Seth Carter said:
In Heroes 6, it just straight on bull rushes you with impossible armies
Oh, have you seen the campaign? That shit is completely fucked there. As in,
really fucked. By design no less!
Right, so the
idea behind it is that the game designers didn't want you to just sit for months, raise a huge army and bulldoze the map. So, what they did to remedy this is that the AI would get reinforcements every once in a while. Say, in a months time, they suddenly get extra troops. This is to, uh,
encourage you to be quick, otherwise you'd be overwhelmed. You can see how the idea is suppose to work and at it's heart, it's not completely bonkers. Maybe non-standard, but not just that bad.
Now, however, comes the implementation. In practice, it's a horrible,
horrible idea. First of all, right from the beginning of each mission you are supposed to follow a rhythm and schedule...only
you don't know them. The AI may get reinforcements in week 4 or week 6 - you don't know. It depends on whenver the map designer(s?) thought you should reach the enemy plus maybe a couple of weeks. But you don't know where the enemy is - it's easy to go explore somewhere off the path for a week and end up being crushed as a result because you were late getting to the AI. Furthermore, even if you have an idea where the AI is, you have no clue when the map designer thought you should reach them. In some maps, there is a huge army guarding a path or something that would otherwise lead you to the enemy town. You can beat them because it turns out you rushed and got there at week 3 instead of week 6 when you'd actually be prepared. Yet it took you a week to get there and you were supposed to go elsewhere and amass power in the mean time.
Uh, OK. So timing can be off and it's easy to get late. And that's bad. Sure, OK, maybe you can actually withstand the reinforcements - they don't tend to be enormous, but certainly substantial. Yet, if you're late for the
first reinforcements...the AI doesn't just stop getting them. In few weeks, they'll get more. And in few weeks more. You're basically screwed unless you know where to go.
But then there there is the problem. Which I touched upon - you
don't know where to go. There was one map which was particularly bad where you get attacked from two sides. There and there is a third direction you can go to for an optional quest. So early on in the map you're faced with choosing something like going east, north, or west and this can make or break your game. The order was something like go west to deal with the first computer, then go north and finish the side quest, which should take a week (but you're not strong enough before then),
then go east. But take one wrong choice and you're fucked. Go north first - you get boned by the mini-boss. Leave north for last and you miss the mini-quest. Go east first, won't even be able to reach the computer there, as it's a lo-o-ong way, and you'd be destroyed by the armies from the east. Wander off in any other direction with your main hero and you get boned by either the east (if you don't manage to stop them when they come) or the west (if you do manage to stop the east). Worse yet, since you have no clue where you're supposed to go and what's your schedule, you can happily waste several house before suddenly the mother of all armies rushes towards you and you basically have to restart from the start.
So-o-o, you can't wait. Seems like absolute rush is the winning strategy, right? I mean, if you manage to get just enough forces, you can perhaps do well enough in battle to quickly deal with some of the objectives on the map, leaving you with more time for the rest. Hopefully enough. And hey, Heroes 6 is actually built more towards smart usage of armies, rather than just raw numbers - you can totally keep your army alive more and you actually can reduce your losses, so maybe rushing could actually work right? Right?
Well...
If it wasn't at all obvious from my tone, the answer is simple: WRONG! No, rushing is actually
counterproductive. Why? Well, you know how the AI gets reinforcements if you're late? Well, they also get reinforcements if you're
early. If you actually build too big an army (of, you know, what the designers think is "too big") then the AI
also gets a boost, to keep them at even keel.
Only, this
does not fucking work.
First of all, you don't know when they would get the "rush bonus". You have no clue, so you might trigger it by accident. Again, you won't know until it's too late. Your schedule suddenly becomes double sided - don't take too long, but not too fast, either. Yet you have no clue what either of these are supposed to be. Champion creatures on week 4 is too fast? Too slow? Answer is: who the fuck knows. It all depends on the map.
Second, the rush bonus for the AI is static. So you
could trip it up by accident and still be unable to defend from what comes after you. Say, you get a power value of [footnote]however it's actually calculated. It'd be something vaguely like each unit having a power value so if you add all yours up, you get the total power value of the army[/footnote] of 155 which breaches the power threshold of 150, so the computer suddenly gets +35 power. If you had actually rushed, you could have had power of 170 which would more evenly match the enemy bonus. But alas - the thing to equalise power, doesn't always equalise it.
Third, the computer can get the "rush bonus"
and the "late bonus". So you could develop too fast and then go left instead of right and suddenly - enemy armada comes and destroys you.
So, yeah. In the campaigns the AI is designed to pull armies out of its ass and it's supposed to be to keep players in check, but that's not what actually happens. And you know what's the best (well, opposite) part? It even happens on the easiest difficulties! Yeah, even if you just want to play casually, it comes in and bites you. One might say that's actually worse, since newcomers to the series would normally have even harder time trying to fight something they don't understand.
And on top of it, it doesn't make the game "hard". Oh, it ain't easy for sure - no walk in the park. You'd get murderized many times. But that's the thing, that's not
hard that's just frustrating. Essentially, you'd play a map for 3-5 hours and maybe then you'd realise you need to restart and play it
again because you screwed up, like, 30 minutes into it. When the enemy starts amassing power, they may get a snowball effect that absolutely destroys you. No, scratch that, that's the most likely scenario. You
might be able to fight them if they only get one reinforcement but you have to kill stuff in (more or less) the specific order that the designers thoight up, or else you may go after objective 5 before objective 4 and objective 7 smashes you down the line.
It's badly designed, badly implemented, and it's quite blatant at that.