Reject_666_6
Arcane
Oh I agree, I was just curious.
I think everyone fears it will be another Heroes 6.The Codex team might be able to ask the "community dev" one or two questions tomorrow, though it doesn't look like anybody's up to speed to on Heroes news. What are the biggest Codex Concerns regarding HMM 7? So far I got Town screens curving the wrong way and females upgrading into males. Is that about right?
Actually, my point is the opposite.From what we know it's already way better than Heroes 6 regarding game design. Problem will most probably be on the technical side, and I expect an absolutely shitty optimization + few to none enhancements over H6.
The Codex team might be able to ask the "community dev" one or two questions tomorrow, though it doesn't look like anybody's up to speed to on Heroes news. What are the biggest Codex Concerns regarding HMM 7? So far I got Town screens curving the wrong way and females upgrading into males. Is that about right?
We already know from videos and interviews that this will be another 6. Flanking, turn system, small maps, fewer creature tiers...
Also, aren't they keeping the retarded H6 zones of castle control? I can never remember.
They do
CHOKE POINTS
They are strategic locations of a map, which means that they are very useful roads or passages linking towns and high value areas like resource sites and outposts. Choke points are destructible structures like bridges or teleporters. Destroying is easy and fast. Rebuilding is costly.
By destroying a choke point, you force the opponents to spend resources to rebuild, which is a painful cost. At the same time, you are closing those passages for yourself, too, so it better be part of a greater plan, otherwise you may need to spend those resources yourself to reopen the ways you have closed.
Destroying and rebuilding will also stall you for the rest of the turn, which makes destroyed choke points interesting in defense of your towns.
AREA OF CONTROL
Areas of controls are a bit different than in the previous game. The principle is the same. Towns and forts have an area of control around them. The player who owns the main building of an area of controls gains the benefit of resource sites inside this area.
Also, any wandering hero passing through an enemy area of control and not strong enough to attack its controlling building (town or fort) can raid a mine and steal a few days’ worth of resources.
FORTS
They are critical in the high level strategy. Forts in Heroes VII create areas of control like in the previous game, but they can be upgraded to provide permanent defensive troops and structures, making them harder to overcome.
Again, Players might want to invest or not in the upgrade of a fort. A stronger fort has its own troops and can have defense towers, which will forbid any secondary hero with a weak army to simply snatch a whole area of control and its mines.
In the other hand, a strong army will burn the fort to the ground and all investment will be lost. In Heroes VII, forts cannot be captured and converted; they are destroyed, and can then be rebuilt.
While a fort is in ruins, all mines in its area of control are free to be captured by any wandering hero.
OUTPOSTS
They are places remote from your towns, that are in strategic positions and that you might want to control, like areas containing resource sites. Generally, they are areas controlled by forts. Forts are very useful on a frontline, because you can send troops from your towns and dwellings there using caravans, to support a hero who has to reinforce fast and cannot afford to travel back to a town.
For this reasons, forts are not only useful to control local mines but also as a key location in reinforcement strategies.
CARAVANS AND REINFORCEMENT LINES
In Heroes VII, you cannot recruit troops from all your kingdom in any town and fort: you need to move them where you want them. This is critical in the high level strategy of a game.
Caravans are simple to use, just select where you want troops when you are buying them, and they will be automatically sent there in a caravan.
Creatures bought in the same area of control are assembled in the controlling building before starting they travel. Once on the road, they are autonomous, but can be interacted with. Their owner can pick-up or exchange troops with them, before they reach their destination (another town or fort) and enemies can attack them. They are then considered as enemy armies without a hero.
This is why other map control features are important: you need to secure your reinforcement lines to avoid enemies to raid your caravans and deprive you of fresh troops on the frontline.
Because they're the only way to get around the map (without fly?).If Chokepoints are easy to destroy and costly to build why would anyone build them?
Forts being destroyable should make it possible to turn them off in options or build a map without them or I'm too optimistic here?
Choke points sound kinda whatever if level 1 hero can destroy/rebuild it.
It's not cool at all. The game should have a strong vision that would work properly. This means they don't know what the fuck they're doing so they let people decide how they want the game to be played. It's like going to a restaurant where they let you change half the things in your meal, it always means it's bland and shit, 100% of the time.T'is the problem, i remember them saying you can craft some maps without putting any area of control in it, which is not surprising, but the way they said that let me guess it's clearly not the overall map design.
If we're lucky it'll be a toggable option, they seem to put a lot of features as toggable options, which is cool.
I have a feeling that 4X games are a totally different thing though.I think that default settings will be their "vision". 4X genre usually allows lots of customization, haven't really seen anyone complain about it.