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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Wishes: New features
Thread: Wishes: New features This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 05:56 PM bonus applied by alcibiades on 29 Aug 2010.
Edited by Jiriki9 at 13:03, 18 May 2011.

Wishes: New features

okay, this is a thign I wanted to do for a while and I think, since H6 is leaning in, it may be a final chance. I also hope that I didn't miss a former approach on this (which would not be aeons ago )

The idea is making a list of new gameplay features. The
list shall be in this main/first post and any new proposal will be added. Also, it would be great if everyone gave comments and a for a yes, a for no and a for not sure/has good and bad sides so it can be seen which ideas are liked and how much. I think for some features there MAY still be the chance they implement them if those find many support here.

To prevent any other discussion:
This shall be only(!!!!!!) about what we wish Especially since the mods and other have allready asked not to carry discussions into other threads than the main one.
Again, to make it completely clear:
PLEASE, NO discussions about how it WILL be or, at best, not even how likely they'll take ideas up or such. Stay with wether YOU, only by your personal opinion, WANT it or not...
Thank you

The symbols behind a suggestion tell if it's liked, disliked, or neither, and if its liked or disliked, how much. (counting all pro's and counters given in this thread by anyone (but, unless a point is changed or better explained, only one vote per point&person)
= 5 more pro voices
= 1 more pro voice
= Equal pro and contra voices
= 1 more contra voice
= 5 more contra voices

Giving a suggestion, btw, is counted as a "pro"!

Explanations of the points will be given belwo the list, in this post, but I have to add them one by one, so righ now, there are not many...

Lists:

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invent money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area

-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Whack-a-baby-seal minigame in taverns
-Darts in taverns



Explanations:


Adventure Map

Random Events:
I'd really like to have some random events, maybe turned off for campaign maps, which could have minor to major effects. Diseases, catastrophes, perosnal effects on heroes, finds, etc. There are billions of options to this and it can bring much variation into the game, that's why i want it in.

various ultimate artifacts instead of just "the grail"/"tear of asha"
The idea is tto not have the same ultimate artifact to be found through the obeliscs on EVERY map, but several possible ultimate artifacts, which could have a lot of different effects and type of effects, but would be equally powerfull, much more powerfull than an ordinary artifact.

underground more distinct from aboveground
The idea here is that the underground should not, as you could say now, be pretty much like the ground above, but with other visuals. It should also have ingame effects, which could be of a very different kind - specific only-underground AM-buildings, effects on creatures (especially flying and big?), etc. etc. It would mean that being underground is quite more different from above than it's now.

sometimes underground on aboveground-level
THis means that sometimes there would be underground areas on the ingame aboveground-level. Sense in this would be for example concernign a mountain apssage through really big mountains. The Entrances to Moria in LotR is an example...at first, the fellowship is not descending but pretty much walking on the same ground level as they had been outside. This point should make this possible in HoMM.

Adventure Map-buildings improving hero skills, as long as you control them
PRetty much as it says here, there woudl be buildings increasing certain skills, as long as they are controlled, maybe only in a radius around them, maybe all over the map. A similar example is the Necromancer special buildign in HoMM3, that increased the necromancy skill for all of your necromancers, yet this was a town building. But why not ahving AM-buildigns doung it?

uncrossable rivers with crossing options (bridges&fords)
This simply is about having smal rivers (not necessarily, but mainly water, probably), which can't be crossed by your heroes (and probably not travelled over by ships?!), but there are multiple measn to cross them - bridges and fords, for the most obvious ones. Some should have advantages over others, but then again, you may have to take a quick qay. WHat I mena here is that for examples, that it takes longer and may be a bit dangerous to cross a ford - but it may still be better and quicker then travelling two days up the river til you reach the bridge.

Different water terrains
Pretty self-explanatory. Candidates could be lake, shore, ocean, deep sea, but many others, too.

multiple Ultimate Artifacts per map
Like in Heroes 4, you could have not jsut one ultimate artifact per map, but many, and different-coloured obeliscs, whilst thos eobelsics of the same colour lead you to one ultimate artifact.

Day and night like disciples 3
This means a Day and Night cyclus divided into some  time periods for each day, as far as I understood it, like "morning", "noon", "evening" etc.
Those periods could determine unit feats very strongly. Liek vampires being incredibly weak on noon, werewolves being extremly strong around midnight, such things.

A way to defend your buildings/bases without using creatures
There coudl be different ways of doing that. The suggestion was a secondary skill called “Realm Protector” (good name, eh Markkur? ;-) ). A hero with this skill can cast it on a mine or a garrison (but not a town so that it’s still possible to rush someone) to place a guardian. Guardian’s abilities/stats depend on the hero’s stats and expertise in Realm Protector. Guardian should be sufficiently powerful to defend against a small army and will be placed instead of troops (you can’t have a guardian alongside troops defending a place). Guardian would gain experience from successful battles and would also gain a small amount of experience per day. Hero can place one guardian per skill level (3 at expert). Something like this is needed because we hate to place precious troops in garrisons and thus garrisons are usually wasted and mines unguarded.

Simple Day and Night cycle
There would be not only days anymore, but days and night, whilst the time defines some things, probably, here some (possible) examples by Agent_00_Blerd
At night, undead are stronger, have greater chance of inflicting fear. Griffins do less damage (poor night vision).
At day, vampires are weaker. Treants regenerate hp, fire elementals do more damage.
At night, a hero specializing in ambushes gets one free round of attack at the beginning of combat (no enemy retaliation for all troops for one round, troops get extra movement to reach the other side of  battlefield)
At day,  scouting bonus to all heroes. Fire, earth and light magic spells are more powerful.

Multi-Tile Events:
Single events occupying spaces of (as well as the old 1*1) 2*1, 1*2, 2*2 3*1, 1*3, 3*2, 2*3 and 3*3.


