Aye - I can certainly see other situations where a hero may want to use a potion. Deciding whether its worth chugging a potion to get to a flag is more complicated than "if fleeing, drink speed potion", however.
Agreed. But if that's too complicated I would be fine with any directed attempt taking a speed potion. After all; additional speed is one of the things that is always beneficial. However, not beneficial enough to waste 50 gold on when doing nothing ("looking for adventure, going home (when in close radius)").
Personally, I don't think all hero gold should necessarily be easily recycled back into the economy. Proper potion AI may still have that effect, but the current system makes it abusive for recycling and nearly useless for providing heroes with useful self-buffs - which seems to me to be the intuitive primary use for the potions.
Agreed (also see "Income Tax" thread.)
Yeah, sadly enough, potions don't even give major boosts to that. A lvl 2 weapon can give more than +5 damage boost this potion give. 2 of these potions give a permanent boost of +5 using enchantment of the guild, but don't think they get that first.
Compare that to lvl 3 weapons (may be +65), the Agrela buff spell (+20 melee damage).
Same is sadly enough also true for marketplace upgrades. +10 to all defenses for 300 gold? Dunno, but 200 gold(!) gives me +30, +60 and +50 or so at the blacksmith.
So I generally do not get marketplace upgrades, bazaar potions, enchantment until heroes got their level 4 weaponry, it's just that more effective, and cheaper to boot. Not that they really need it to become invernable, but that's another issue.
I assume you mean "vanilla loot", eg. an improved leather armor, or masterwork magic weapon, much as you would find in blacksmith?
Yeah, and nothing quite as complicated as you make it out to be. Just the same that MFKS1 did. A lair has a lvl (not 1 like they all have now). Low ones like graveyards and wolf dens got nothing, but higher ones like Dragon Dens and Ogre Dens have chances to drop higher level armor and weapons, and maybe the marketplace items (that's possible since it happens in the Imp Advisor mission!). If it drops, and the drop is higher level than the current equipment the hero has, it updates. No inventory for items of other classes needed. If the hero already has equal or better equipment (or already carries said marketplace item) bad luck for him, it's just the gold.
I like this idea as well. So would more destruction foes come out if den is not destroyed for a very long time?
Nah, it remains static. It's just a deterrent to destroying all lairs of a map quickly, it should be overcome eventually. That doesn't mean the lair's spawning itself remain static though.
Think Eternal Love. You probably want all graveyards gone before they spawn Liches. So you do. But with this 2 of them have Vampire guardians. So you leave them, and do get attacked by Liches. Okay, you cleared the other not protected graveyards, but atleast are not completely immune to the Lich-attack just because you cleaned them up fast...
Or think "Defense of the Desert" Hell-spawn sites.
On subject of Lords... I think Lords have so much more potential to become something great but at present, I don't even bother with them. Before I played through whole campaign, I did a lot of grinding and map replaying just to get 3 of my favourite lords (krypta, blade, beast) to level 30. However they soon got ridiculously expensive just to bring them out when they weren't even needed to finish a map. On the tougher time-based missions they are simply not an option anyway.
True. I really like the idea behind Lords (hey, I suggested *exactly* this before MFKS2 was even released!
), but the prices kind of make them redundant. Also, I rather liked to use them, aside from mission-cross-over for "Vigil of a Fallen Hero" type of missions, but that part of the idea didn't make MFKS2
.
Together with Lord-only items and specials. Not just positive ones, mind you... :evil:
As most people dont care on what others wrote on a forum, I stated I would have preferred a differentiated tax system based on the guilds, if possible, sound fluffwise.
That's a great idea. And, MFKS1 already did that after all. But with the majority of taxes in MFKS2 coming from Rogues (or more specifically, their stealing ability) lowering their taxrate to 30% like the original would, indeed, seriously alter the balance of the game. Not to mention they would keep more money for themselves, which they somehow need to spend (no, don't start on "the Magic Bazaar fixes all". Yeah, that could "fix it" by having the other 20% be wasted on potions, but then there really ain't no point in doing it in the first place). That would hamper income a LOT more than making a 50% income tax (I think I already stated this though).
That would only work if the begin game was made cheaper, or lvl 1 market/palace income was increased to compensate.