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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Northern Alliance
Thread: Northern Alliance This thread is 2 pages long: 1 2 · NEXT»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 17, 2006 06:49 PM
Edited by Daystar at 18:50, 17 Dec 2006.

Northern Alliance

Northern Alliance: Inspired by the Frost Castle thread by Golem Crafter.

Motto
“…Understand we’ll go hand in hand, but we’ll walk alone in fear…”

Facts and Traits
Aka: The Yetis and the Goblins.
Associated Colors: White, Brown, Green.
Worship: No official worship.  There are a few Yetis that worship Sylath and Goblins that worship Malassa.
Core Philosophy: “Let us bring warmth to the world by burning things.”
Country/Kingdom: None, they are nomadic groups that move through the Plains of Woe near the mountains in the North-East of Ashan.
Capital City: None, for the same reason.
Key Symbols: The Map, the Wheel, the Club

Race: A new thing for Heroes: A two race-town!  Ages ago, the Goblins and the Yeti’s fought with a sort of friendly hatred.  Then they discovered that there were other people to the west, and decided to kill them and then fight for the land.  As they realized the scope of the events transpiring in western Ashan, they decided to meld efforts and fight as one group.  Neither liked each other very much at first, but they fought well together, and in the end the two races came to be on good terms, using their respective abilities to their best advantage.  They Yetis provide strategic intelligence, and the Goblins, being so prolific; form the core of the Alliance’s armies.  

Racial Abilities: Again, due to the biracial town type, Alliance heroes have two Racial skills.  The player must choose which skill to develop, one or the other.

GOBLIN SKILL: RECRUITMENT: The spread of Goblin war bands is large, and they can be persuaded to join the hero’s army.  However, if this skill is chosen, Goblins will run away on the last day of each week.

Basic Recruitment: Goblins in the Hero’s army increase in numbers to 113% of their original value. Goblins lost = 50% - (50% - (# of Yetis/5)
Advanced Recruitment: Goblins in the Hero’s army increase in numbers to 124% of their original value.  Yetis also multiply, but only to 106% of their original value. Goblins lost = 50% - (50% - (# of Yetis/4.5)
Expert Recruitment: Goblins and Yetis both increase their numbers to 135% and 112% of their original values, respectively. Goblins lost = 50% - (50% - (# of Yetis/4)
Ultimate Recruitment: All Goblin and Yeti units increase in numbers to 140% of their original value. Other Units increase to 110% of their original value. Goblins lost = 50% - (50% - (# of Yetis/3)

YETI SKILL: WAR WRIGHT: Yetis have keen, mechanical mind that allows them to construct extra war machines.  These machines are then operated by Goblins.

Basic War Wright: Allows construction of Towers for 100% of the tower price.
Advanced War Wright: Allows construction of Towers for 85% of the tower price and construction of Fire Boxes at 100% price.
Expert War Wright: Allows construction of Towers for 75% of the tower price, construction of Fire Boxes at 85% price, and construction of Steal Spiders at 100% price.
Ultimate War Wright: Allows construction of Towers for 65% of the tower price, construction of Fire Boxes at 75% price, and construction of Steal Spiders at 85% price.

Ultimate Skill: Teamwork: The Hero is granted both Ultimate War Wright and Ultimate Recruitment.

WAR WRIGHT SPECIAL WAR MACHINES:



War Tower: A Tower that can Fire Ballista Bolts at enemy units.  When it is destroyed, four stacks of goblins that were in the tower come out.  The number in each stack is equal to 16% of the total goblin units in the Hero’s army.

Abilities: Shooter.  Mechanical.  Chariot.  No Range Penalty.




Fire Boxes: The Fire Box spews out blasts of fire into the eight tiles directly in front, back, left and right.

Abilities: Wide-Fire.  Large Creature.  Mechanical.  Explosion.  Chariot.  




Steal Spider: A massive Spider constructed from Wood with reinforced steel plating.  It is able to attack units with up to three of its legs at once.

Abilities: Three-Headed Attack.  Large Creature.  Mechanical.  Chariot.




Chariot: When destroyed, the machine will spew forth four stacks of goblins.  The number per stack is equal to 13% of the Goblins in the hero’s army.  If there is not enough space, the stacks will be combined instantly.  For large creatures, the goblins are places at random locations on any of the 12 surrounding tiles that are unoccupied.  

Wide-Fire: Attacks the four tiles directly in front, back, left, and right of the creature.  

Explosion: Happens after the goblins spill out, so some of them will be hurt.