Battle

Bigger Battlefields
Quite Obvious^^ The idea is battlefields could be bigger in terms of squares/hexes, and in comparison to size of one unit and the army.

Option to retreat without losing the whole army
This means that when you retreat, you would not, as now, loose your whole army, but keep some troops.

war machines can be controlled without skill
A hero has control of war machines whether or not he has the required skill. The secondary skills increase the effectiveness of war machines but the manual control option should always be with the hero. He who can command 100 dragons at level 1 should be able to command a catapult. Whether that catapult hits the target or not, how much damage that ballista does etc. depends on the skill level.

Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
This means every battle turn takes some time from the hero, ssymbolized by movement points. When a battle last longer than the hero still has movement points, it ends (at this point), but will continue on the beginning of your next day/the enemies next day (if it's a player). Heroes, of course, cannot leave this battle. Maybe it could be possible to send Reinforcements into the Battle.

simultaneous retaliation
Like it was in H4, the retaliation system would work not with the attacker striking first and then the defender, but both striking the same time, usually. This makes offence less usefull and obvious.

combats with more than one hero on one side
The idea is that, still fighting against each other on two sides of the battlefield, there can nevertheless be more than two heroes fighting, since each side could have more heroes. This would probably need Bigger Battlefields. Concerning bonuses, there are at least three ways: Each hero grants bonuses only to their own part of the army, only one hero gives bonuses to the whole army, or both heroes are considered, and allways the best bonusses are taken.

Castle and obstacle Penalties for shooters.
Shooters have high penaltys, usually, when shooting a target behind obstacles or a wall.

simple options when starting a battle, like quick combat button
When you start a battle, you first get a message „What action do you want to take?“, then you get options like „Attack (play battle)“, „Quick Combat“ and „Quick Combat, but don't use spells“. Maybe, here could also be options when enemy creatures want to join you, or even the option „Leave them alone“, if you just redecided not to attack the enemy.^^

many options when starting a battle
New things that can be done; ambush, negotiate, bribe creatures, poison enemy army, scout etc. Meaning we should be able to do more to an enemy stack than just walk up and attack. Probably at least partly dependant on secondary skills.

infinite (weak) retaliation for most creatures
Quite obvious point. There are, for most creatures, no retaliation limits, each creature can retaliate unlimited times. However, retaliations are much weaker.

progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
This is to discourage the concept of eating retaliation with 1 peasant and then attacking without fear with your remaining troops. A stack will continue to retaliate till it has done N amount of damage (N depends on the strength of the stack).

Chess-like Battle (Hero as King)
This rather unusual idea is to have the battle to be won not (only) by killing all enemy troops, but by setting the Hero "Checkmate" in some way.

Active Morale (morale changing through battle, see whiteriders thread)
It's all explained in the mentioned thread. However, the basic point is that the morale of a unit is not necessarily fixed for a whole battle, but can be altered in various ways - dying allies, killed enemies, fearfull enemies, etc.

morale has different effect than another/quicker turn
The phrase itself is quite self-explaining. Proposed effects were various, could be stat boost or maybe, for very high morale, ability addition.

Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
Not really a NEW feature, but taken in nevertheless. It's about having a battlefield with hecagons, not squares, like it was in H3.

Can split unit stacks on battlefield
Definitely not a new feature, it was at least in Wake of Gods. However, it means, that on battlefield, you are able to split one of your stakcs into two, using up the stacks' turn.

Units have area of control, which usually can't be passed by enemy creatures
THis idea means that there's a certain area around each creature (assumably one square in each direction for most creatures) that cannot be passed by most creatures (Flyers can, probably, pass ground units, though, and some units may have abilities to pass aoc). The effect is that you can easily block the enemy with your units, for example to defend your shooters longer.

-Elemental attacks
THis means every units' attack can have an elemental attribute. For Which elementals, there are various possible options. Of course, attacks can also be just physical. The elemental attacks would preseumably to a different choice who is attacked by whom.

Campaign

variable campaign structure:
Like we had in H2&3. I find gradial campaigns not so great and I'd like things like:
-choices between scenarios. coudl effect later scenarios
-optional scenarios (the option can be taken only at a time)
-multiple preferences in campaigns. Like H3 campaigns: Not a gradual lineup of scenarios, but you have a map or such and can at first choose between 2 scenarios and when you did them you get the next one/s.
-multiple preferences in the super-campaign-screen (like in H3: You have to finish Campaign one and two to get to campaign 3,4,5 and finish those three to get to campaign 6, such things.
-choices in scenarios which effect the rest of the campaign/s (not too major though. Maybe a change like wether a neutral creature type becomes your favored ally or archenemy. THis also applies to the first point)
I think you got my point.

Include Tournament "Campaigns" (incl. Multiplayer):
This would mean to introduce a new type of campaign into the game, the Tournament. A tournament would not work like the typical campaign and tell a story, but rather, a certain sequence of scenarios will be played, one after another, and the winner/s get points. There are many possible options, like each scenario lasting only a limited time, certain special scenarios, etc. This campaign type can also be played as multiplayer "campaign".

Include World-Campaigns with region conquering (incl. Multiplayer) :
A World Campaign would work a bit like the TW games. The campaign is played on the world, which is divided into several-many regions, which are owned by the different players. Players move armies around, built out their outposts and settlements in the region, etc. When players meet in a region, they play a 1-month (or so) scenario to see who can quickly establish a better foothold in the region. On the camaign map, rounds would last one month, too.
This campaign would probably last rather long, but allow deeper, longer-lasting strategies. It would be also possible for multiplayer.

