KGB,
thank you very much for careful explanation. But I still don't like this change a lot.
1) As you have noted, many times your hero comes in poor locations where there is nothing for him to do. So by the time he gets to the front lines he is a useless L1 hero.
And wouldn't it be much better if the player could choose the location where he wants to get the hero? For some money as well, maybe?
I mentioned the game on the Battlefield. I got at least 6 hero offers in the capital. At that time, there was nothing to do for the hero in the distance where he could get in less than 10 turns. Whether the hero would upgrade to level 3 was irrelevant, I needed any hero who could search ruins and support my units in the front lines.
2) As Kerog noted this will help with ruin searching since if you lose your heroes that can search L2 or higher and your opponent doesn't you are out of luck if there is no way to level your hero due to being far from battle / no neutrals to conquer etc.
You choose the level of risk with your hero in battles and ruins. And you have some bounds for being absolutely sure your hero doesn't die. But you have very limited powers to influence whether you get the offer and absolutely no influence on where it happens.
When I started to play this game, I understood more gold = better chance for a hero.
Now I see it is totally different.
If I got it right, it should behave actually this way: you have 10% chance for offer, unless your money exceeds certain point, depending on the number of heroes you already have. At that point the probability starts to raise, and if you reach 650 more gold above that point, it is at 75% and you can't increase it more.
On the other hand, more money also means that average price of the offered hero increases as well.
Example:
4 heroes, 2000 gold: chance for hero 10%, average price 1000 gold
4 heroes, 400 gold: chance for hero 10%, price is always 400 gold
In a team game on 8 kingdoms, I found a lot of money in a ruin. I had only one hero and hoped for the other with some ally. I had 2000 gold. I got three hero offers. First one slightly below 1200, the next two for 1200. So I gave up, bought some production and got another offer - for 700. Since the income is cca 100 gold/turn, this is a very big difference. But I lost several turns, both for the second hero and the production. Were these decisions wrong?
3) There isn't enough ways to level up heroes in the game. The game desperately needs a quest system or another way to level up new heroes in the mid/late game. Very often I end up buying heroes only for their allies and then disband them so that I can get more offers of allies. Buying leveled heroes will help with this.
I had never such problem yet. I prefer 1:1 games on larger maps, maybe I would find it different in other games.
I think there's no need for all heroes reaching their maximum at their main skill. I find 4-5 heroes, L7 on average absolutely sufficient.
I see three main reasons why I don't have sometimes as many leveled heroes as I would wish:
- I made some mistake or risked too much when it wasn't important and lost heroes.
- Usual reason: I didn't have offers for so many heroes.
- My opponents forces my heroes to stay on the same place. It's his good job and I don't see it logical if the hero in that position would get two levels in two turns.
In 80 games I played so far, I once got an offer of one red dragon, once of one devil and once of two medusas. Other offers with allies were much weaker, say one ghost/elemental. I have no idea what to do to get some interesting allies. Got the dragon when I had some 1600 gold. I had the same or much greater sum of money in hundreds of other turns. I see it as a pure luck it did happen in that case and in no other...
I can't imagine a situation where one ghost would be better than hero. If I want to attack/defend some place, and I already have dragons, medusas, catapults, unicorns, the only other way to increase power of that stack is adding a hero. Some +4 leadership is no wonder, but still it is a bonus which can't be replaced by anything else. And he can possibly search nearby ruins, if they aren't done yet or are haunted again...
I suggested the following:
Turn 1-5: L1 hero only
Turn 6-10: L1 or L2 hero.
Turn 10+ L1, L2 or L3 hero
So this will be independent on the map? On some maps players don't even meet before turn 10.
I'll try to use and modify your example of using barbarian for expansion. You go forward with your starting barbarian. Then, at certain point, he dies. But not much harm is done, if you are lucky you can buy another barb where the previous one died, wait one turn and continue with his job. I think it should be more important to keep your heroes alive... That means for me, that if you risk your leveled hero and don't succeed, you should have to level your new hero and not just skip one turn.
I would like if the new hero could, for example gain experience more quickly. But not if he gains it by staying on one spot, doing nothing.