[Suggestion]: Fallen Heroes and Soveriegn

There is a lot of talk about what should happen to a fallen hero and I would first like to say that I am not in favor of perma-death. The wound/recoup time is such a novel idea that it would ruin the charm of the heroes in fallen enchantress. What I would like to see is a little more severe consequences, so here is a list of ideas.

1. Longer re spawn times.
2. Production in your capital stops while hero is recovering. It takes energy to care for our wounded; more so than training a bunch of spearman I would think so why not halt production. 
3. Loss of experience. Not loss of level, but all experience you have gained since your last level is gone.
4. Possible loss of item/items, not all but a random amount. Maybe you can have the items drop where you died so you have to go back to get them, and some monsters will take them and carry them until they are defeated.
5.If multiple heroes die then only one can recover at a time. Think along the lines of the production que, 

That is it. I love the immortal aspect of heroes, but I would like to see some more tension in certain battles. Losing a hero should mean something more than a chipped tooth, though that is cool all the same.

6,579 views 9 replies
Reply #1 Top

I think any penalty to a fallen hero should stick with that hero and shouldn't effect cities. I think loss of some experience is also a possible good idea and I like the idea of longer re-spawn times.

Reply #2 Top

One thing, I'd like to see a sliding table of bad effects to heroes, and the more deaths a hero has, the progressively worse the side effects should get.  Also, a hero who is recovering and is killed again should have a high shot of dying. 

Reply #3 Top

Quoting Alstein, reply 2
One thing, I'd like to see a sliding table of bad effects to heroes, and the more deaths a hero has, the progressively worse the side effects should get.  Also, a hero who is recovering and is killed again should have a high shot of dying. 
End of Alstein's quote

I think this is a very good idea.  It would serve to make players less careless with their heroes. 

With the removal of dynasties, I can understand why sovs remain immortal (if they had offspring, at least the throne could be passed on to a son/daughter and the game continues), but I don't understand why champions are immortal. 

Reply #4 Top

Sliding table of bad effects is a great idea. 

Reply #5 Top

I would say just make the effects of falling in battle scale with the level of the hero.

Reply #6 Top

And, maybe after so many scars (on the 5th one maybe?) the hero gains the 'crippled' defect, and can from then on only carry out administrative functions.

Reply #7 Top

Maybe after 10 defeats the hero dies?

Reply #8 Top

Some ideas :

After each death, the hero has a X% chance of fying. The "X" would be the number of wounds.

OR

Each wound is from a category : light, moderate, severe, vital. When a champion gets a wound, you roll a dice to know what category the wound will be (0-40% light, 41-70% moderate, 71-90% severe, 91-100% vital), then you roll a dice to choose a pick in that category. In the vital wounds there would be "Permadeath", or even "returns as a ghost and whant to take revenge of that mad sovereign that let the champion being killed".

Moreover, each wound already taken would add 5% to the initial die roll. So the more wound, the deadlier they are.

 

Reply #9 Top

I think this is devolving into over complicated system. When it doubt leave it out.

 

I would be happy with keeping the wound system as is, there are some pretty bad ones, and just make the wait time increase after each additional death. 

Items would still be a fun idea too, because that makes your hero half of what he/she is.