Editors

Faction Editor:
An editor, like the Map Editor, coming with the game, allowing to create own factions for the game, following certain rules and probably a point system. Maybe a bit similar to the Duel preset editor in H5 (concerning the basic system not any details!!!)

Creature Editor:
An editor, like the Map Editor, coming with the game, allowing to create own creatures for the game, following certain rules and probably a point system. Maybe a bit similar to the Duel preset editor in H5 (concerning the basic system not any details!!!)

Heroes

each tavern has different heroes for hire:
This means that each single tavern on the map has two different heroes to be hired there. This should be more realistic than the same hero hanging around in any tavern on the whole map^^ of course heroes would change in the taverns at the end of the week, as usual.

Advanced classes (as in H4):
This means that there are classes that aren't the basic classes in which you hire the hero, but advanced classes, that can be obtained during the game in any way, and probably give the hero some special bonus (like f.e. H4 Bard class gave allways maximum luck to the hero). There are several ways in which advanced classes could possibly obtained: Skill combinations, choice at a certain level, special learning from AM-buildings, and many more.

Different Hero direct attack options :
This means that there are abilities for might heroes to attack in different ways than jsut the simple attack. It would cover any might-attack, examples could be: "Strike-Around" (striking in a circle, like frost-ring), "Double Strike", "Bash" (also stuns the enemy), but also things like "Aimed shot" (double damage but reduces ini) or "Backstab" (attack from back dealing massive damage). Such things.

2 hero classes by faction:
THis is just a returning of the old H3(and4)-system that every faction has not 1, but 2 hero classes, maybe differed by being more might/magic oriented (though thats not necessary)

New hero classes unconnected to towns
Pretty simple, there would be hero classes that are not connected to a town or faction, but free. Maybe they would not have a racial, but that's also possible, there are many ways to implement this feature.

hero classes can't learn certain spells
Easy: Each Hero class ahs some spells which are forbidden for them (for example Animate Dead or Curse of the Netherworld for a Knight).

Hero on Battlefield (as in H4):
Pretty self-explainatory. Just as in Heroes 4, Heroes would take place of a stack and fight in battle, rather than being just the leader.

Heroes on Battlefield, but with infinite HP & can't fight without army:
This means the hero merely takes a position on the battlefield - otherwise they still are more in a leading function, but now their acitons are limited by their position, they also have to walk around, range mali apply to them, etc. The hero cannot be attacked, and neither block enemies who wish to attack one of your creatures. When no creatures are left, the battle is lost as usual.

switchable mounts with different benefits:
There would be different and switchable hero mounts, which give different benefits, like greater army speed, lesser terrain penalty or even things as more morale. If heroes take a more active role in battle, mounts could also have impact here (for example Gryffin allowing the hero a kind of dive attack, dragons giving him dragin breath, etc.).

your style of play varies Hero Stats:
It would be so that during the time of a scenario, you would change your hero's stats by how you act with them, so directly attacking very often would increase attack stats, while a hero often casting spells would gain a bit spell power. the changes would be minor, but the hero would alter a bit towards your style.

Skills&Racials

no ultimate skill/perk:
Self-explaining.

no cross-skill prerequesites:
Rather self-explaining. If perks exists, no perk will have a perk from a different skill as prerequesite (like many had in H5)

choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial:
The hero would start without racial skill, instead the player can choose from any racial skill during the game, so in H5, for example, a Knight could also choose Necromancy as racial. So you can use heroes from different factions, too.

game should hide Navigation as an option if there is no or very little water on the map:
self-explaining.

more skills that are used outside combat, like ambushing skill or construction skill
Rather self-explaining, imo. There would be more skills that don't take effect in battles, but on the Adventure Map, as Logistics allready does.

diplomacy skill should work like in H4
In H4, diplomacy didn't jsut increase the chance that the whole stack will join you. Instead of that, before a combat, a few of the enemy creatures (even in combat against enemy player) will offer to join your side for money.

a skill to improve the spellcasting prowess of creatures
self-explaining

More skills, and make the perks more logical
First part is self-explaining. More logical perks, as far as I remember, means that the perks should fit better into the skills and such...

Racial skills should be workable without needing a town
There are several ways to achieve that. The point is that some H5 racials were very dependent on the town, not working at all without it. THis would be changed here, in any possible way.

Spells&Magic

Spell schools by effect:
If this is taken in, spells will be ordered in spell schools by their effect. So there would be one school for damage spells, one school for blessings, one for curses, etc., rather than have some theme or elemental schools.

more spells
Self-explaining

More Adventure Spells:
Self-explaining!

Can learn spells in mage guilds of allied castles
Self-explaining, too. When you visit an allied castle with one of your heroes, you learn the spells there.

Towns

multiple different tech & research paths:
This idea was that, for the whole AM as well as for towns (as far as I remember), you can choose certain techs & researches, giving your creatures boni, allowing creatures, and giving them abilities. THe system proposed was rather complex. Probably, this could be done in several, very different, ways.

Spies available in thieves guild, capable of watching an area:
For an amount of money, you can hire Spies in the Thieves Guild, and send them to a certain area to keep watch over that area.

2 creatures per level
Self-explaining. Could either be like in H4, with choice, or more like in H6, where you have multiple creatures per Tier, but can stil build all of them.

possible to build several capitoles :
Self-explaining.

many options in the tavern:
The tavern would have quite many ingame options with this points. Could be almost anything: Spying, card-games, maybe special deals, quests, many things are possible.

Mini-towns:
Towns which don't have all buildings, but only some, and only up to abot 4 creature dwellings available. Cannot build capitols.

unlock special features as you gain more castles
Capturing more than one of a specific type of castle would unlock powerful buildings e.g. Mana multiplier for the wizard, bonus fortifications for humans/dwarves, more creature growth for elves etc.