---------------------------------------------

CREATURES

Level 1: Goblin Footman/Goblin Guard
Goblins, while not always patient, have very little ability for original thinking.  If told to guard something, they will guard it.  Also, as they are small and move quickly, the enemy occasionally misses them.  
Abilities: Dodge (25% chance of avoiding a physical or ranged attack)
Upgraded Abilities: Dodge, Flee (If attacked, the unit has a 34% chance of fleeing back two squares)

Level 2: Yeti Thug/Yeti Brute
While some Yetis are intelligent, there are those that simply engage in wanton violence.  They are strong, but tend to be reckless, and will fight amongst themselves if left stationary too long.  
Abilities: Berserker Rage, Reckless (Hurts itself a bit when attacking)
Upgraded Abilities: Berserker Rage, Reckless, Bash

Level 3:  Roc Rider/Roc Ranger
Rocs, like their Griffin cousins, are capable of reaching great heights with their large wings. However, they are flighty creatures, and small yetis ride them to control and direct them.  Yetis and their mounts form a special bond, and are able to coordinate attacks well.
Abilities: Large Creature, Flying
Upgraded Abilities: Large Creature, Shooter, Flying, Sky Shafts.  (The Roc flies up. Next turn its rider rains arrows upon a selected enemy. Next turn the Roc returns to the battlefield.

Level 4: Goblin Hag/Goblin Witch
Some Goblins Learn a little bit of the black Arts.
Abilities: Caster. Shooter. Spell Book: Weakness (am) Confusion (bm)
Upgraded Abilities: Caster. Shooter.  Spell Book: Weakness (am) Confusion (am) Blindness (bm)

Level 5: Spider/Black Widow
In deep caves and shadowed places, spiders grow to unnatural size, carrying not for the movements of the world, merely happy to feed on whatever comes their way until they become so bloated that the mountains themselves groan under their weight.
Abilities: Large Creature. Spin Web (When attacking an enemy, that enemy can be trapped by a spider web that does not fade until destroyed)
Upgraded Abilities: Large Creature. Spin Web.  Lay Eggs (Which take four turns to hatch into 4 stacks of spiders)

Level 6: Yeti Tactician/Yeti Strategist
Yeti generals spend much of their free time devising complicated methods of attack upon the enemy, and occasionally their plans are used
Abilities: Basic Tactics.
Upgraded Abilities: Advanced Tactics. Teach Basic Tactics (to other units)

Level 7: Wyrm/Ancient Wyrm
Some creatures do things that bother the gods themselves.  There was a drive of Dragons who tried to reach Heaven to plead the Gods to end the war.  The Gods cursed them. They were stripped of their legs and wings, forced to slither like snakes.  Very, Very, spiny snakes.
Abilities: Large Creature.  Dig (can go sub terra to avoid ranged attacks (30% chance))
Upgraded Abilities: Large Creature. Dig (50% chance) Immunity to Air

--------------------------------------------------

HERO(s) = A Yeti and a Goblin sit proudly on a sledge pulled by Reindeer.  The sledge is adorned with Axes/Swords/Maces/Morningstar ect. The Yeti and Goblin, both annoyed to be in each other’s company, sit with forced distance between each other.  If they are immobile for a while one will stretch, causing the other to push him back into the other side of the sledge.  When casting spells, the Goblin will start to raise his hand, only to be beaten back by the Yeti, who quickly casts the spell.  

Zander and Aenyenka: Zander worked as a builder before his town was attacked.  He subsequently went on a quest for vengeance, eventually single handedly causing the spontaneous combustion of a horde of Demons.  Aenyenka, a Yeti shopkeeper, ran in fear from a battle.  To try to alleviate her shame she studied long and hard in the arts of construction.  The two have a surprising liking for each other, and are able to construct war machines with more proficiency.

Special: Construction: War machines are 45% less expensive.

Isan and Thurisan: Isan, a Yeti skilled at conjuring snow storms, was responsible for the avalanche that stopped the Torqke army from advancing beyond the mountains east of the Holy Griffin Empire.  She is partnered with Thurisan, a fire mage, who had to melt through the snow left after Isan’s spell.  They detest each other, and so each tries to get the better of each other in magic.  This can lead to an occasional boost in the power of their spells.

Special: Showoff: Spells have a 30% chance of being cast at expert mastery.

