We are going to work on ruins in not too long. We have talked quite a lot about how ruins should work and I'd like to present our idea, perhaps someone else have a better idea because I'm not 100% satisfied with our idea.
In warlords 1,2 that I played ruins was roulette to me . You click search and face an unknown opponent called ghost and your hero will slain or win without me knowing at all what went down, what my chances were, and then I could walk away with a super army on turn 2 if I got lucky.
I then played a lot of Heroes 3 which have similar things, you went into a "ruin", fight some monsters with your whole army (it was a random system that decided the amount of monsters but always the same type of monster in the same ruins type) and if you win you are awarded with a treasure that is bigger if there were more enemies. Their system was pretty easy to understand and still fun.
I prefer a when you can have a pretty good idea of the chance to win and where its easy to understand what matters and what not.
At first I thought ruins were just going to be a battle like any other vs a powerful enemy. But Snotling thought that it should be the hero fighting and the hero that dies like previous versions. I decided to go with that
so I started to come up with various ideas for how to evaluate heroes when doing ruin battle. If STR is used the valkyre would be useless and right now ruin hunting is what she is best at. My next idea was to use all the heroes points in all abilities to decide how good it is but to balance that some points need to be worth more than others. In the end it seems like a pretty bad system that only the most hardcore will bother about understanding.
So I'd like to ask you if you any ideas.
I'm quite positive to making it a normal battle but with some sort of difference since so far that is what makes sence, its something that can easily be understood but then the dreadknight will be the best ruin hunter and he is already good vs castles.