Ability to move quickly between towns
Transport armies from one castle to another very quickly, however it should not be instantaneous like a town portal. This would make it easier to get reinforcements on maps that have castles long distances apart and no monoliths. Mapmakers can always disable the building if such a delay is intentional.

Units

creature Experience, including new skills&abilities
Creature stacks gain experience from battles (like in H3:WOG) and can “level up” and even learn new abilities. Pikeman cold learn to do more damage to cavalry, archers could gain no range and obstacle penalty, etc.

Upgrading troops that have joined you on the map.
When unupgraded units join your army for “greater glory” but you have no space because you have the upgraded version with you, you should either be able to upgrade those unupgraded units on the field on the field (for more than normal amount of gold if needs be).Wasting those troops is painful…


Miscallaneous


More complex sieges
What I mean by that is to make a siege more complex, give (more) defensive and ofensice siege weapons such as rams, boiling oil, portcullis (when the main gate broken they serve as "another" weaker main gate,  defensive catapults, entunneling for the dwarves, wall-climbing for some units, ladders, etc.etc.etc. Also there cold be options to lay sieges which last soem time, days, even weeks, etc.

more diplomatic options:
Since those are really low by now, I think this quite an obvious suggestion. I'd like alliances&peace, variable inside a scenario, more and mroe variable trading options (trading mines&dwellings&artifacts&such) and more like this. Also, a "shared army" could be nice, giving troops of yours to a weekened ally, which you still control in combat.

Ambushs:
I would like the option to lay an ambush, with a different battlefield, the ambusher in a better position and quicker start, and such things. Of course, there could also be neutral ambushs and such things.

Number ranges given with the lots, horde, throng info
Instead of saying for example “Throng of Goblins” it should say “Throng of Goblins (100-249)”. Same, of course, for any unit. This way we don’t have to remember the ranges which seem to change in every game.

loan option like in h3wog
In H3:WOG, you can take a loan from your city hall, maximum amounts depends on the number of buildings in town. Every subsequent turn, half of your daily gold income is used to return that loan till all of it has been paid back with interest. This makes it easier to get that building on the last day of the week or to load up a hero with troops and send him on the way instead of waiting for 3 more days.

Ambiance

Fluid animations
Troops (and heroes) would now combine the animation of their last movement step with their attack animation making it look very natural. Same for all combinations of action (like f.e. moving and shooting).

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MattII
MattII


Legendary Hero
posted August 17, 2010 06:52 PM

War Machines - Let us control them right from the get-go, because it really makes no sense otherwise, you can order 'dragons' around, but not the FATent or the Ballista?
Battlefields - Make them bigger, give us at least a chance to employ some real tactics.
Retreats - Give us some way to do it without sacrificing our whole army.
Grail - Replace it with Ultimate Artifacts like in H2, it increases replayability.
Creature Experience - Like in WoG, except that it only boosts stats.
Heroes - Make different heroes available in different towns.
Diplomacy - Creatures of your own town are even more likely to join you than creatures of other towns.
Campaigns - Give us side campaigns (eg, Spoils Of War from H3), and maybe a few long ones as well (eg, Armageddon's Blade from H3).
Skills - Dump the ultimate skill, and simplify it so that there are no cross-skill requirements.
Racial skills - Don't pre-equip them on the heroes, it's too limiting. Tie morale to them instead of the heroes as well, so a Haven background hero can work for Sylvan or similar.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 07:40 PM

Quote:
War Machines - Let us control them right from the get-go, because it really makes no sense otherwise, you can order 'dragons' around, but not the FATent or the Ballista?



Sorry, but I don't understand what you mean by this!?

Quote:
Battlefields - Make them bigger, give us at least a chance to employ some real tactics.

definitely a

Quote:
Retreats - Give us some way to do it without sacrificing our whole army.

another

Quote:
Grail - Replace it with Ultimate Artifacts like in H2, it increases replayability.

Not sure, not sure. maybe the "grail" can be different artifacts liek in H4? so far

Quote:
Creature Experience - Like in WoG, except that it only boosts stats.

Like it really much, but not completely sure. Maybe instead of upgrades? also I think, if taken in at all, it could also give abilities...

Quote:
Heroes - Make different heroes available in different towns.

Explain what you mean by that, please!? That everyone can buy any hero? Or a relation-based sets like in H4?

Quote:
Diplomacy - Creatures of your own town are even more likely to join you than creatures of other towns.

THough questionable, wether "your" means your hero's faction or your "home faction".

Quote:
Campaigns - Give us side campaigns (eg, Spoils Of War from H3), and maybe a few long ones as well (eg, Armageddon's Blade from H3).

not sure what you mean here, again...

Quote:
Skills - Dump the ultimate skill, and simplify it so that there are no cross-skill requirements.

no no no. I think cross-skill requirements great. They give connection between the skills and I liek taht. I don't care 'bout the ultimate perks, though.

Quote:
Racial skills - Don't pre-equip them on the heroes, it's too limiting. Tie morale to them instead of the heroes as well, so a Haven background hero can work for Sylvan or similar.

Sounds very interesting, but I'm not quit esure. More explanation/details, please!?


also, it would be kind if you stated what you think of teh feature-proposals I gave...thanks for that and for your many proposals! Those which I understood I'll soon take into the list.

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MattII
MattII


Legendary Hero
posted August 17, 2010 09:26 PM
Edited by MattII at 21:30, 17 Aug 2010.

Quote:
Quote:
War Machines - Let us control them right from the get-go, because it really makes no sense otherwise, you can order 'dragons' around, but not the FATent or the Ballista?
Sorry, but I don't understand what you mean by this!?
Right now you can't control war machines without the War Machines skill, yet you can order dragons around, which makes no sense to me.

