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
(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
Comment