I am a strong supporter that the tree of skills of the heroes is WRONG.
It is unpleasant to manage the current tree. There is so much to read from a tasteless tree that have full of unintuitive icons and a lot of numbers that are irrelevant in mid and late game.
It can be incredibly tedious being forced to manage more and more heroes in your empire, when most of their initial (and mandatory) skills have a tiny impact on the game. You are bound to dive in a tree poorly presented and slow to manage. In addition, the heroes can level up too fast.
Ugh, every time I have to assign new skills to my hero I think "Great, more numbers for my empire. Can I keep playing please? I have more interesting business with the shophons, than this. This is not interesting". It's not even visually pleasing".
I think the game should mimic the level system of heroes of might and magic 3. Do not be afraid to think that this system comes out of another game. In this system (which is fantastic, I insist) there are a number of predefined skills. Each hero, when level up, can choose between two new semi-random abilities, which appear depending on the type and race of the hero. A hero can not have more than 6 different abilities, but you can upgrade your current skill if they reappear when level up.
This system is fast, simple and elegant, and it can make the management of heroes, an experience IMMENSELY more pleasant for 3 fundamental reasons:
1-Reducing the possibilities to two, the game gain fluidity, speed and simplicity.
2-As there are only two possible options, the skills can be more versatile (and more powerful, why not), this can lead to increase the XP necesary for level up. Spend less time to level up your heroes is a real relief in late game.
3-Partly as a consequence of the second point: Level up becomes something more enjoyable. Less variety of skills, but more powerful and versatile, they become a more interesting and easy management. Interesting because all the skills have more impact in the game. And easy because the player is not overwhelmed with the ungrateful interface of the tree and it repetitive system that does not bring any fun to the game.
Examples of skills (no balanced):
Wisdom of the dust 1º: x2 to loot in the fleet. +10% at science in the system.
Wisdom of the dust 2º: x3 to loot in the fleet. +20% at science in the system.
Wisdom of the dust 3º: x4 to loot in the fleet. +30% at science in the system.
Dust Warrior 1º: Unlock a new random battle card it requires dust and can only be used by this hero.
Dust Warrior 2º: Unlock two new random battle cards it requires dust and can only be used by this hero.
Dust Warrior 3º: Unlock three new random battle cards it requires dust and can only be used by this hero.
Pirate 1º: Siege a system give 30 at dust each turn. +10% at the dust in your system.
Pirate 2º: Siege a system give 60 at dust each turn. +20% at the dust in your system.
Pirate 3º: Siege a system give 90 at dust each turn. +30% at the dust in your system.
Honor 1º: Each battle in the hero's fleet give 30 to influence. +10% at the influence in your system.
Honor 2º: Each battle in the hero's fleet give 60 to influence. +20% at the influence in your system.
Honor 3º: Each battle in the hero's fleet give 90 to influence. +30% at the influence in your system.
Traveler 1º: +2 movement points in the hero's fleet. +3 vision radius in the system.
Traveler 2º: +3 movement points in the hero's fleet. +6 vision radius in the system.
Traveler 3º: +4 movement points in the hero's fleet. +9 vision radius in the system.
Dust bravery 1º: Your ships are a 5% more harmful. Your defensive personal are a 10% more harmful.
Dust bravery 2º: Your ships are a 10% more harmful. Your defensive personal are a 20% more harmful.
Dust bravery 3º: Your ships are a 15% more harmful. Your defensive personal are a 30% more harmful.
Dust armor 1º: Your ships have +10% of health. Your defensive personal have +10% of health.
Dust armor 2º: Your ships have +20% of health. Your defensive personal have +20% of health.
Dust armor 3º: Your ships have +30% of health. Your defensive personal have +30% of health.
Leader 1º: The moral of your fleet takes longer in go down. +10 at the happines in your system.
Leader 2º: The moral of your fleet takes longer in go down. +20 at the happines in your system.
Leader 3º: The moral of your fleet takes longer in go down. +30 at the happines in your system.
Engineer 1º: It costs 10% less dust to repair or update the fleet. Your system produces 10% more of industry.
Engineer 2º: It costs 20% less dust to repair or update the fleet. Your system produces 20% more of industry.
Engineer 3º: It costs 30% less dust to repair or update the fleet. Your system produces 30% more of industry.
Logistics 1º: Your fleet recovers 20% more personnel per turn. Your system produces 10% more food.
Logistics 2º: Your fleet recovers 40% more personnel per turn. Your system produces 20% more food.
Logistics 3º: Your fleet recovers 60% more personnel per turn. Your system produces 30% more food.
Master of the thunder 1º: Your fleet do a 10% more damage from the energy weapons.
Master of the thunder 2º: Your fleet do a 20% more damage from the energy weapons.
Master of the thunder 3º: Your fleet do a 30% more damage from the energy weapons.
Bulletproof 1º: Your fleet have a 10% more of armor vs kinetics weapons.
Bulletproof 2º: Your fleet have a 20% more of armor vs kinetics weapons.
Bulletproof 3º: Your fleet have a 30% more of armor vs kinetics weapons.
Of course, the XP system should adapt to this: In turn 150 level up 20 heroes is VERY annoying.
I propose that the heroes need obtain much more XP for level up, but in return, the skills are better and more versatile. This can also contribute to not having to level up so often. And it will distract the player less from the management of his empire
PLUS: Pls, amplitude, do not force us to recruit heroes. I constantly get messages of "new hero available" "We have recruited a new hero for you" "Please, select new skills for your hero" "Level up your hero NOW or we go to your house, last warning", etc.
Give me a break.
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