Quote:
Quote:
Grail - Replace it with Ultimate Artifacts like in H2, it increases replayability.
Not sure, not sure. maybe the "grail" can be different artifacts liek in H4? so far
No, like here you get one ultimate artefact per map (instead of the grail), but there are like 8 that you could get.

Quote:
Quote:
Creature Experience - Like in WoG, except that it only boosts stats.
Like it really much, but not completely sure. Maybe instead of upgrades? also I think, if taken in at all, it could also give abilities...
No, as well as upgrades (which is why I specified stats only bonuses), since each upgrade gets a new ability.

Quote:
Quote:
Heroes - Make different heroes available in different towns.
Explain what you mean by that, please!? That everyone can buy any hero? Or a relation-based sets like in H4?
Right now (at least in H3), every tavern in a faction gets exactly the same heroes, even when the taverns are in cities on opposite sides of the map. This has got to be changed, seriously.

Quote:
Quote:
Diplomacy - Creatures of your own town are even more likely to join you than creatures of other towns.
THough questionable, wether "your" means your hero's faction or your "home faction".
The hero's faction.

Quote:
Quote:
Campaigns - Give us side campaigns (eg, Spoils Of War from H3), and maybe a few long ones as well (eg, Armageddon's Blade from H3).
not sure what you mean here, again...
Right now, H5 has a bunch of short campaigns that you play one after the other, H3:RoE had a bunch of small campaigns that you could play in any damn order you liked, H3:AB had one main campaign and a bunch of side campaigns, which, again you could play in any order you liked. Honestly, H5's campaign was bloody boring since you had a set sequence you had to play.

Quote:
Quote:
Racial skills - Don't pre-equip them on the heroes, it's too limiting. Tie morale to them instead of the heroes as well, so a Haven background hero can work for Sylvan or similar.

Sounds very interesting, but I'm not quit esure. More explanation/details, please!?
Right now every hero basically has to stick to his own faction, both because his racial only affects his own creatures, and because of the massive morale penalty he gets working for anyone else. Honestly, this has to change, because honestly, Nathir would make a brilliant Warlock.

Quote:
Random Events:
I'd really like to have some random events, maybe turned off for campaign maps, which could have minor to major effects. Diseases, catastrophes, perosnal effects on heroes, finds, etc. There are billions of options to this and it can bring much variation into the game, that's why i want it in.
No thanks, moon weeks are random enough for me.

Quote:
More complex sieges
What I mean by that is to make a siege more complex, give (more) defensive and ofensice siege weapons such as rams, boiling oil, portcullis (when the main gate broken they serve as "another" weaker main gate,  defensive catapults, entunneling for the dwarves, wall-climbing for some units, ladders, etc.etc.etc. Also there cold be options to lay sieges which last soem time, days, even weeks, etc.
No thanks, siege combat would just get too tedious.

Quote:
more diplomatic options:
Since those are really low by now, I think this quite an obvious suggestion. I'd like alliances&peace, variable inside a scenario, more and mroe variable trading options (trading mines&dwellings&artifacts&such) and more like this. Also, a "shared army" could be nice, giving troops of yours to a weekened ally, which you still control in combat.
Have to say no, changing alliances inside scenarios is no good, at least in the campaign, in standard play it might be a good option though. The shared army thing wouldn't work either.

Quote:
Ambushs:
I would like the option to lay an ambush, with a different battlefield, the ambusher in a better position and quicker start, and such things. Of course, there could also be neutral ambushs and such things.
Fair enough, though how would it trigger, automatically, or would the ambusher get a choice over whether to attack? Also, would there be any way to detect the ambush, a Scouting perk maybe.

Quote:
variable campaign structure:
Like we had in H2&3. I find gradial campaigns not so great and I'd like things like:
-choices between scenarios. coudl effect later scenarios
-optional scenarios (the option can be taken only at a time)
-multiple preferences in campaigns. Like H3 campaigns: Not a gradual lineup of scenarios, but you have a map or such and can at first choose between 2 scenarios and when you did them you get the next one/s.
-multiple preferences in the super-campaign-screen (like in H3: You have to finish Campaign one and two to get to campaign 3,4,5 and finish those three to get to campaign 6, such things.
-choices in scenarios which effect the rest of the campaign/s (not too major though. Maybe a change like wether a neutral creature type becomes your favored ally or archenemy. THis also applies to the first point)
I think you got my point.
Some of these sound quite good, but they'd have to be careful about implementing them.

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted August 17, 2010 10:17 PM

I've always liked the idea of having multiple different tech and research paths to access different kinds of units, each with its own uses that would fit your style of play better and can counter the enemy's own unit setup. So for example, if you researched Holy Light in a certain town (like Haven), then you would be given access to Clerics and eventually Angels. Though if you research Imperialism, then you could buy Squires and Champions. However, it won't be like Homm4 where you can only pick one of the 2 and that's it. Instead, if you have both Light Magic and Imperialism then you can get Paladins, Crusaders, Zealots, and Seraphim. Then there are smaller researches that only needs to be researched once and works for all towns. They would only affect certain unit stats. So if you research Flaming Arrows then Crossbowmen and Ballistas do extra fire damage. Another one is Hero researches. Some will require that the Hero has like Dark Magic or a race specific one like Necromancy.

Another thing I'd love to see would be unit counters. Like for example Pikemen having an added attack and defense bonus against all mounted units, which have a bonus against light units like Archers which have a bonus against units like the Pikemen.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 10:18 PM

Quote:
Right now you can't control war machines without the War Machines skill, yet you can order dragons around, which makes no sense to me.




Quote:
No, like here you get one ultimate artefact per map (instead of the grail), but there are like 8 that you could get.

, but I personally would like them, than, at least partly town-based nonetheless. So, one ultimate artifact would give +5000 gold, one increased low-tier growth, one increased mid-tier growth, one increases high-tier growth, one reduced creature cost (again, probably, seperated in low, mid & High).

