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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Complete ideas for expansions!!! Really good quality!
Thread: Complete ideas for expansions!!! Really good quality! This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Sindbad
Sindbad


Famous Hero
The lost soul
posted September 25, 2006 05:48 PM

All original spell ideas are welcome!
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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 26, 2006 08:47 PM

Quote:

Sinbad: This spell is different from your spell "reinforcement gate" as this spell requires you to actually have the troops in your reserves. It does not summon any creatures as gating do, nor does it creates an army from nothingness. If you do not have reserves, this spell will not work. Friendly stacks from nearby towns, heroes are not affected by this spell either.


What reserves???
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 26, 2006 09:18 PM

Quote:
Quote:

Sinbad: This spell is different from your spell "reinforcement gate" as this spell requires you to actually have the troops in your reserves. It does not summon any creatures as gating do, nor does it creates an army from nothingness. If you do not have reserves, this spell will not work. Friendly stacks from nearby towns, heroes are not affected by this spell either.


What reserves???


You know... the stacks that you have with you but decide to leave them out of battle in the tactics phase...

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WilX
WilX


Adventuring Hero
posted September 26, 2006 09:41 PM

Yeah but reserves are rarely used, and when they are it's unlikely that you'd want to summon them later. Unless you have a lot of stacks of large creatures and can't fit them all in during tactics. But that is also unlikely.

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WilX
WilX


Adventuring Hero
posted September 27, 2006 01:23 AM

However, maybe you would use it in hopes of better dodging the powerful first charge of a dark raider or paladin. Or maybe when facing a dungeon hero, in hopes he wastes all his mana early on. This would require you first using the "retreat" spell to send back a portion of your units. Since you only have 7 available slots for units during tactics, breaking up large army's units is not always an option. But once combat begins I'd assume you have 7 available slots for retreat storage (assuming you didn't reserve anyone during tactics)

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cantaresg
cantaresg


Known Hero
posted September 27, 2006 04:51 AM
Edited by cantaresg at 07:12, 27 Sep 2006.

Thanks Geny for the explanation

Well, you may want to withdraw some high level creatures during the tactics phase to avoid unnecessary damages during the first round from the enemy's spellcasters and shooters (and hopefully you can hold till your meat tanks reach the enemy ranks), or you may want a first round amaggedon and do not wish to kill your expensive 7 tiers in doing so? Given the congested space that are given during the tactics phase, perhaps you do not wish to deploy all your units at once to avoid being trapped in that fireball or meteor shower?

It allows more element of surprises, but you have to gauge the situation very well as well.
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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 27, 2006 08:01 PM

After the explanation, I think this spell doesnt make any sense!!! Where do you think the reserves are? Maybe behind the hero? Does the hero need mana to call them? He would just need to shout: Come here and fight!
I think the reserve units should be able to be called on the battlefield anytime (losing initiative, but able to appear on any position in the first two rows) or at least by some hero ability. And what if the hero loses a battle with units in reserve? Do they abandon him? (correct me if Im wrong)
The spell is useless, but you made a good point - reserve creatures.

And if you can, please mail me some ideas about destructive spells!
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 27, 2006 08:16 PM

Quote:
After the explanation, I think this spell doesnt make any sense!!! Where do you think the reserves are? Maybe behind the hero? Does the hero need mana to call them? He would just need to shout: Come here and fight!
I think the reserve units should be able to be called on the battlefield anytime (losing initiative, but able to appear on any position in the first two rows) or at least by some hero ability. And what if the hero loses a battle with units in reserve? Do they abandon him? (correct me if Im wrong)
The spell is useless, but you made a good point - reserve creatures.

And if you can, please mail me some ideas about destructive spells!


Duh! It doesn't have to make sense with respect to real life. Currently, you cannot take in forces you have saved, so it might make good sense in terms of gameplay to have a spell to summon them. One can argue whether it's very important in the game, but that's kind of secondary.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 27, 2006 09:39 PM

I think it would be really... silly to summon present units for mana... There should be a button in combat which allows you to call your reserves, with a penalty of high initiative loss. And I think some game facts should be more realistic.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 27, 2006 10:25 PM

When a part of an army is left behind it is not ready to fight. They cannot enter the battle whenever they want, even with initiative loss, because they cannot prepare themselves for battle fast enough.
Therefore IMO calling the reserves should be either a spell (that kinda quickens them as they prepare to enter the battle) or an ability in the leadership skill (the troops are ALWAYS ready to follow a good leader to battle) or both.

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cantaresg
cantaresg


Known Hero
posted September 28, 2006 02:58 AM

Being a leadership skill will mean that not everybody can employ such a skill. I'd prefer that it is a spell available to every mage guild, much like summon creatures. The mana cost, if any, will be low. I think I did mention that it can be a combat skill like Mark of the Wizard as well, but available through a mage guild.

By the way, though current system, the reserves are usually "useless" creatures, if such a system is employed, it need not be so anymore.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 28, 2006 03:06 PM

How can you think of the fact they are not prepared? Explain.
And I would prefer it to be a normal ability available in combat. And to make more penalty, the unit might suffer also a morale decrasing curse for the combat. The morale loss is smaller when the hero has better leadership. And if you want to use mana so much when calling them, simply cast mirth!!!
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 28, 2006 03:19 PM

- they cannot prepare fast enough because they're probably sort of camping near the battlesite, they need to get their stuff, organize and enter the battle in a certain formation (why do I have the feeling I'm taking this too seriously? ).