Farefacks and Caerstaers: Both served in the Roc Training camps, but were shot down over enemy lines.  Farefacks fell in love with another Goblin in an Enemy city, and Caerstarers was left to wait, sinking as low as stealing food from an old Yeti’s ear trumpet.  In the end Farefacks’s Lady left him for another goblin, a foreigner, and to avoid the sad feelings they both had when meeting she helped both Farefacks and Caerstaers return home at last.  Caerstaers has never forgiven Farefacks for abandoning him.  

Special: Rider’s training: Rocs are faster and fiercer.

Braedi and Dromund: An excellent strategist, Dromund led an army to victory against opponents that opposed them three to one.  Braedi, a supporter of the worship of Malassa, set up many temples in her honor, but was in the end brought away to fight in what he believes to be a holy war.  Their allegiance is a mutual annoyance, as Dromund is a devout atheist.  They forget their disagreements in the heat of battle.

Special: Tactical Religion: When any Spiders are on the field together with Tacticians, both receive a boost to attack and to the Tactics skill that Tacticians grant.

Alek and Aejay: Alek was an experimenter who spent many years combining potions in his labs.  In the end he was decided a lunatic, and thrown in jail.  Aejay, seeing his potential, talked the guards into releasing him, and they escaped together, forming their own army, and winning the trust of their respective leaders.  After saving the King of the Goblins from Oerkriest, a wizard, they were reinstated to command in the alliance.  Alek’s potions give his first aid tent special abilities.

Special: Experimental Fluids: First Aid tent heals more effectively, and can damage enemy units.  

Mia and Blaec: Mia was a runner who turned her abilities to full force assault. She was able to run fast enough to avoid a contingent of Archers and plant a spear in the heart of General aBreol of the Holy Griffin Empire.  Blaec ran into her, quite literally, to prevent her from charging into a Wyrm’s nest.  They both train use their skills at speed to give their army a boost.

Special: Yeti Brutes and Goblin Footmen get a speed boost (0.25*Hero Level)

Citti and Nathaenyal: Citti was a civilian who struggled desperately against the temporary despotism from YSD 1007 – 1012.  She started in a rebel group, but after they were killed off during a seige of demons that also disposed of the Despot, she allied herself with Nathaenyal. He had been apprenticed to a Magician of noble birth, and was able to use the demon’s own power to send them back to the pit they came from.  By combining their abilities with weapons and magic, their own spell weavers are more aggressive.  

Special: Enchanted Blades: Goblin Hags/Witches have more attack and initiative.

Aeria and Aeragin: Aeria spent much time in communication with the Elves, learning much of magic and of dragons.  She took a lover, and they spent much happy time together.  In the end, however, he was killed by the nosferatus, and Aeria fell into a well of despair.  When she met Aeragin, a young Roc Rider with a grudge against the vampires for the undeath of his uncle, they agreed to raze the vampires to dust.  In the end they did, but Aeria’s use of dark magyks had gone too far, and Aeragin had to be on hand to prevent, or at least channel, destruction when her powers are unleashed.  

Special: Black Rage: Dark Magic from Aeria and Aeragin’s spell book is cast on random stacks at random intervals, usually the enemies.  

------------------------------------------

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 17, 2006 07:11 PM

wow thats good, a few questions?

1. how will you implement the 2 types of hero thing? (please go into detail)

2. in the battle screen when you fight someone, where will the new war machines go?

3. if 50% of your Goblins running away seems bad, maybe turn it into dwellings at the end of the week?

so a Goblin dwelling has 1 troop inside, nest turn its the begining of the week, and the 1 Goblin is gone, like it?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 17, 2006 07:20 PM

Oooh ... This looks interesting. I think we have another topic here that could deserve a QP for excellent work done on the developing side.

I'm not quite sure I understand fully the concepts of Recruitement - will have to look into that on a day I have more time - but I appreciate the idea of having an Alliance and having to choose between two skill paths. Very ingenious. The War Machines are, obviously, fabulous.

And I might come back with some comments on the unit line-up - but as I said, that will have to wait for a day where I have more time.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 17, 2006 07:54 PM

this faction rocks!!!! its totally original!!!! nival will be mad not to include this in!!!!

just one problem: goblins. they are a stampede creature, already. can you please change it to Kobolds, as they are similar creature, but Kobolds are more intelligent.
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Daystar
Daystar


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Legendary Hero
Back from the Dead
posted December 17, 2006 08:01 PM
Edited by Daystar at 20:09, 17 Dec 2006.

I figure, there are two species of Goblin: Southern ones (as seen in DMofMM) are smaller, green, and stupid.  The Northern ones are taller, with more bluish skin, and more intelligence.  

also, unless you have copywrited Goblins, don't ask me to change basically the whole thing I have made.  