Quote:
No, as well as upgrades (which is why I specified stats only bonuses), since each upgrade gets a new ability.

Hmmm, I don't like that. Yet I see sense in it, still, so just still

Quote:
Right now (at least in H3), every tavern in a faction gets exactly the same heroes, even when the taverns are in cities on opposite sides of the map. This has got to be changed, seriously.

This is a great, and, afaik, completely new idea! So

Quote:
Right now, H5 has a bunch of short campaigns that you play one after the other, H3:RoE had a bunch of small campaigns that you could play in any damn order you liked, H3:AB had one main campaign and a bunch of side campaigns, which, again you could play in any order you liked. Honestly, H5's campaign was bloody boring since you had a set sequence you had to play.

that was, I think what I suggested with my campaign idea...though they are still prerequesites in H3, which I feel are important - agree?

Quote:
Right now every hero basically has to stick to his own faction, both because his racial only affects his own creatures, and because of the massive morale penalty he gets working for anyone else. Honestly, this has to change, because honestly, Nathir would make a brilliant Warlock.


So they would just work, more open, for everyone?
Like, f.e. With Haven training you could not just upgrade some Haven units whoever you are, but a Ranger could train BladedancersHuntersDruids, a Runemage could train DefendersSkirmishersBersekersRunepriests and a Warlock could train scoutsLizard Riders and Blood FurysShadow Witches (or however their correct name is)? Could be difficult...

Quote:
Have to say no, changing alliances inside scenarios is no good, at least in the campaign, in standard play it might be a good option though. The shared army thing wouldn't work either.

What about more difficile trade options. Like trading units and buildings & artifacts?
And, of course, the diplomacy options in scenarios, especially multiplayer & Campaign, could be set to unchangeable.

Quote:
Fair enough, though how would it trigger, automatically, or would the ambusher get a choice over whether to attack? Also, would there be any way to detect the ambush, a Scouting perk maybe.

What I had in mind was that an ambush had an area of effect in which the ambush-layer indeed can choose wether  he attacks or not. Probably a skill, maybe also a unit ability, could increase the area in which an ambush can be done.
There would allways be a small chance to detect an ambush (when walkig through it's area) which would revert the situation and make it as if the one who would have walked into an ambush had layed it - if the walking player wishes it. He can also choose just to walk around the ambush. In both cases, he looses some movement points.
The chance of an ambsuh to be detected can also be changed by both sides (f.e. scouts, as you mentioned would increase the chance to detect an enemy ambush, rogues, however, could decrease the chance that an enemy detects yours).

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 10:28 PM

@berny: Thansk for adding here

For your first idea. I liek it, but I think it would be too far from heroes and too complex to implement, If you give me a detailed, good example of a full-faction with tech tree implemented, i however might change my current to a

For your second:
Quote:
Another thing I'd love to see would be unit counters. Like for example Pikemen having an added attack and defense bonus against all mounted units, which have a bonus against light units like Archers which have a bonus against units like the Pikemen.

I say , if it means unit classes. But such strengthes should and could be done through abilities. So counter-cavalry should be a pikeman ability, making them deal more damage against mounted units.

And again, it would be nice if you could also judge the other ideas here, found in the list in the first post, so we get an idea how liked/disliked an idea is.

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted August 17, 2010 10:29 PM

That's what I meant, through abilities, not necessarily classes.

Now let me work on a tech tree faction (grumble grumble...)
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 10:31 PM

okay, than I change my no to a yes!

I'm looking forward to it!

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MattII
MattII


Legendary Hero
posted August 17, 2010 10:56 PM
Edited by MattII at 23:17, 17 Aug 2010.

Quote:
Quote:
No, like here you get one ultimate artefact per map (instead of the grail), but there are like 8 that you could get.

, but I personally would like them, than, at least partly town-based nonetheless. So, one ultimate artifact would give +5000 gold, one increased low-tier growth, one increased mid-tier growth, one increases high-tier growth, one reduced creature cost (again, probably, seperated in low, mid & High).
Well, my idea was that you could build a building in a town to house the Ultimate Artefact to confer its abilities on the town rather than a hero.

Quote:
Quote:
Right now (at least in H3), every tavern in a faction gets exactly the same heroes, even when the taverns are in cities on opposite sides of the map. This has got to be changed, seriously.

This is a great, and, afaik, completely new idea! So
Hardly new, the suggestion was made about 2 years ago on Celestial Heavens.

Quote:
Quote:
Right now, H5 has a bunch of short campaigns that you play one after the other, H3:RoE had a bunch of small campaigns that you could play in any damn order you liked, H3:AB had one main campaign and a bunch of side campaigns, which, again you could play in any order you liked. Honestly, H5's campaign was bloody boring since you had a set sequence you had to play.

that was, I think what I suggested with my campaign idea...though they are still prerequesites in H3, which I feel are important - agree?
Oh, yeah, sure, because in H3 there were seven campaigns, but you could initially only play four of them, and you had to play all four to get to the fifth.

Quote:
Quote:
Right now every hero basically has to stick to his own faction, both because his racial only affects his own creatures, and because of the massive morale penalty he gets working for anyone else. Honestly, this has to change, because honestly, Nathir would make a brilliant Warlock.

So they would just work, more open, for everyone?
Like, f.e. With Haven training you could not just upgrade some Haven units whoever you are, but a Ranger could train BladedancersHuntersDruids, a Runemage could train DefendersSkirmishersBersekersRunepriests and a Warlock could train scoutsLizard Riders and Blood FurysShadow Witches (or however their correct name is)? Could be difficult...
No, I mean when you recruit a hero they wouldn't start with the racial skill so you could (as I said above) recruit Nathir and teach him Elemental Chains (Since he wouldn't yet have started learning Artificier).

