Balance Comments on the Beta.

Just a few random quick impressions about balance.

 

*  Earth mages seem to get short shrift on the combat spells.  Imbuing them seems like  a waste.
*  Getting valuable heroes seems hit or miss.  In some games I only had the option to hire 3, and in some I had 20.  Obviously both games were drastically differnt outcomes.  In the Total War Games the game has mechanisms for trying to get your number of heroes or generals to an ideal number relative to the number of cities you control.  FE could employ something like that.  HOMM solves it by allowing you to recruite heroes directly from one of your cities if you don't have too many and have the right building built.   FE could cause heroes to refuse to join you because your prestige is spread too thin amongst heroes, On the other side heroes culd show up if you have high prestige and very few heroes.  Just a thought.

*  There's really not a good way to capitalize on the nodes you have been given.  For example I had three heroes with Earth Skills and One with Fire.  But the nodes I had were all life and air.  I just had to say "oh well bad luck maybe I'll find a life mage somewhere",  and play the entire game with no shard bonuses.  Seems sucky to me.  I never got that life mage BTW.

* The rarity of the level up traits cause psychological stress.  I know I want Air Magic III but the dang game makes me feel guilty by teling me that it's COMMON and I'm passing up a RARE trait instead, WTF?

*  I wish there was an option to notify me when all of my units in a city are at full strength for the first time.  I know in elemental they told you every time every unit hit max health that was too much.  But "The Army in ResolynMain is at full strength" would be a nice message to have.

*  It feels to me like outposts should have some sort of maintenance cost of some sort.

*  Before a quest asks you if you want to do combat or walk away it should allow you to see a tiny bit more info about defenders (not just "a pack of spiders").

 

6,183 views 8 replies
Reply #1 Top

I think some kind of balance would be a good idea; making it so there is some restrictiveness on too many heroes but also a certain randomness to make every game different as its more interesting like that and I think thats fine for single player.

However this is best changed a little more when it comes to multiplayer as it would be better to have more balance then.

Reply #2 Top

*  I wish there was an option to notify me when all of my units in a city are at full strength for the first time.  I know in elemental they told you every time every unit hit max health that was too much.  But "The Army in ResolynMain is at full strength" would be a nice message to have.
End of quote
  Agree

*  It feels to me like outposts should have some sort of maintenance cost of some sort.
End of quote
  Disagree

Reply #3 Top

*  It feels to me like outposts should have some sort of maintenance cost of some sort.
 

End of quote

 

In another post I read that outposts should be captureable and allow a garrison force. If that gets implemented I think this would be a good balance.

Reply #4 Top

I agree thaT there needs to be additional ways to find Champions. Right now it is very static and luck of the draw. I liked the old wandering NPCs, but that was also luck based. I think we need a compromise.

 

1. Static Champions: keep current system for some Champions.

2. Wandering NPCs: have some neutral NPCs wandering the world. Would be even better if they would go on quests and visit cities, Majesty style. So if I build a city with a library, it might attract an intellect focused Champion.

3. Buildings: if you build something like a tavern or adventurers guild, let us use it to directly hire a randomchampion. For a cost of say 100 gildar, you get offered a random Champion. You would still need to pay to hire them, but this would give you a chance to get Champions for a sufficient investment. This would onlyswirl if Champions had a maintenance cost, which is needed, otherwise you could just spam hire them.

Reply #5 Top

Quoting Goontrooper, reply 4

3. Buildings: if you build something like a tavern or adventurers guild, let us use it to directly hire a randomchampion. For a cost of say 100 gildar, you get offered a random Champion. You would still need to pay to hire them, but this would give you a chance to get Champions for a sufficient investment. This would onlyswirl if Champions had a maintenance cost, which is needed, otherwise you could just spam hire them.
End of Goontrooper's quote

I might just not be good at generating an income, but 100 gildar + actual costs of recruiting the champion seems steep enough to not be able to spam it. At most I could imagine doing it once every 5 turns or so at the end of my previous FE game. Though that could still be more often than would be wise, then again if Champions become killable having a way to create a good source of them might be needed depending on how fatal things get.

I am opposed to there being a champion maintenance cost though, at least as things currently stand.

 

I really like the idea of roaming champions though, especially if they're drawn to cities with certain upgrades or the like.

Reply #6 Top

Quoting Mystisism, reply 3


quoting post



*  It feels to me like outposts should have some sort of maintenance cost of some sort.
 

In another post I read that outposts should be captureable and allow a garrison force. If that gets implemented I think this would be a good balance.
End of Mystisism's quote

IMHO the maintenance is the cost of the troops you use to garrison them.

But I also think they should be influence flippable by cities of opposing factions.

Reply #7 Top

Quoting Sethai, reply 6

In another post I read that outposts should be captureable and allow a garrison force. If that gets implemented I think this would be a good balance.


IMHO the maintenance is the cost of the troops you use to garrison them.

But I also think they should be influence flippable by cities of opposing factions.
End of Sethai's quote

 

I'd like to be able trade outpost ownership too.

and them being capturable sounds good to me.

 

Not sure on how I'd feel about them flipping unless they were practically right next to a city.

Reply #8 Top

>In another post I read that outposts should be captureable and allow a garrison force. If that gets implemented I think this would be a good balance.
>IMHO the maintenance is the cost of the troops you use to garrison them.
>But I also think they should be influence flippable by cities of opposing factions.

 


Great Idea.