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Author | Cross-faction Armies - Since i didn't read this anywhere |
It was a potential staple that could happen in the parent game that this came from, I can see it being viable.
Mercenary Camp
Level 9-10 somewhere around there.
A mercenary camp is set up outside your castle, allowing a supply of alternate units to be hired from another faction (It does eat into your supply, and the max number able to be hired is related directly to the faction level you have. Dual armies nullafies the +1 morale boost)
Mercenary Enclave
Advanced Level 11-12
More people have heard of your call to arms, and allows you to hire a third faction of units. (Tri faction gives natural -1 morale, still effected by your full supply, and the related faction rep you have)
More details as thus.
You would be able to hire numbers relatted to your faction level -2 as the related combat level of max crossfaction troops, with the full hero unit points being the full limit between the secondary faction tents, and the primary faction. I would potentially also put a level cap on the merc tents, so you can only hire from rank 1-4 units from them. | for necros they should probably -1 luck and so on because they are unaffected by morale | those merc they recuit are affected, just a waste of money for them if they try | Besides the technical trobules, the problem with this is the number of open slots you have on your recruiting page. Especially with the levels you have chosen, you will be full in your slot choice by the time you can do this.
Possibly allowing 1 slot open, and gaining options for this use would be good. This way you could opt to drop a level 1 tier unit for the new one. And I'm sure then you'd have to pay in gp to get the units too.
Good suggestion though, I've always liked the HOMM advantage of switching army units around. | Necromancers with druids, casting stoneskin on vampires and/or skeleton archers would be pretty interesting strategy :)
Interesting idea overall |
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