Quote:
Quote:
Have to say no, changing alliances inside scenarios is no good, at least in the campaign, in standard play it might be a good option though. The shared army thing wouldn't work either.

What about more difficile trade options. Like trading units and buildings & artifacts?
And, of course, the diplomacy options in scenarios, especially multiplayer & Campaign, could be set to unchangeable.
I didn't know you couldn't do this, you certainly could in H3 (or at least gift units and artefacts to your ally, though you never saw them back again). I'm open to more trading options, like for example actually trading resources with your ally at better rates than you could get from markets.

Quote:
Quote:
Fair enough, though how would it trigger, automatically, or would the ambusher get a choice over whether to attack? Also, would there be any way to detect the ambush, a Scouting perk maybe.

What I had in mind was that an ambush had an area of effect in which the ambush-layer indeed can choose wether  he attacks or not. Probably a skill, maybe also a unit ability, could increase the area in which an ambush can be done.
There would allways be a small chance to detect an ambush (when walkig through it's area) which would revert the situation and make it as if the one who would have walked into an ambush had layed it - if the walking player wishes it. He can also choose just to walk around the ambush. In both cases, he looses some movement points.
The chance of an ambsuh to be detected can also be changed by both sides (f.e. scouts, as you mentioned would increase the chance to detect an enemy ambush, rogues, however, could decrease the chance that an enemy detects yours).
Sounds good.

Quote:
I've always liked the idea of having multiple different tech and research paths to access different kinds of units, each with its own uses that would fit your style of play better and can counter the enemy's own unit setup. So for example, if you researched Holy Light in a certain town (like Haven), then you would be given access to Clerics and eventually Angels. Though if you research Imperialism, then you could buy Squires and Champions. However, it won't be like Homm4 where you can only pick one of the 2 and that's it. Instead, if you have both Light Magic and Imperialism then you can get Paladins, Crusaders, Zealots, and Seraphim. Then there are smaller researches that only needs to be researched once and works for all towns. They would only affect certain unit stats. So if you research Flaming Arrows then Crossbowmen and Ballistas do extra fire damage. Another one is Hero researches. Some will require that the Hero has like Dark Magic or a race specific one like Necromancy.
I agree with Jiriki, it's an interesting idea, but a bit too complex for MM:H.

Quote:
Another thing I'd love to see would be unit counters. Like for example Pikemen having an added attack and defense bonus against all mounted units, which have a bonus against light units like Archers which have a bonus against units like the Pikemen.
Well you could give Pikemen an ability to remove/reverse the bonus damage cavalry normally gets, but I don't think it should get more specialised than that.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 11:12 PM

Quote:
Well, my idea was that you could build a building in a town to house the Ultimate Artefact to confer its abilities on the town rather than a hero.

Very acceptable idea!

Quote:
Hardly new, the suggestion was made about 2 years ago on Celestial Heavens.

that was before my time here, i fear

Quote:
Oh, yeah, sure, because in H3 there were seven campaigns, but you could initially only play four of them, and you had to play all four to get to the fifth.

Such things were exactly what I meant in my idea...I think of seperating that from the idea of choices...woudl you then give THIS part of the idea an ? and the other nothing (neither no nor yes)?!

Quote:
No, I mean when you recruit a hero they wouldn't start with the racial skill so you could (as I said above) recruit Nathir and teach him Elemental Chains (Since he wouldn't yet have started learning Artificier).

Hmmm, not sure. That would make racials skills no different from others...or the only different would, at max, be that you could have only one racial skill...

Quote:
I didn't know you couldn't do this, you certainly could in H3 (or at least gift units and artefacts to your ally, though you never saw them back again). I'm open to more trading options, like for example actually trading resources with your ally at better rates than you could get from markets.


I take that as a for trading?

Quote:
I agree with Jiriki, it's an interesting idea, but a bit too complex for MM:H.

Taking that as a

Quote:
Well you could give Pikemen an ability to remove/reverse the bonus damage cavalry normally gets, but I don't think it should get more specialised than that.

So you are against the idea of units being especially effective against one TYPE of other units? Or you abstain on this?

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MattII
MattII


Legendary Hero
posted August 17, 2010 11:25 PM

Quote:
Quote:
No, I mean when you recruit a hero they wouldn't start with the racial skill so you could (as I said above) recruit Nathir and teach him Elemental Chains (Since he wouldn't yet have started learning Artificier).

Hmmm, not sure. That would make racials skills no different from others...or the only different would, at max, be that you could have only one racial skill...
No, faction skills would work as they do now, it's just that you could choose which heroes to teach the faction skill, ie, you could train Galib or Vinreal or even Kaspar as a Knight (is that the haven hero?) and gain their respective bonuses for your troops.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 11:45 PM

Quote:
Quote:
Quote:
No, I mean when you recruit a hero they wouldn't start with the racial skill so you could (as I said above) recruit Nathir and teach him Elemental Chains (Since he wouldn't yet have started learning Artificier).

Hmmm, not sure. That would make racials skills no different from others...or the only different would, at max, be that you could have only one racial skill...
No, faction skills would work as they do now, it's just that you could choose which heroes to teach the faction skill, ie, you could train Galib or Vinreal or even Kaspar as a Knight (is that the haven hero?) and gain their respective bonuses for your troops.


So basically, you'd choose your hero class for whichever hero you like?^^

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MattII
MattII


Legendary Hero
posted August 17, 2010 11:50 PM

Quote:
Quote:
Quote:
Quote:
No, I mean when you recruit a hero they wouldn't start with the racial skill so you could (as I said above) recruit Nathir and teach him Elemental Chains (Since he wouldn't yet have started learning Artificier).

