More ways to scout ahead of time
The most frustrating thing in HOMM is to have armies appearing out of nowhere to take your most important settlement. With the way the fog of war works added to the fact that you can recruit 1 wielder early one (which I like btw), SoC makes this problem even worse. I wish there were more and better ways to see enemies coming from further away, especially in the early game.
Comments: 4
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16 May, '22
XaphAbsolutely. This is something we discussed back in the alpha quite a bit, too. Here are some ideas on how to maybe fix this issue:
- Being able to recruit a "scout" special unit, maybe at watchtowers. This unit could be different from faction to faction, it couldn't fight, collect resources, or equip artifacts (it wouldn't be a wielder), but it would have a lot of movement and line of sight, maybe paired with once-in-a-while special abilities, for example allowing the scout to greatly increase their LoS or movement for the turn, reveal fog of war far away from them, keep a certain area visible even if they move away from it, become invisible, etc.
- Wielders could be able to deploy troops on the adventure map (creating "neutrals" of sorts), which could grant LoS and passively defend chokepoints. These troops couldn't move and would probably be limited in overall number (to avoid littering the map with tons of weak, annoying armies), and might require specific skills or research. -
18 May, '22
KhazmorTotal war could be a good example here (specifically Medieval TW2). It gives two options
- recruiting spy. Invisible to enemies unless spotted by other spy (i think it has % chance based on spy skill)
- building watchtowers by commanders. Existing already in the SoC, would make to be "transparent" to not block movement and cost enough to not spam them -
19 May, '22
MezI was just thinking the exact same thing in a game last night. Really need to have some <cough> ranger-type units you can use to scout around.
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03 Dec, '22
GalilejiOr the maps could contain more watchtowers