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Which is probably why every unit can't do that. It would make fights a lot easier. Only certain units have the ability to wait until the end of the round. It's treated like a powerful special ability, because it is.
It doesn't seem like there is a "wait" option in the game during battle.
In HoMM3, the wait option exists for players to choose for their creature stack to be last to play. The first creature to wait plays last. The second creature to wait plays second-to-last and so on.
Why is this option important? Because otherwise faster creatures by playing first may not be capable of positioning themselves at an advantage. Initiative is supposed to be an advantage and should not have severe drawbacks.
In SoC, unless i am wrong and didn't find the wait function, faster melee creatures are at a disadvantage against slow rangers. It's very hard to close the gap for a melee creature to a ranged one (that is, because you start with no Mana, there is no 'haste' like spell available for starting creatures). If you do not close the gap, you end up in deadly range and you're screwed.
The tactical advantages of waiting in a turn is super important.
Actually in HoMM3 you're always trying to have the fastest stack on board to get first spell, and if that creature waits, because it will play LAST on the turn and FIRST on the next turn it'll pay twice. This tactic is super important to the gameplay, because it permits an offensive melee player to close the gap in between his melee creatures and an enemy playing turtle with rangers.
If you're always forced to move or skip your turn it'll create a setback for this game to be truly competitive because there is no way initiatives proves to be always beneficial. It will become advantageous to play second, which is against the design because your hero tend to get initiative as they level up.
You can use troops that don't waste turns too, like buffs or building structures
Well, no not really.
Because waiting can only be done once, you cannot wait again at the end of your turn. When your stack start, it will either play first or last. It's actually giving you the choice of being at the bests positions.
If you get to be second and the first played, then the last spot is available for you to take in the turn.
It's always advantageous.
It will not be a game of cat and mouse; if you get to play first, you are the cat, and the second player is always the mouse. If you cannot close the game on turn 1, you wait turn 1, play last on turn 1, and first on turn 2. You're always the feline and the other player is always the food.
Also it's very hard to point flaws in HoMM3's design. I'm not saying there is no other ways to do tactic games, but it's important that if you try to mimic or carry on the genre you are aware of the underlying systems which made such a game persists for more than 2 decades as the cornerstone of the strategy game community. It's revered, and it is for a reason.
Not exactly. Because you start with no Mana you cannot on turn one just Haste and close the gap. Wait action ensures that your first unit (fastest) can trade being immobile for the whole first turn for a double move (last on turn 1 and first on turn 2)
It's not silly, it's standard. The lower initiative unit should be the one at a disadvantage, otherwise why invest in initiative if slower is better?
Getting rid of it kills turtling and in terms of positional advantages that's why you have unit placement before every battle. Skipping turns still rewards you with essence for magical casting which you can eventually use for spells.
In terms of closing the gap there are spells like dimension door which can force a slow unit up to 6 hexes. Units that give initiative or lower initiative like pipers and the spider things who's name I cant remember. The current system is one of the actual changes I think improves combat over HOMM.
The way it is it's good. If there WAS a wait command it should be "optional", not mandatory. As I understood it, the devs have a firm position here against waiting, luckily.
This is a crucial improvement that SoC has given us.