Quote:
wow thats good, a few questions?

1. how will you implement the 2 types of hero thing? (please go into detail)


There is really only one type of Hero, but their models show two creatures on one sledge.  They just work together.  If you meant about the two racial skills, basically you would start with basic Recruitment and basic Warwright, and you could only upgrade one.

Quote:
2. in the battle screen when you fight someone, where will the new war machines go?


They will start behind your creatures, and it takes one turn to move them onto the battle feild.

Quote:
3. if 50% of your Goblins running away seems bad, maybe turn it into dwellings at the end of the week?


They won't run away if you have Yetis.  I wanted the two racial skills to make it so the two races needed eachother, otherwise combining them seems really superficial.

Quote:
so a Goblin dwelling has 1 troop inside, nest turn its the begining of the week, and the 1 Goblin is gone, like it?


nah.  That would mean to much programing, and a hero could just sit still for a while and make barriers.

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 17, 2006 08:07 PM

Quote:
I figure, there are two species of Goblin: Southern ones (as seen in DMofMM) are smaller, green, and stupid.  The Northern ones are taller, with more bluish skin, and more intelligence.  

also, unless you have copywrited Goblins, don't ask me to change basically the whole thing I have made.  


way! bixies goblins are stupid, Daystar can you answer my questions please
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Daystar
Daystar


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Legendary Hero
Back from the Dead
posted December 17, 2006 08:18 PM

I just did! reread my edited post.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 17, 2006 08:26 PM

fair enough, i can change them!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 17, 2006 08:31 PM
Edited by alcibiades at 20:59, 17 Dec 2006.

I think it would be wise to avoid Goblins in this context. Goblin will make any Heroes 3 player think small green creatures allied with the Orcs.

Here's a suggestion for an alternative:

The Kobold

The Kobold is a small creature like the Gremlin or the Orc, but not as well defined in role-playing games. Here's one concept image I found online:



I know this one looks a bit strange, but it might not be too bad with the Yeti in an arctic setting, actually.


Another suggestion would be the Gnome, but I usually associate Gnomes with Dwarfs, and have trouble seing the alliance work.
_____

Anyway, I just had a message from Daystar, who apparantly hid the 20 post limit. He said he liked the concept of Kobolds, so that might solve the Goblin problem.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 17, 2006 09:06 PM
Edited by bixie at 21:11, 17 Dec 2006.

you have been playing to much World of warcraft, Alc. Gnomes were originally Earth spirits, along with slyphs (air) undine (water) and salamanders (fire). BLizzard changed them into mechanical dwarf-drinking buddies.

any way, i've changed my goblins into Kobolds, as its simplier that way. still, goblins, in the M+M universe, has always been associated with the barbarian town (which in this case is the stampede). still, its good to be original!
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 17, 2006 09:10 PM

Actually, I never played WoW. I did play Dungeons and Dragons and similar role-playing things, however, who were out quite some years before WoW.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 17, 2006 09:33 PM

ok, i take it back, you haven't played to much world of warcraft, but other RPG's and haven't been looking at the mythology of the elementals.

this town has prompted some questions. what is the theme of the town, indian, as Yeti's are from the Himalayas, or norse, inuit, hence the sled, or something else. for the pictures heroes, would you have the yeties in the centre, with the goblin at the side, on their shoulder, or something like that, or the goblin in the middle with the yeti at the side, etc.

i think the war machines are a bit too advanced, the steel spider could count as a seperate unit. what about a seige ballista (fires at the wall with a trail of rope, and people climb up it,) a battering ram, a automated axe thrower, a rocket device that blasts fireworks. the fire machine is ok, as it was used once by the sacrecens during the crusades.

an idea, have a ranged goblin, shooting fireworks, and call ita firework maker, or a something like that!
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Golemcrafter
Golemcrafter


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Famous Hero
Unlimited Fantasy Master
posted December 17, 2006 11:25 PM

To say the truth this town has nothing to do with my town. I don't want to crush you Daystar but I can't see my idea in your idea.
There is something missing... but I don't know what...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 18, 2006 02:24 AM

Well Bixie, I know you have your view on the elemental creatures, I still hold my oppinion that my view is better in line with how the elementals have manifestated in the Heroes Of Might And Magic universe - but everybody have their own oppinion, so peace on that. For me, the Gnomes are a race of Humanoids, just like Dwarves, Halflings and Elves.