- morale penalty won't work on undead, so I don't think it's appropriate.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 28, 2006 04:22 PM

Thats right! Undead dont camp and they are mindless slaves that follow each order of their hero. And why would an army camp when a fight is near??? They HAVE TO be prepared!!! But I have been thinking about that morale loss:
1. Its unfair when it doesnt affect mindless units
2. It doesnt make sense! (to me) - I imagine the reserves as units that cant wait to fight, just the hero wont let them, because of strategical reasons...
What if the initiative loss would be affected by their current morale status?
And to that spell: I was thinking, what if some hero ability would allow your hero to use the adventure spell Creature portal in combat? Wouldnt it be good that way too?
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cantaresg
cantaresg


Known Hero
posted September 29, 2006 05:54 AM

The creature portal spell allows the hero to summon creatures from any town right? This will not be a good idea, since this will very easily throw the whole game off-balanced. Its best to restrict the creatures that he can use to the creatures that he has with him.

As for initiative, the creatures that enter the combat should have an initiative of 0 (or rand(0,0.25)). No morale penalties or other forms of penalties otherwise. Reason: the spell/ability is meant for strategical moves. Any penalties/ uncertainties will make it lose its tactical values.

If you want to relate to real-life, there are strategies such as flanking and ambush, which can never (I think!) be implemented in Heroes.
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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 29, 2006 09:40 PM

Ok, if you dont agree with this idea, lets just forget about it. My final decision is that Im not gonna put this spell to my list. Lets now think of other spells! Any suggestions? The weekend is coming, so I have time to edit it.
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted September 30, 2006 01:05 AM

This has nothing to do with anything, but I just came up with this idea.

Remember the Captain's Quarters from HoMM 2? And how their stats were pitiful? Well, the Captain's Quarters would be an add-on to the Tavern. Like their earlier counterparts, they'd defend in the event of a siege with two key differences: Being able to control the arrow towers, and allowed to level up.

"How would they level up?" you ask. Well, all gold taken from Treasure chests, rather than EXP would convert into EXP for the captain. (For example, your hero came across a treasure chest that gave 1000 gold or 500 EXP. If your hero chose the gold option, the captain would get 1000 EXP. All captains get the same amount of EXP.)

The Captain's growth rate would be the same as the hero of the town type, as well as in skills, but a little bit closer skills more useful in siege situations. Captains can also be taught spells via the Scholar skill from a visiting hero. (Handy for spells from other towns)

If a hero is in the garrison, the hero will take over.

Any thoughts?

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actionjack
actionjack


Promising
Famous Hero
posted September 30, 2006 06:43 AM

Quote:
This has nothing to do with anything, but I just came up with this idea.

Remember the Captain's Quarters from HoMM 2? And how their stats were pitiful? Well, the Captain's Quarters would be an add-on to the Tavern. Like their earlier counterparts, they'd defend in the event of a siege with two key differences: Being able to control the arrow towers, and allowed to level up.

"How would they level up?" you ask. Well, all gold taken from Treasure chests, rather than EXP would convert into EXP for the captain. (For example, your hero came across a treasure chest that gave 1000 gold or 500 EXP. If your hero chose the gold option, the captain would get 1000 EXP. All captains get the same amount of EXP.)

The Captain's growth rate would be the same as the hero of the town type, as well as in skills, but a little bit closer skills more useful in siege situations. Captains can also be taught spells via the Scholar skill from a visiting hero. (Handy for spells from other towns)

If a hero is in the garrison, the hero will take over.

Any thoughts?


I like it...
But I would make it where you can add on to the Captian's Quarter (much like mage's tower or the fort/walls), where it take resource, gold, and town-level requirement, to increase its level.  As that building's level increase, so will your guarding hero's level increase as well.  

I don't think need to make the guarding hero as good as a experience hero, but would still be helpful to have in a seige.  

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 30, 2006 07:34 AM
Edited by Sindbad at 09:52, 30 Sep 2006.

Ive been also thinking about captains quarters. In H3 I was looking for it and havent found it. But I found out that since H3 there is no need for it! Did you know that you can have your hero in he garrisson? Have you ever had two heroes in a town? Its easy: just drag the visiting hero to the square above him, and you have a *captain*, that has experience, skills and spells! And to that captain idea: exp gaining for every gold piece obtained by treasure chests? Sounds very unbalanced and overpowered: choose 1500 exp or 2000gold + 2000 exp!!! So I think there is no need for captains quarters. But maybe... it could be a building that gives some bonus to the hero in the garrisson... but nevermind.

Besides, today Im finishing the spell list, so if you have ideas, let me know.
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted September 30, 2006 07:51 AM

Quote:
I like it...
But I would make it where you can add on to the Captian's Quarter (much like mage's tower or the fort/walls), where it take resource, gold, and town-level requirement, to increase its level.  As that building's level increase, so will your guarding hero's level increase as well.  

I don't think need to make the guarding hero as good as a experience hero, but would still be helpful to have in a seige.  


Oh, thanks. That's much better than what I could think of. ^^;

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