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Tinkering with the heroes (ToT fantasy game)

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  • Tinkering with the heroes (ToT fantasy game)

    As part of my efforts to tinker with the fantasy game, I am rethinking the heroes.
    (Each tribe potentially gets exactly one hero, but only one appears in the game, as a reward for building a certain wonder). The heroes are al similar, somewhat adjusted for each tribe's characteristics. They are all 9/7. Most have movement of 2, but (appropriately) the buteo hero moves 3 and the great goblin moves 1.

    If you've played the fantasy game, you know that it is really interesting to figure out how best to deploy your hero, particularly because it can't be everywhere at once. I'd like to push the creative problem a little further...

    By the way, it might be really interesting to use events to give several tribes heroes; it could be very interesting defending against them.

    My idea is that most of the heros should be special in that they supply something different that its tribe lacks. This would not in itself unbalance the game or blur the distinction between the tribes, since there will only be one of them. For example:

    Buteo hero: very powerful on defense (like a tree ent), little offense, movement 6 (to scout for those rare good city sites and rush to defense), limited to the cloud world.

    Goblin hero: A fairy (expert spy).

    Stygian hero: Able to cause events that create caravans (stygians cannot trade).

    Human hero: able , unlike most humans, to go to all four maps.

    Infidel: a very powerful attacker without terrific defense (but better than an elephant), say, 12/4/1.

    Merfolk: a superb engineer, to make something out of those lousy underwater city sites. Litied to underwater.

    Elf: a strong attacker (the elves lack offense), maybe 10/6/2/2/2.

    Comments will be appreciated...

    - toby



    ------------------
    toby robison
    criticalpaths@mindspring.com
    toby robison
    criticalpaths@mindspring.com

  • #2
    Your infidel hero seems MUCH too weak. Almost like a howitzer without the two movement. Since it moves onlt one space at a time, it'd be easy pickings for any flying or speedy unit.

    Just one spy for the goblins seems also quite underwhelming. They'd have to be given at least two or three spies. I know spies are powerful but they're just as easily killed. Once it's gone, then what?

    The mermen engineer would have to do its work VERY quickly if you're only gonna' give them one.

    I've never played stygians so I don't know if caravans would be too advantageous. Hopefully, someone can comment on that.

    Overall though, I really do like the idea of adding heroes to the fantasy game. It'd make it more interesting in any case.

    Comment


    • #3
      6-arm, thanks for your comments. Please think about my responses, I've quoted your note (look for "@@@@"):

      Your infidel hero seems MUCH too weak. Almost like a howitzer without the two movement. Since it moves onlt one space at a time, it'd be easy pickings for any flying or speedy unit.
      @@@@ You get the hero pretty early in the game, when the infidels are mostly using elephants. I want something more powerful than an elephant, but not too powerful. Considering your comments, how about: 12/4/2/2/2 ?


      Just one spy for the goblins seems also quite underwhelming. They'd have to be given at least two or three spies. I know spies are powerful but they're just as easily killed. Once it's gone, then what?
      @@@@ goblins cannot build any spies at all, I'm giving them something more. Events.txt could maybe be modified to make sure that if they get one hero, they get just a few more as well.

      The mermen engineer would have to do its work VERY quickly if you're only gonna' give them one.
      @@@@ Mermem eventually get engineers like all the AI tribes -- by bribing a dwarf. Dwarves cannot go undersea and improve the terrain, so this engineer is a plus. I guess the questionis whether he is enough of a plus. A really different idea would be for the hero to be a boat with good specs; the merfolk do not get a good carrier early in the game.

      I've never played stygians so I don't know if caravans would be too advantageous. Hopefully, someone can comment on that.
      @@@@ Stygians cannot build caravans. Being able to build a few would help, but they should not be allowed to make a lot.

      Overall though, I really do like the idea of adding heroes to the fantasy game. It'd make it more interesting in any case.
      @@@@ tnx!

      I must say, another approach would be to remove the existing heroes altogether, making it possible to add seven entirely new creatures that might have more general use.


      - toby



      ------------------
      toby robison
      criticalpaths@mindspring.com
      toby robison
      criticalpaths@mindspring.com

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