If Blackhole manages to shorten game length I’ll say “thank you”.
EDIT: I put HoMM 6 insted of HoMM 5

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Adicto wrote:When HoMM 6 came out years ago ....
SplinterHoMM wrote:BTW: they sad you can sabotage enemy mines hawing your hero nearby (their production is stopped) and hack them to work for you by entering/standing on it (resources are generated for you until hero stays in).
Corelanis wrote:vicheron wrote:I'm saying that the new gameplay mechanic would encourage people to send in heroes alone to flag enemy mines instead of just having secondary heroes follow a main hero and flag mines along the way. That doesn't work because it's too easy to defend your mines.
My understanding of the new system encourages taking the town then getting the mines if I understand it right which I probably don't.
vicheron wrote:But the trade isn't worth it, you'll be able to take their small towns while their powerful hero will be able to take your big towns. Would you be willing to trade your capitol for three towns with only town halls and level 3 or 4 creature dwellings?
Would I make the trade no I'm not saying it's a choice if all you have are lower heroes to his high level one you do what you have to in order to win or at least try to.
vicheron wrote:But the risk is prohibitively high.
Offensive pushes do not lessen the ability to defend since there's no persistent fog of war and no quick alternate routes between castles. If I make a push and you try to take my castle, I can see you coming 5 turns in advance and unless you have me surrounded, there's only one route from your castle to mine.
My inability to make a decent example doesn't make the strategy bad. We just need to find someone better at explaining it than me. The key to it is any resource I have is a resource my opponent doesn't. Why would their only be on way between them that sounds boring I would hope for at least 2 hopefully more to keep you on your toes. Picture this hit and run tactics with a runner hero preferably with logistics against mines I always have 1 or 2 of these things running around grabbing resources at the start of game I just put them to use after that annoying the enemy. I really should have started with that. You're right the new mechanics relating to mines blows that right out of the water.
vicheron wrote:There are only a few routes between towns because that's the way the game is made. The only exceptions are maps that have one way monoliths next to towns.
Ethric wrote:"Look to HoMM II" is still my story and I'm sticking to it.
It encourages getting mines before your opponent since the only way for your opponent to take those mines back is to take your town, which is much riskier than taking mines.
Instead of scrapping the old resource system, they should build on it and keep adding new uses for the rare resources. That's they've done in every game.
Elvin wrote:I have a hunch that there is more to this story than meets the eye. Controlling resources was important in previous heroes, your primary concern in first 2 weeks was flagging mines. But if the focus is not there anymore it stands to reason that they have other plans to spice up the adventure map.
Ryder wrote:...
Why do mines last the entire game? Surely the resource would have to run out at some time. So my thought was, at the start of each game, the mine would have a random lifespan added to it. It might give the resource for 40 days, or it might for 100 days and then just cease giving resources. Maybe even turn into a haunted mine when the resources cease.
Ryder wrote:I've just had an idea and I dont even know if I like it but I'm going to put it out there anyway.
Why do mines last the entire game? Surely the resource would have to run out at some time. So my thought was, at the start of each game, the mine would have a random lifespan added to it. <snip>
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