MegaGlest Forum

Modding and game content creation => Maps, tilesets and scenarios => Topic started by: MoLAoS on 16 May 2012, 23:08:14

Title: Heroes
Post by: MoLAoS on 16 May 2012, 23:08:14
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Title: Re: Heroes
Post by: John.d.h on 17 May 2012, 03:48:37
I think I would prefer the "experience as a resource" option, as it fits well with how the game is already played with upgrades and such, and it offers more strategy to it.  E.g. Do I spend 100 exp right now to increase my archery skill, or do I wait until I have 300 to increase my HP?
Title: Re: Heroes
Post by: Omega on 17 May 2012, 07:53:50
I'd actually like to see both systems implemented, for different reasons. Giving experience directly to the unit and leveling them with that would work best for regular gameplay, while giving a resource allows more versatility in an RPG setting (which is what you want in this case, though). This thread (https://forum.megaglest.org/index.php?topic=7879.0) may be of interest.
Title: Re: Heroes
Post by: John.d.h on 18 May 2012, 05:32:59
Related: https://forum.megaglest.org/index.php?topic=5953.msg59877
Title: Re: Heroes
Post by: John.d.h on 18 May 2012, 15:17:57
So basically it should be possible to have layered upgrades, like you research Iron Weapons for 200 gold and it gives you +20 attack-strength, then it gets replaced with Adamantium Weapons for 500 gold and +25 attack-strength, and each with their own icon?  If so, that is exactly what I need.
Title: Re: Heroes
Post by: John.d.h on 18 May 2012, 19:31:06
Cool. I've gotta say, a lot of this work you're doing is like you've read my mind, as you're filling multiple long-standing feature requests of mine.