After reading the whole thread, I’ll like to express what I’ll want in this game, rgds to 2 issues mentioned, heroes & tacitcal combat.
Just like Campaigner & others mentioned, I’ll like heroes give numerical advantage to all units statistics in the stack. For example, a level 2 General type hero will give additional of 2 (or 2% whichever is higher) to the ATT, DEF of all humanoid units in the stack. A level 20 Beastmaster type hero will gives additional 20 (or 20% whichever is higher) additional HP, DEF only to all beasts in the stack. All these bonuses will be shown in the form of “DEF 10(+20)” on the screen.
So when a level 20 General fighting with a level 1 General with exactly the same stack, the level 20 General will have 18% advantage in the stack’s strength (not exact math here)
What I am saying here is, different hero type give different bonuses to the stack. Players will have fun forming the stack he needs depending on what hero the player got.
Asiding form bonus, different hero should have some additional abilities; e.g. some provide swimming ability to the whole stack, some will have zone of control, some will regenerate 10% HP per turn, some will be able to recurit roaming monsters etc.
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I love tactical combat for single player. However, I knew it slows down multiplayer play a lot. I’ll like to see implementing a Winning % system to resolve this.
On the strategic map, whenever player highlight an attacking stack, hover the mouse pointers over an enemy stack, the game will shows the % chance of winning. The player will determine if he want to fight or flee in his turn. This Win% can be determine by running a few AI simulation behind the scene or use a formula to calculate (using their relative stack strength).
Before the game start (either Multi/Single Play), players will need to pick/agree on the following choices:
1) Always Auto Resolve first. However, whenever I lose, start the Tactical Combat.
2) No TC, always Auto Resolve
3) My stack always wins if the Win% is over 75% (or whatever value I choose), otherwise starts TC.
Default is 3) for most games.
I’ll hate to waste time doing TC, when I know I’ll surely win/lose; no matter it is in MP or SP.
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Finally, a word about losing a hero stack. If my stack is defeated, the hero will have a certain low 1% of dying or 2% of being captured. However, the most likely result is that the hero will escape to the last town he visited. The game will calcuate when he will resurface, factoring in the town distance & his movement speed & then add 1 more turn.
Losing a hero is a significant event, however, player cannot whine because player usually knows the odds before the fight.