Hero offers in v0.9 more scarce?

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Re: Hero offers in v0.9 more scarce?

Postby KGB » Mon Feb 04, 2013 11:36 pm

SnotlinG,

You should NOT have made that fix. What is wrong is the comment, not the code (which is why I didn't say anything about it):

Each level cost 250 gold.
Turn 6 - 12: 33% level 1, 66% level 2. (if enough gold)
Turn 13 - 18: 66% level 2, 33% level 3 (if enough gold)
Turn 19 - 24: 50% level 2, 25% level 3, 25% level 4 (if enough gold)
Turn 25+: 33% level 3, 33% level 4, 33% level 5 chance to receive a level 2 hero (if enough gold)


so now there is only a 1/3 chance to get a L2 hero between turn 6-12 instead of 2/3 :(


Experix,

The situation you describe where lots of gold doesn't increase hero offers only happens when you have LOTS of heroes. In the early game when you have 0 or 1 or even 2 heroes more gold really does matter. When you already have 3-4 heroes your chances for more should decrease to a very low rate. Otherwise the game will be filled with 10+ heroes per side which in one of the earlier beta's everyone thought was a bad idea.

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Re: Hero offers in v0.9 more scarce?

Postby piranha » Tue Feb 05, 2013 6:09 am

If it was made impossible for a hero to start in a city that haven't been in your possession for 2 turns prior or perhaps a formula ceil(like number of turns played / 4). Could that be a solution to stop heroes from popping in the front line, even with a form of vector feature?
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Re: Hero offers in v0.9 more scarce?

Postby KGB » Tue Feb 05, 2013 1:33 pm

Piranha,

It sounds OK but will still lead to some problems. For example:

1) Sometimes later in a game you might have NO cities you have owned for 2+ turns (if you are down to your last 3-4 and keep trading cities with your enemy). In those cases you'll always have to get a hero on the front lines simply because you have so few cities left.
2) It also means you can never get a hero on turn 2 because you won't have owned your capitol for 2 turns.
3) In the early expansion you'll never get a hero near the front when you only have 3-4 cities because of the 2+ turn rule.
4) Allowing 2 turn vectoring will on average allow heroes to reach the front lines faster because distance between cities + 2 turn rule may mean the closest you can get to the front is 3-4 turns if you had to walk a ways to your front line cities.

I still think the best thing is to randomly select a city. Then allow a player to vector to any other city for a 2 turn penalty (regardless of distance). This works much better than a 2+ turn city owned rule and still allows the occasional hero to appear on the front lines.

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Re: Hero offers in v0.9 more scarce?

Postby kenc80 » Tue Feb 05, 2013 8:43 pm

I also dont like the immediate placement of heroes for gold. I think that changes gameplay in a very significant way.

I think the normal vector time rules should occur. 1,2,3,4 turns to reach from city of origin to destination city.

I am in favor of being allowed to vector heroes though

signed,

your favorite traditionalist,


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Re: Hero offers in v0.9 more scarce?

Postby magian » Tue Feb 05, 2013 8:54 pm

You could remove a bit of the random element by making all heroes arrive at your capital, and then allow them to be vectored to other cities. If you lost your capital, you would be forced to vector (don't lose your capital city).
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Re: Hero offers in v0.9 more scarce?

Postby TheVic » Tue Feb 05, 2013 9:22 pm

Agree with Kenc80 and magian, heroes always in starting city + vector would be a good change.
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Re: Hero offers in v0.9 more scarce?

Postby KGB » Tue Feb 05, 2013 10:51 pm

Always making heroes come in the capitol city is too much of a restriction. On any maps but the 50x ones your 2nd and later hero will arrive so far from the front that it will always require vectoring to reach the front line. Even if it's just 2 turns (instead of timed) by the time the hero arrives it may be 2+ more turns to reach the front as you continue to expand (usually much faster than a L1 hero can keep up with). This means at least 4+ turns until the hero becomes useable which is way too long.

On top of that, it will absolutely *kill* the value of the slower allies (Medusa/Elemental) which will require even more time to walk from where ever they are vectored to the current front lines. At least now there is a chance those allies arrive someplace useful. So such a change would basically mean those 2 allies would need to be replaced with something else that moved a lot faster.

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