam



Dołączył: 17 października 2002
Posty: 164
Skąd: Próżnia między światami

Wysłany: 13 stycznia 2004     P&D summary - the role of tactics in H5 Odpowiedz z cytatem

======
SUMMARY
of a poll and a discussion
that took place in the Behemoth's Lair community
(http://heroes.net.pl)
on the topic
"Strategy/tactics balance in Heroes V".

Prepared by
Ururam Tururam (ut@heroes.net.pl)

The community of the Behemoth's lair organized a poll and a discussion on
the question "How much battle tactics should be included in Heroes V?".
Only the members of the Community were allowed to vote in the poll.
Both members and guests were allowed to express their opinions in the
discussion. The results follow.

There were 27 votes in the poll:
No (0%) votes for automatic battles.
No (0%) votes for chess-like battles (H1+H2+H3+WoG)
11 (41%) votes for simple tactical battles (complication level like in H4)
15 (56%) votes for advanced tactical battles (more tactics than in H4)
1 (3%) vote for Heroes V being a tactical game with elements of strategy

* One thing that is really amazing here is no votes for simple chess-like
battlefield. That means there is a big desire for well-developed tactics in
Heroes V.

* On the other hand - as it will be seen below - “The amount of tactics like in
Heroes IV” does not mean “Battles like in Heroes IV” at all!

* The most interesting idea that appeared in the discussion was the “Melee
Sequence”. Most of our members and guests agreed that it is a good solution.
Here is its outline:

*** Attack and defense sequences ***
When one unit engages the other in a melee combat and the defender has a
chance of retaliate new unit stats “attack melee sequence” and “defense melee
sequence” are in use. If the attack sequence of the attacker is greater than the
defense sequence of the defender the attacker strikes first. If the defense
sequence of the defender is greater than the attack sequence of the attacker, the
defender strikes first. If they are equal, they strike simultaneously. For most of
the units the attach sequence should be slightly greater than their defense one.
But for mounted knights AS should be very high and DS should be low. For
pikemen and such units DS should be greater than AS. Choosing the “defend”
command increases the DS of the unit.
*** end of description ***

There were 85 votes in the discussion. Here is the essence of the posts grouped
by points of view:

-----
NO TACTICS:

None.


-----
CHESS-LIKE BATTLES:

- The smaller battlefield the more tactical possibilities. No RTS-ing.

- My idea: each turn the players give orders to the troops and then these
orders are executed simultaneously.


-----
SIMPLE TACTICAL BATTLES:

- The amount of tactics in H4 is OK. But the details have to be changed.
There are a few good things in H4 battles (like the line of sight) and a few
silly ones (as shooters’ counter-attack).

- Too much tactics is dangerous - battles may last too long.

- H4-like with a few changes: 1 hero in the army; no fighting heroes; no
range retaliation; no broken spells for units; luck & morale like in H3;
different defense factors for attacks from front/side/back; melee sequence;
more different terrain obstacles; more influence from terrain type.

- Simple tactics but no simultaneous melee. Melee sequences are ok.

- Make all shooting units much less powerful. There were only a few
real-life battles where archers were dominant. In Heroes up to now
shooters decide most of the time.

- Too many options often bring to existence weird “combos” and exploits.
Do not complicate the game too much.

- Tactics - yes. But don’t let me learn the battle system for too long.

- No save/load during battles, please!

- The exact shape of the system is less important than its climate and
playability.


-----
ADVANCED TACTICAL BATTLES:

- I want an advanced tactical system, but it must be turn-based and
the game must be of strategy.

- I want to see the attack/defense melee sequences in. [see above]

- A lot of tactics. Start from H3 solutions and add something more.

- More tactics less strategy/economy. But not too far that way.

- It would be fine if the ground affected the battle more than it does now.
For example heavy cavalry should be nearly useless on swamps. Adding
a few new tactical options (ambushes, taking into account terrain slopes etc.)
would be worthwhile.

- Flyers should be really flyers, no just jumpers.

- I wish to see night and day battles. And even multi-day ones!

- Units after a battle should be exhausted (reduced movement, reduced
stats if they fight again the same day).

- If we got the melee sequences we should not have spells that increase
it for all units. Well maybe at really high levels of magic.

- And what about introducing weather conditions on the battlefield?

- I propose attacking castles not from one side but from all the directions
at once.

- I dream about a possibility of buying different mounts for heroes. A hero
on a dragon would be better than one on a donkey for example.

- I want to think on the battlefield rather than on the adventure map.

- Idea: the more experienced hero, the more slots in his army.

- Sea battles should be battles of fleets, not of single ships. There should
be two kinds of naval units: transporters and battleships.

- The line of sight rule should take into account that different units are of
different height. And some units shoot ballistic missiles (archer, slingers),
and others shoot straightly (mages).



-----
TACTICS OVER STRATEGY:

None.


-----

======

___________
Hoc est opus!
(Caffa et bucella per attractionem corporum venit ad stomachum meum.)
    Powrót do góry     Odwiedź stronę autora
©2002, 2003, 2004, 2005 Jaskinia Behemota
Template made by Valturman.
Powered by gnomePHP.
Pieczę nad Starym Forum sprawuje Crazy.