Originally posted by: dfi
Originally posted by: BaboonGuy
Originally posted by: 0roo0roo
Originally posted by: dfi
Originally posted by: funks
Orcs owns you!
Younger peeps seems to like starcraft more than warcraft..
I tried to like war3, I really did. I tried hard. I wanted to like it, but imho it really is an inferior product when compared to starcraft. I played it for 9 months before I finally said "enough!" and went back to starcraft.
War3 would've been a lot more fun the way I imagined blizzard was planning on making it: very low unit count (around 20 or so, excluding workers), where practically every unit is a hero. A group of heroes out on a mission (think lord of the rings type group). Every hero unit has a very specific purpose (counter other race) and needs to be microed. Obviously very micro intensive. No creeps, just gaining experience through researching upgrades and levels.
dfi
i agree, i just couldn't get into war 3, it seemed to be the inferior game.
what you described though, groups of heroes on missions, is what the customs are about. thats the only redeeming factor of war3 imo, the customs. playing DOTA or TOB (tides of blood) is just wayyy fun because it is just one hero and getting items/upgrades/skills, then battlin it out with the enemy heroes.
Oh ya, I totally agree. After a while I ended up playing more customs than anything else. But in a custom you only get 1 hero to control, at least last time I played. If you could control 8 or 12, along with keeping your base (I'm thinking more of a camp really) alive, then that might be really fun.
Actually, maybe not THAT many heroes. To elaborate more, I'm thinking maybe 4 or 5 heroes, with a handful of regular units. So you would have your 4 heroes, a few footmen, a few knights, a few spellcasters, putting your army count at about 15-20. Make the maps such that it has high ground, cliffs, choke points. In addition, there are things like ambushes; hiding in bushes, bridges and passageways that require the troops to cross in single file and therefore be easily trapped, and being attacked from behind doing more damage or having a penalty. Units should only see what's in front and to the side of them, never behind. Anything directly behind is in the fog of war. Limit the side vision so that a flank attack might do more damage or have some sort of momentary penalty as well. This is the sort of thing I imagined when I saw "RPS".
dfi