KGB wrote:But the immediate question is why should stronger heroes be affected more than weaker ones?
Because they should not make Level1 Heroes completely obsolete, like they do now!
With my suggestions, it is still better to have a high-level hero, even if you face an archon. Likewise, it is still better to have an archon against heroes of any levels. However, the effect is lessened: a low-level hero still provides a small bonus, so it is useful to carry the hero around and allow him to level up. On the other hand, the archon's power lies in countering high-level heroes.
So everything has it's place and it is less of an all-or-nothing approach. The archon's purpose is to counter high-level heroes, which cannot be handled otherwise. Low-level heroes are not much of a problem, so the archon must not necessarily counter them completely.
KGB wrote:A Blue Archon would have almost no use against a hero with +4 bonus while heavily penalizing one with a really high (16+) bonus. One would think stronger heroes are more immune to the negate affect than weaker ones. At the very least the system should automatically reduce the value by at least 2 per Archon so that 1 Archon reduced a +4 bonus to +2 and 2 Archons removed it entirely.
That is also a good suggestion actually, and would work with 0.50 negate maybe, but whether the countering works by multiplying some numbers (and which numbers these are actually in the end) or whether a progression table is used, is not important for now. The point is to make the game more interesting, by allowing different viable strategies, and by trying to avoid to make certain units/strategies completely obsolete.
It makes sense that the unicorn heavily counters spiders, but less so that it obliterates the already weak light cavalry in the open or the poor orc in the swamp. If the unicorn would just halve terrain bonus of all enemies, all of these units would keep their place in the game, both the unicorn and the poor poor orc.
KGB wrote:There is also the problem of defending in cities. Cities can hold 32 defenders and can therefore easily use multiple negate units while regular stacks are limited to 8. So this makes the problem of conquering cities even harder than it is now because it rewards the city defender.
Well, there are several ways around that:
How about that: if there are n negate units, then they cut the enemies power by 1/(n+1). So one unicorn halves all terrain bonuses, two cut it down to a third, three to a fourth and so on. Not much worse than it is now, where the bonus is completely removed for many units already!
Furthermore, once could have a cap like for swarms: max(1/(n+1),1/4) so more than 3 negating units are never necessary - maybe four. Maybe this simple formula would work for all negate types, thus making the game rules simple to understand. One negater=50% bounus, two=33%, three=25%, four or more=20%. Simple and clean.
The better way around it would be to allow two-pronged attacks (much like in the strategy game "Full Metal Planete"). So the stack limit remains at 8, but one may attack one location with two stacks simultaneously so it is 16vs8 out in the field, and 16vs32 in cities. Much better ratios. This would be quite a drastic change in the game, make it more aggressive and possibly a lot of fun for team games (with mixed team attacks), but I think this is another discussion entirely (we should open another thread if anyone wants to discuss this further).
smursh wrote:I also dislike how the archons can take multiple bonuses away from a single hero. If my DN has the granfather he loses the 8 pnts of leadership from the item, plus up to 8 pnts of chaos. If my paladin has the grandfather the archon takes that away, but he retains his personal leadership with no extra penalty. The two heroes should be penalized equally.
This is an important point, but note that my suggestion would already take care of that: if the bonus is halved, then the DN with grandfather would have +4/-4 against the 50%-negate archon, and the paladin with grandfather would have +8/-0. Sounds pretty fair, doesn't it?!