![]() ![]() ![]() I kinda dislike how the game locks you into using that character's ability once you start - you're zoomed into the location of the ability (in Arbiter's case, he goes ham with his swords. Some days, you just want to play the same game but not have to worry about one aspect of it. Sounds like a bandaid fix, but I personally like it. If they don't like the idea of microing one little dude around the map, they can just play a faction that does not have hero units whatsoever. The addition of heroes on one faction gives what could be a slight difference in overall gameplay (without hero units) a conscious choice in what type of gameplay the player wants. It's mostly abilities and upgrades (and probably stats I know little about) that separate the tanks, infantry and air units from both factions. I like how the hero units set the covenant apart from the UNSC, if both or neither faction had hero units, the factions might feel a bit too similar. He'd get cut to ribbons/flattened or disintegrated like any human against the Covenant leaders. Captain Cutter can have all the combat skill and tactics he wants, he can't lead from the front line. I like how the hero/leader makes sense in-universe: Of course the Arbiter is going to lead his armies, he's a warrior. They have upgrades (like their UNSC calldown equivalents) to increase damage and decrease use cost of abilities, if they died they could be revived with a time and money cost but no supply cost, you were just limited to 1. Each of the three leaders has their own special ability that costs money to maintain and units produced at any of your bases can be teleported directly to their location, allowing constant reinforcement or surprise armies. ![]() The Covenant have hero units instead of orbital calldowns like the UNSC. Something I haven't seen mentioned yet is Halo Wars (the first one, haven't played the second). Later on in the month, various developers will attempt to add to the discussion by chiming in with their own thoughts on the concept of heroes in general. Our ideal is that fruitful discussions will naturally branch off from these dissections. What did you dislike about the implementation of heroes in that game? What did you like about the implementation of heroes in that game? What is one RTS that you’ve played that incorporates heroes in some form? ![]() To further focus the discussion on heroes, we’d like to pose the following questions designed to explore the diversity of hero implementation in RTS: There have been many different implementations of heroes across many different games, and there is a very wide spectrum of possibilities for how they could appear in our future RTS game. We have seen a lot of initial reactions to heroes, and we want to make sure we clarify that when we are discussing heroes right now, we are not just discussing heroes as they existed in Warcraft III, but heroes as a concept for RTS games as a whole. This is definitely a controversial topic, and even the views within the team here at Frost Giant vary quite a bit. For our first monthly discussion topic, we thought we may as well start with a topic that seems to be already generating the most discussion within the community: ![]()
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