
If I were to design them, I would not simply distribute + x, +y%, etc. This was a really interesting idea implemented in the laziest way possible. Third, but related to the second one – the advanced classes.

Therefore, a knight, for instance, may choose to learn life magic, but he will not be remotely as powerful as cleric, even if he has the same secondary skill levels. So, in practical terms, I propose:Īttribute based system that is tied to starting class (it need not be the old attack, defense, spell power and knowledge), it could something very RPG-like (STR, DEX, INT…) The point is, a knight choose that particular path, because he has potential to develop those skills further, which entails (doesn’t it) being physically fit, learning how to command troops, etc. However, once you realize that means a knight (a class that starts with leadership skill) is as strong as a cleric in melee combat, you come to the conclusion (right?) that something was missing here and, tell you what, I may know what’s not there and should be – innate talents, genetics, whatever.

Well, it’s right in a certain sense, no doubt. Second, the skill system – the philosophy here is really interesting, ‘you are what you choose to be’. If the hero commanding an army has its leadership attribute equal to 1000, he can have no more than 50 squires and 2 angels in his army. For instance, let’s suppose squires ‘cost’ 20 leadership and angels ‘cost’ 500 leadership. This hero’s ability to command troops is directly proportional to their leadership attribute. King’s bounty based leadership system: one hero is chosen by the player as the commander of a particular army. In my opinion, we have two main problems here: one, in the beginning and through the mid-game, heroes can be easily wiped by a stack of powerful units and two, when heroes get to the point that they can one-shot a stack of dragons, it just feels wrong.

ğirst and foremost, heroes in battles is cool and all, but it doesn’t fit the classic Heroes formula – it works really well in Master of Magic and Age of Wonders, but there are no stacks there. Ways in which Heroes of Might and Magic IV might have worked as a worthy successor
