My desperate solution to integrating Heroes in Elemental....

If I was the designer (which I'm not,) I would have Heroes join Armies instead of existing out on their own...

So for instance, instead of having a Hero exist as an independent unit, a Hero joins a unit, and his stats and the armies stats combine. 

Why you might ask? Here are my three reasons.

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1. Eliminates the Hero vs Army conundrum. 

Currently, I have to choose between having a Hero centered army and a squad centered army.... now they work together, where I can design heroes to complement squads rather then attempt to choose between one or the other.

 

2. Adds depth to the game


Currently, Heroes and armies have very similar functions...kill things quickly. What is the difference between the classes if three of them have the same function! If we implemented this function, Heroes could now be a specialty so we could have 

 

Assassin: Target's enemy Champions in 1vs1 
Defender: Makes the unit stronger + Gives the Unit cc
General: Gives Army wide bonuses, at the expense of being frail + Improved Economy
Mage: Casts spells, but does not improve the fighting ability of the unit
Warrior: Makes the Unit stronger + gives the Unit offensive/killy abilities. 

3. Makes far more sense 

Instead of having Heroes run by themselves in the middle of battle, Heroes can now move with a unit and "feel" like an elite super soldier among an army instead of THE army itself.

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Of course, whatever you guys do, I'm sure that you'll find the best path going forward. 

23,768 views 3 replies
Reply #1 Top

You could add Champions (Knights of the Round) to unit groups in the King Arthur: The Roleplaying Wargame. It was pretty cool getting your powerful champion on the the point of a mounted force. Giving a hero a personal guard could work. AoE Style attacks deal damage multiplied by the squad count so the bonus HP isn't directly OP

It boost a melee champion's Hp/Attack. But you start to run into problems like assigning damage to the hero and its adjoined units. They may have different armour values or perks as well. Not to mention initiative, will it take the slowest units Init as the base for both units?

Maybe as you unlock research you gain 2 units for your sovereign's (and later your heroe's) groups, which have equipment based on your sovereign. Best unlocked bow if your hero has a bow, etc.

Reply #2 Top

I have thought this as well.  An army cannot be created without a hero at the helm.  Good call.

 

Reply #3 Top

My question is: Why the unit commander would always be the last to die? Seems rather ilogical to me.

For years and years the "hero dies last" issue has been my biggest complain about Heroes of Might and Magic. A full army of thousands of soldiers gets decimated to just a few, yet the hero somehow manages to survive. Always. Is not fun. Not at all X|

Commanders and wizards need to be protected and kept at the back part of the battlefield. That's a matter of tactics and strategy. On the other hand, high level warriors should be able to go to the frontline and endure heroic and legendary fights in which they kill dozens of trained troops.

A better solution is to code tactic battles in a way that weak units can't be slaughtered the first turn because they are not too close. Then after that first turn it will be up to the player to protect them.