Hmmm, not sure. That would make racials skills no different from others...or the only different would, at max, be that you could have only one racial skill...
No, faction skills would work as they do now, it's just that you could choose which heroes to teach the faction skill, ie, you could train Galib or Vinreal or even Kaspar as a Knight (is that the haven hero?) and gain their respective bonuses for your troops.


So basically, you'd choose your hero class for whichever hero you like?^^
That was the basic idea, yeah. Oh, and morale would be tied to the faction skill rather than the hero, so there wouldn't be any problems there either.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2010 11:52 PM

Quote:
That was the basic idea, yeah. Oh, and morale would be tied to the faction skill rather than the hero, so there wouldn't be any problems there either.


Hmmm than I'm against it, I fear. that goes too far from homm and the whole hero class idea for my taste. And, the choice of heroes is one thing that specifies the faction, and here, you can (and will) have any hero you want. Sorry, but no.

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted August 18, 2010 12:00 AM

Alright. Let's do Inferno!
Things in the parentheses are the upgrades that can be used for each unit. The ones in brackets are researches required before you can get that unit. Now note that each low end Research is cheap (think around 500-1000 gold each), but the higher ones cost a lot more. Upgrades are generally more expensive than the Researches and are usually more useful towards the late game.

Lineup:
1. Imp (Hellfire)
1U. Familiar (Hellfire)[Mana Absorption]
1A. Cretin (Hellfire)[Mana Distribution]
1UA. Quasit (Hellfire) [Mana Absorption][Mana Distribution]
2. Demon (Hellfire)
2U. Rage Demon (Hellfire)[Rage]
2A. Hellspawn (Hellfire) [Cold Heart]
2UA. Demon Spawn (Hellfire)(Brutality)[Rage][Cold Heart]
3. Gog (Hellfire)
3U. Magog (Hellfire) [Rage]
3A. Wrath Demon (Hellfire)(Brutality) [Rage]
3UA. Fire Demon (Hellfire) (Brutality) [Rage][Fiery Blood]
4. Hellhound (Hellfire)(Brutality) [Rage]
4U. Cerberus (Hellfire)(Brutality)[Rage][Infernal Mutation]
4A. Firehound (Hellfire)(Brutality) [Rage][Fiery Blood]
4UA. Cerberus Alpha (Hellfire)(Brutality)[Rage][Infernal Mutation][Fiery Blood]
5.Efreet (Hellfire)(Infernal Magic)[Fiery Blood][Cold Heart]
5U. Efreet Vizier (Hellfire)(Infernal Magic)[Fiery Blood][Cold Heart][Dark Blessing]
5A. Vengeance Demon (Hellfire)(Infernal Magic)[Fiery Blood][Cold Heart][Essence of Corruption]
5UA. Efreet Sultan (Hellfire)(Infernal Magic)[Fiery Blood][Cold Heart][Essence of Corruption][Dark Blessing]
6. Pit Fiend (Hellfire)(Brutality)(Infernal Magic)[Cold Heart][Infernal Mutation]
6U. Pit Lord (Hellfire)(Brutality)(Infernal Magic)[Cold Heart][Infernal Mutation][Essence of Corruption]
6A. Pit Spawn (Hellfire)(Brutality)(Infernal Magic)[Cold Heart][Infernal Mutation][Dark Blessing]
6UA. Pride Demon (Hellfire)(Brutality)(Infernal Magic)[Cold Heart][Infernal Mutation][Dark Blessing][Essence of Corruption][Infernal Princedom]
7. Devil (Hellfire)(Brutality)(Power of Evil)[Rage][Fiery Blood][Cold Heart][Infernal Mutation][Either Dark Blessing or Essence of Corruption]
7U. Archdevil (Hellfire)(Brutality)(Power of Evil)[Rage][Fiery Blood][Cold Heart][Infernal Mutation][Dark Blessing][Infernal Princedom]
7A. Devil Overlord (Hellfire)(Brutality)(Power of Evil)[Rage][Fiery Blood][Cold Heart][Infernal Mutation][Essence of Corruption][Infernal Princedom]
7UA. Chaos Devil (Hellfire)(Brutality)(Power of Evil)[Rage][Fiery Blood][Cold Heart][Infernal Mutation][Essence of Corruption][Dark Blessing][Infernal Princedom]
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 18, 2010 12:06 AM

I'm confused now...what does "upgrade" mean here? And do upgrades need research, too?

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted August 18, 2010 12:08 AM

Upgrade means it generally upgrades the stats or gives different abilities to all units that have it once bought. Researches allow you to get different units and sometimes units require more than one research to be purchased. They also replace the common unit upgrade from precious Homm games.
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MattII
MattII


Legendary Hero
posted August 18, 2010 12:09 AM
Edited by MattII at 00:22, 18 Aug 2010.

Quote:
Quote:
That was the basic idea, yeah. Oh, and morale would be tied to the faction skill rather than the hero, so there wouldn't be any problems there either.


Hmmm than I'm against it, I fear. that goes too far from homm and the whole hero class idea for my taste. And, the choice of heroes is one thing that specifies the faction, and here, you can (and will) have any hero you want. Sorry, but no.
Except that it only goes again H5, in every previous game the hero had no morale effect on the creatures, you could stick a Death Knight in charge of a bunch of Castle creatures and they wouldn't take any morale penalty.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 18, 2010 12:12 AM

So if I research "Rage" what then? I can recruit Rage Demons? All my untisbecome Rage demons? And how do I get "hellfire"?

Also, again, would you mind telling us what you think about the other ideas. The more tell, the better! And if you don't want to, it's ok, just tell me (and I'll stop asking it Sorry, btw, if that annoys you, but it's a main purpose of this to also get opinions on which features would be liked and which not)

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