And I think it's true that this town has nothing much in common with GolemCrafters Ice town. I do, however, think that this is considerably better suited for the Heroes 5 Universe, because it has the strong racial theme that's common for the H5 Towns.
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Daystar
Daystar


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Back from the Dead
posted December 18, 2006 05:18 AM

actually, I said, "Inspired"

and I meant about having Yetis as heroes.  That's the only similarity.

could Alc or someone do a full, indepth review?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 18, 2006 11:10 AM

It's on its way ... For better or worse.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 18, 2006 01:43 PM
Edited by bixie at 13:55, 18 Dec 2006.

i think this town is a very creative idea, as it is taking the idea of a central race to another level. the idea of having two heroes for one hero slot sound good, but two racial skills would be a bit too much. however, i really like the intelligent twist on the yetis that make them so different from any other fantasy game. the idea that yetis can create warmachines is good, and the idea of begrudging co-operation would be very cool to see.

this town has prompted some questions. what is the theme of the town, indian, as Yeti's are from the Himalayas, or norse, inuit, hence the sled, or something else. for the pictures heroes, would you have the yeties in the centre, with the goblin at the side, on their shoulder, or something like that, or the goblin in the middle with the yeti at the side, on the shoulder etc.

i think some the war machines are a bit too advanced, the steel spider could count as a seperate unit. what about a seige ballista (fires at the wall with a trail of rope, and people climb up it,) a battering ram, a automated axe thrower, a rocket device that blasts fireworks. the wartower and the fire machine is ok, as the first is common enough and the latter was used once by the sacrecens during the crusades.

an idea, have a ranged goblin, shooting fireworks, and call ita firework maker, or a something like that! the town does need a few ranged units, and also, a place which would more fit in with the yetis would be Chang-Dai, a series of mountians on the side of Khotan.
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GenieLord
GenieLord


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Legendary Hero
posted December 18, 2006 11:02 PM

Your work is execellent! Just wonderful!
I really liked it.

But I think the game isn't ready to a two races-town.
It's like going back to HOMM4, and there, it was a huge mistake.

I just don't sure how smart will it be.
It's like doing the past's mistakes again...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 19, 2006 12:01 AM
Edited by alcibiades at 00:12, 19 Dec 2006.

Quote:
... Could Alc or someone do a full, indepth review?


Ok, Daystar, here’s an attempt for a more in-depth and coherent review of the faction. Brace yourself.

Overall concept
The general concepts of the Heroes 5 towns have in most cases been to have one humanoid race as the central pinnacle of the town – thus, Haven is Human, Sylvan is elven, Dungeon is darkelven and Fortress is Dwarven. Some towns focus on beastly types rather than Humanoids – thus, Inferno has Infernal creatures, Necropolis has undead, and Academy have animates. This approach provides a strong and coherent town line-up, because the towns known from previous versions with a more or less random miss-match of races are grouped together (H2 and H3 Rampart is a very good example).

I must say that the concept of an Alliance works around this problem nicely – it works, because this is a one-off, and solves the problem of incorporating the Yetis, that imo. cannot bear a whole town alone, into the game.

Terrain and Theme
My first major objection comes to the theme of the town. I understand from the text, that you want this to be a nomadic/plains-dwelling tribe, but I cannot envision the Yeti to have their home anywhere but in an Arctic / Glacial setting. Yetis almost by deffinition are associated with Himalaya, and to have them live on a plain seems … wrong. Therefore, I would say, that if this town should ever be, it should be in a snowy/icy theme.

Also, I seem to recall you mentioning the Hero riding in a reigndeer sleigh … This gives me a very strong association to Santa Claus and christmass, which is probably not the most appropriate for this town! I would therefore suggest something different, and being that you have strong mechanical ties for this town, one might even make some sort of mechanic device. That is, however, a very delicate balance to maintain, because something too futuristic is a very bad idea! Alternately, one can settle for something a little bit more conservative, like a polar bear, (EDIT or Sabre Tiger (hmmm ... I just came up with that - but that might also make a nice unit!? - see below).

Unit line-up
I have a number of comments here, which addresses some different subjects with regard to the line-up.

Thematics: First, I think I will talk about co-herence. I’m not fond of the Spider in this faction – it seems very much out of place to me. In the Arctic setting even more so, but even in a temperate climate, this creature seems very much out of place with the other units of the town.

