Lagi_: node +5 (also leader), but Life Node is +50 ? it completely break the balance. Now I dont care about anything just to control the Life node.
Elemental nodes have a 5-10-25-50 progression depending on how many spheres you have. I could turn it into a 5-10-15-20 progression if it's too much but I wanted an additional incentive to pick 4 spheres.
Paradoxnrt: So Leaders will get a larger amount of starting skill points....my question is whether or not Heroes will also get this lvl1 extra skill points. Does the game engine allow you to give JUST the leader extra skill points at lvl1...or are heroes effected as well?
Both. Currently, preset leaders/heroes can start out with negative SP since their stats and abilities are unchanged while SP per level has been decreased and SP cost for DEF and MP has been increased. This is not an actual issue since it just means that they will have to level up a couple of times before they get any SP to spend. By raising initial SP, those preset leaders/heroes would still have the same stats and abilities, but negative SP would be more rare.
Paradoxnrt: Secondly, for the new morale/penalty system....if 'Okay' has penalties, how would that work with animals that you 'recruit'? .....would that mean that all animal units would suffer slight morale penalties?
On neutral terrain, all units that had Okay morale now have Good morale, and all units that had Good morale now have High morale. This includes non-race creatures.
Alcedes1611: The primary problem with your ideas are that people don't want a campaign rework, they want a multiplayer rework (myself included). That's why you're seeing so many ideas that heavily conflict your own. That's also fine, though. Because if your dream is to reshape the campaign, then by all means!
However, my circle play on Emperor, and auto-combat only. It was the only way to balance things out for the A.I., and we also only play the scenario After The Fall. One of them tends to die a lot in crypts, while the other two of us tend to die a lot in 1/10 odds of winning a battle to level up our leader. We thoroughly enjoy the, "high risk, high reward", combat. Although, I still miss watching the A.I. spam cast Terror, it was scary..!
Most people play with leaders off precisely to avoid one bad roll ending the game early.
I realise that everyone would like better multiplayer balance. Unfortunately, everyone also has different ideas on what that actually means. In fact, even apart from multiplayer balance, opinions on how the game could be improved differ wildly. As I have pointed out elsewhere, AoW+ represents my vision for the game, and anyone is welcome to build their own HSS mod to go along with it.
southern: Everyone else is going to disagree hard and say this idea is bad - but what do you think of making Wind Walking grant actual Flying, instead of just Floating? I know, it would be too strong - but it WOULD be very cool! And thematic!
Wind Walking did originally grant Flying, it was changed in one of the first patches because it was OP. It would be a huge hassle to revert that change.
-
Several people in this thread have called for AoW+ to come with its own HSS mod. To illustrate why that would be a bad idea, here are some things I would definitely implement:
- Unit movement spells like Wind Walking would either be extremely expensive or removed completely.
- Basic units would have only 2 hexes vision, scouts/cavalry 3, structures 4, and only flying units more.
- Most ground units would have Concealment.
- Most cavalry units would have lower DEF than infantry.
- Leader/hero abilities would be strictly separated into abilities selectable at creation and abilities selectable at level-ups.
- Lore would take precedence over balance.