"Get in, kill the boss and loot everything we can on the way, right? That sounds sweet, but there are 4 of us!"
I'm working on making a few changes to the game with 2 main goals, 1 is to make the game scale better with heroes, and 2 is to add competition to the heroes (basically reward working together as well as reward backstabbing). Here's a few of the changes I want to make, but I really want to insure stability and balance with the game, so I ask anyone with suggestions about balance or suggestions for more 'competitive heroes' ideas, please post them, I'm very interested in hearing ideas!
First idea I'm stealing from someone else: Spawning cards threat cost must be payed for each monster; 4 threat to summon a beastman or 8 threat to summon 2 beastmen, or 12 threat to summon 2 beastmen and 1 master beastman. I'm thinking of changing this a little bit because I don't like the cost of a master being the same as a normal, so IMO beastman war party will allow you to summon up to 2 beastmen and 1 master beastman paying the following costs: card's threat cost - 1 for each beastman and card's threat cost + 1 for a master beastman (making summoning 2 beastmen and a master beastman cost 11 threat) This same concept will apply to all spawning cards, non masters cost card cost -1 and master's cost card cost -2, you cannot summon more then the card allows you to (IE: cannot summon 3 beastmen or 2 master beastmen)
Next I change how looting chests and gold works. When a hero opens a chest (in this example it awarded 1 copper treasure) he gets 2 options; either allow up to 3 heroes adjacent to the chest to draw a copper treasure, including him, the looter choosing who gets to draw, or he may draw 2 copper treasures for himself (If the chest rewarded 2 copper treasures he would draw 4 and put 2 back). This allows for major douchery between the heroes and adds an exciting twist to looting treasure (after all, how many heroes REALLY want to share all of their loot?) If the chest had X Curse(s) then the overlord could choose to either add X Curse tokens to the hero that looted the chest or receive 1 threat per hero. The same rule applies to gold, the hero who loots the gold can allow all heroes within 2 cells of the gold to receive 75 coins, or he can be greedy and take 200 coins for himself.
Trading: In addition to paying 1 movement point to give a player an item heroes can now also pay 2 movement points instead to give an item and reveive and item on his turn from the hero he traded with. This is to balance the chest loot system.
Heroes have their own conquest points (I want to express that this is a huge WIP). All heroes start off with CP/Heroes, rounded up. So if there are 2 heroes and the quest starts them off with 5 CP, then they each get 3 CP instead. When a portal is opened the hero who opened the portal gets 2 CP and all other heroes gain 1 CP. Chests that reward CP still reward half the amount of CP to all players. Heroes can purchase CPs in town for 300 coins each. Heroes can not trade CPs. A hero cannot have more then 6 CP at once. The overlord only generates threat per turn for each hero in the dungeon.
Limit how many monsters can attack per turn. the overlord can move any amount of monsters a turn, but may only attack with (players+valuechestopened) monsters. Copper=1, Silver=2, Gold=3. So in a 5 player game with an overlord and 4 heroes, after the heroes open a silver chest, the overlord may attack with 7 monsters in one turn. In a 2 player game with the overlord and a hero who hasn't opened any chest, the overlord may attack with 1 monster per turn.
Choose your hero: Instead of drawing randomly allow players to draw 3-4 random heroes and choose 1. Then allow them to pick a starting talent of their choice (IE: If a hero has 3 melee skills then allow the player to pick any one melee skill, the rest are drawn randomly)