The Wyrm is for me another problematic creature, and for several reasons: 1) The Wyrm is very similar to the Leviathan that some people want to have in the Naga town – therefore, one should be aware that to include both in the game would be very much of a reproduction [that is, of course, only a problem if one wants to have the Naga town in the form suggested by the PS team (or whatever the name is)]; 2) The Wyrm living in an arctic setting seems weird, because it is a coldblooded creature [that is of course only a problem if you want to have the town placed in Arctic setting]; and 3) the Wyrm (as I reckon) is a tough, but slow creature, which is ill suited for level 7 creature (think Heroes 3 Hydra). It is of course hard to say without stats and specifications for the Wyrm, but I have doubts about the success of this creature.

Balancing:

Goblin Witch: A level 4 creature equipped with Advanced Confusion and Blind in its spellbook is severely overpowered. The Shadow Whitch is a level 6 creature (albeit arguably not the best of its kind), and only has basic confusion in its spellbook. This creature should at least be level 5. Alternatively, nerf the spells, and come up with some new nifty specials.

Yeti Tactician: The idea of a Tactics skill is fun, but this ability is not really that great for a level 6 creature! I’d say this was a good special for a low level creature. I would call up the Yeti Brute for a higher-level creature instead, or alternatively bring in a third Yeti unit.

Roc Rider: I was never that fond of units mounted on birds, but that’s just me … Still, the idea of a Flying Shooter, albeit novel, seems somewhat redundant to me. Considering that this town only one Flyer, it seems a bit weird to make this creature also a shooter. I’d say: Bring back the old Roc / Thunderbird … It’s not very imaginative, but it works.

I would suggest a line-up something like:
1. Kobold Guard
2. Yeti Brute
3. White Tiger / Polar Bear / Some arctic animal? (EDIT: Could a Sabre Tiger fit in here!?)
4. Yeti Tactician
5. Kobold Witch
6. Roc / Thunderbird
7. Constructo / Dragon Constructo [think H4 Dragon Golem]

I would like to delve into some more specials for the Tactician and the Witch, if you want. I think there’s potential for some nice features there. I had some suggestions for the Constructo I uploaded a long time ago, I can dig them out if you want to take inspiration.

Hero suggestions
The Hero descriptions are subordinate for me, and I haven’t read them. I can however say that nearly all the specials are. I know that Nival have made this mistake themselves with several heroes in the game, but Hero special abilities should NOT be defining for game. They are small extra abilities, that can be fun, but something like 30 % chance of a spell being cast as expert, or +0.25* level bonus to speed seems to much (that’s +4 at level 20, which can mean a lot, even when it’s only low level units.

Class Skills
I don't understand the recruitement thing! I especially don't understand the thing with the creatures running away, and the formulas you provide for Basic, Advanced, and Expert level doesn't make sense (basically, as it is written, the more Yetis you have, the more Goblins will run away, and that doesn't make sense - or does it?). If you could explain this skill and give some numerical examples, it would be great.

I love the ideas of the extra War Machines. I am generally not a fan of war machines, but the idea is excellent, and goes well with the game (currently, no faction has specialized in War Machines). I have difficulty determining whether they are overpowered - you provide no stats for them. I would also like to see some more importance of the Class Skill, not only for cost, but also for efficiency. I'm sure one could improve that part, to make the Yeti Class Skill more attractive.

I'm not positive about the Mechanical Spider. As opposed to the other War Machines, the Spider is going to tage an actual role on the battlefield and move around, and I'm not sure that's a good idea. Furthermore, it seems perhaps slightly too futuristic. I might want to settle for only two extra War Machines (I understand, however, that the number 3 connects to the Skill levels). Alternatively, one might think in something like a ram to knock in the City Gates (that would be very usefull in a city with only one Flyer and only few Shooters apart from the War Machines!).

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As a conclusion, I’ll say that albeit I have been very critical of some things here, I really like this town idea. I would swap some things, but I think there’s a potential for a coherent town that’ll fit into the Heroes 5 Universe, much better than a lot of other suggestions that have been here. If you want to, I would love to play along in developing this concept further, but if you would like to have it yourself, I will try to keep my nose out of it.

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What will happen now?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 19, 2006 12:25 AM

Reading more and more about this race makes me think about some strange things:

1. Goblins live in the desert, Yetis in the ice.
Town which is half ice and half desert!?

2. What will you do about the heroes?

3. Do they have one country?
In ashan, the desert is in the south and the ice is in the north.
You can't have a kingdom with two unconnected areas...

4. What are they, evil or good?
Because their temperate doesn't suppose to be similiar.

And I still in my opinion, that all this thing is going back to the mistakes of H4.

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