Page 1 of 1
Hero Durability
Posted: Mon Sep 03, 2012 9:34 pm
by naughtybalrog
Has there been any thought or discussion about the "durability" of heroes? They would seem to be just as vulnerable to being a casualty as any other bloke on a hostile battlefield...
I would hate to lose any of the heroes accumulated through long years of combat; however, immortality is not a trait acquired by them (of course, losing a spotting hero on an artillery unit would be celebrated with total military honors.)
Should there be a small chance they might croak any time involved in hostilities?
Re: Hero Durability
Posted: Tue Sep 04, 2012 2:19 am
by Kamerer
The new 1.10 update has a new cheat - "reform units." if you invoke this during a scenario, any unit "death" has it reappear in the core force with 0 strength and experience. You have to pay to reform it to 10 strength, etc., but you will not loose the unit history or hero bonuses. The cheat must be invoked each scenario. Is something like that what you are looking for?
Re: Hero Durability
Posted: Tue Sep 04, 2012 6:11 am
by naughtybalrog
Not really. I was proposing having a discussion on whether or not a hero could be KIA (Killed in Action). For instance, a unit with a strength of 10 is committed to action and suffers a catastrophic loss of 9 strength points. The unit survives but took horrendous losses. Chances are the hero is going to be one of the dudes who "bought the farm." This is not replicated in the game as of yet. Just asking for input on the feasability of designing this into a future update.
Re: Hero Durability
Posted: Tue Sep 04, 2012 10:38 am
by huertgenwald
Hm, that would be a nice way to get rid of some of those utterly useless heroes

Re: Hero Durability
Posted: Tue Sep 04, 2012 1:37 pm
by alex0809
I don't think that would be very fun. At least I personally wouldn't like just losing heroes by bad luck even when the attack itself didn't go so bad.
Though I wouldn't say no to a "dismiss hero" button

Or.. since dismissal wouldn't make much sense.. however you would want to call it - "behead hero", "brainwash hero", "make hero sleep with the fishes" whatever just get rid of those stupid artillery spotter heroes, +1 attack heroes or +1 movement on airplane heroes!
Re: Hero Durability
Posted: Tue Sep 04, 2012 3:57 pm
by brettz123
I would not like to see this implemented at all. Even if there was a small chance of this happening your heroes would be dropping like flies. Just doesn't seem like much fun to have happen or to keep track of.
Re: Hero Durability
Posted: Tue Sep 04, 2012 5:24 pm
by dragos
I would support the idea of heroes having a chance to die in combat whenever an unit suffers losses, but the problem with PzC is that it is too easy to lose units in this game. In reality, not the entire unit would stand in a location and take three or more consecutive attacks until it is utterly annihilated.
Re: Hero Durability
Posted: Tue Sep 04, 2012 8:04 pm
by Vaughn
I am not too fond of the idea. Accurately keeping track of heroes is already a bookkeeping chore. Randomly losing heroes might quickly turn the chore into a full-time job.
The option of dismissing unwanted heroes in the hope of getting a better one soon is kind of cool, but may prove to be unbalancing.
Re: Hero Durability
Posted: Tue Sep 04, 2012 9:59 pm
by naughtybalrog
I don't want to lose my hero blokes either; however, if one insists on realism, then such is the reality of war. Heroes usually get heroic from being on the "bleeding edge" of the sword / front line exposure. Most American CMOH recipients are awarded that posthumously...
Another way to look at PzC's Heroes is that these heightened abilities are actually embedded in the unit as a whole ~ the team has jelled in a way that increases the effectiveness of said combat unit which then could only be lost by a total unit destruction - not simply tied to a vulnerable dude.
Concurring with the difficulty of accessing, on the fly, unit hero data. Idea: if the devs would use the mouse over function to add hero data in the UI's Unit Box by making room through downsizing the 9 Unit Order buttons to the smaller size of the 6 buttons under the Unit Box. Hell, I don't even use the Unit Order buttons with the mouse ~ I use the equivalent keystrokes (except for Switch which has no equiv keystroke - yet).
Re: Hero Durability
Posted: Tue Sep 04, 2012 11:57 pm
by brettz123
naughtybalrog wrote:
Another way to look at PzC's Heroes is that these heightened abilities are actually embedded in the unit as a whole ~ the team has jelled in a way that increases the effectiveness of said combat unit which then could only be lost by a total unit destruction - not simply tied to a vulnerable dude.
Thats how I see it. Not just one dude but the unit.
Re: Hero Durability
Posted: Fri Sep 07, 2012 4:55 am
by Razz1
brettz123 wrote:naughtybalrog wrote:
Another way to look at PzC's Heroes is that these heightened abilities are actually embedded in the unit as a whole ~ the team has jelled in a way that increases the effectiveness of said combat unit which then could only be lost by a total unit destruction - not simply tied to a vulnerable dude.
Thats how I see it. Not just one dude but the unit.
Come on Brett..... everyone loves a Superman
Re: Hero Durability
Posted: Fri Sep 07, 2012 9:53 am
by brettz123
Razz1 wrote:brettz123 wrote:naughtybalrog wrote:
Another way to look at PzC's Heroes is that these heightened abilities are actually embedded in the unit as a whole ~ the team has jelled in a way that increases the effectiveness of said combat unit which then could only be lost by a total unit destruction - not simply tied to a vulnerable dude.
Thats how I see it. Not just one dude but the unit.
Come on Brett..... everyone loves a Superman
Hehehehe...... true but that would undermine one of my arguments for not losing heroes

Re: Hero Durability
Posted: Fri Sep 14, 2012 1:57 pm
by kokkorhekkus
The concept of losing heroes and have others to come seems very interesting (to me and) for the game
It improves dynamism.
It's realistic because heros are often on first lines for combat, not in kitchens or in logistic duties 
If not...why then a modifier for combat purposes ???!!!
exemple : when in last '43 or eraly 44 you have uptated equipments with heros considération your planning could be perturbated and the "ideal heros in ideal places" changes for you and we might even learn lessons that we haven't think at...
exemple : a mouvement hero could die on your tiger, but another one like a def+2 could arrive. You prefer perhaps this one for A Panther but it's funny too to have a "major def Tiger"...and when hard tanks JS1 & JS2 arrived...oh yes finally I'm happy father PZC
But if heroes could die the rythm of arrivals of heroes must be augmented to maintain the good ratio heros/units.
Re: Hero Durability
Posted: Fri Sep 14, 2012 2:40 pm
by naughtybalrog
That's right Kokko... the criteria for hero award would have been met (number of kills) so it wouldn't be long before one found another dawg in the pack.

Re: Hero Durability
Posted: Fri Sep 14, 2012 3:37 pm
by brettz123
naughtybalrog wrote:That's right Kokko... the criteria for hero award would have been met (number of kills) so it wouldn't be long before one found another dawg in the pack.

Wouldn't you just get another hero the next time you got a kill?
Re: Hero Durability
Posted: Fri Sep 14, 2012 3:46 pm
by kokkorhekkus
It's just a a tuning to make, PZC's friends !
if now it's "500 kills for an hero's chance to appear"
it could be "250 kills for an hero's chance to appear" because a down in the fall hero is about 250 average kills to happen
Hero's in front of Kamrads and not behind die from time to time, new ones are coming...for the scale of the unit, it makes sense I think