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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 · «PREV / NEXT»
Borton
Borton


Hired Hero
A lemming in my pocket
posted January 24, 2011 11:53 AM

Quote:
Too complex. You're dragging an army behind you here, so presumably you have a cart somewhere in there that you can stick your artifacts in.

You're right, it makes absolutely sense. But still, I think it'd be fun to have to discard rubbish to make room in the "cart".

Quote:
Okay, change 'unit' to 'stack, that ought to make it more understandable, at least a bit.

YES, stack, that's the right word!! Thanks, it didn't come to my mind, I'll edit my main post.

Quote:
No, just no, I don't want to be unable to stick 'Wings of the Angel' on my hero just because he's only at level 3.

Nothing left to say here: You dislike this proposal, I love it.

Quote:
An Angel is worth 53 Peasants when going by experience, but 118 when going by Power Rating, and 160 when going by cost (not including Angel's Crystal cost), experience is a truly horrific method of limiting you army size.

Experience was just the method I offered. But power rating might be a better idea (I don't really like the idea of limiting a hero because of the price of the troops). Anyway, IMO the quantity of troops a hero can lead should be limited somehow related to his level or experience because warriors like following to battle to a hero who's been in many wars, not a tavern dweller who just became a hero.

Quote:
And there's a lot of things I'd rather know first, like who the enemy hero belongs to.

Of course, of course, everything you can think of, that's the idea!

Quote:
Just how big are you proposing to make town populations

I don't think we'd have to change anything about population. Workers grow weekly just like warriors (low level warriors, so about 30 or 40 workers are recruitable per week). Then you put them on an army, just like warrior stacks, and then carry them to the mine or sawmill you'd like to extract resources from (you put them in the mine just like in a garrison, or when in H3 you left troops to defend a mine).

Quote:
You were talking about resources running out, and that sure doesn't occur on a mere daily scale.

I'm afraid you misunderstood me. I don't mean that resources run out by themselves just because time passes. What I mean is that, for example, a gem pond has 75 gems on it, so when those 75 units of gems are gathered that pond doesn't produce anymore. That's why you have to be quicker than your enemies and reclaim those gems for your army. Of course the quantity of resources would vary from a mine to another one. This pond might have 75 units, but further you could find another pond with 200 units, and so. The idea is that if no one gathers them, resources will remain there. And when you "dry" a mine you can take your workers to another mine to keep on working.

Quote:
If I want an unexpected battle I'll put an event in the way.

Are you saying it doesn't annoy you when CPU arranges a long way because this is the month of the peasant and a horde of peasants stand in your 100-minotaur-army's way?
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bludgeon
bludgeon


Known Hero
posted January 24, 2011 02:21 PM

Oh I just remembered one thing I though of while playing H5. Ofter there were situations when I would walk my hero into a 4x4 or similar area filled with resources to collect. That was very boring and also somewhat time-consuming. My proposal is this:
- There's an extra button near movement and sleep/awake buttons. It can only be used while hero is, say 5 squares from a resource, chest or artifact to pick. Press it and he will pick it up automatically, then proceed to next nearest object of interest. And so on until no viable targets or out of move points.

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mike80d
mike80d


Famous Hero
Map Maker
posted January 24, 2011 04:57 PM

I really just want more maps in H6.  It is a shame that they have spent so much effort & time making the game, only to have a very small number of Multiplayer & Singleplayer maps.  Personally I don't like doing campaigns, so it makes a great game become very limited to me

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MattII
MattII


Legendary Hero
posted January 24, 2011 08:19 PM

Quote:
I don't think we'd have to change anything about population. Workers grow weekly just like warriors (low level warriors, so about 30 or 40 workers are recruitable per week). Then you put them on an army, just like warrior stacks, and then carry them to the mine or sawmill you'd like to extract resources from (you put them in the mine just like in a garrison, or when in H3 you left troops to defend a mine).
I'd prefer a town to have a fixed population (say, 5 for a village, 10 for a town, 20 for a city, and 30 for a Capitol)

Quote:
I'm afraid you misunderstood me. I don't mean that resources run out by themselves just because time passes. What I mean is that, for example, a gem pond has 75 gems on it, so when those 75 units of gems are gathered that pond doesn't produce anymore. That's why you have to be quicker than your enemies and reclaim those gems for your army. Of course the quantity of resources would vary from a mine to another one. This pond might have 75 units, but further you could find another pond with 200 units, and so. The idea is that if no one gathers them, resources will remain there. And when you "dry" a mine you can take your workers to another mine to keep on working.
I'm not in favour of mines running out, nor of disproportionate resources.

Quote:
Are you saying it doesn't annoy you when CPU arranges a long way because this is the month of the peasant and a horde of peasants stand in your 100-minotaur-army's way?
Why the hell should there be populations I can't see?

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DeathLord
DeathLord

Tavern Dweller
SnoPINGAS usual I see?
posted January 24, 2011 08:59 PM

Hi all, new guy here on the forum.

If there is a feature that H6 should include (or rather, bring back), it should certainly be the textbox messages from earlier heroes installations, especially H3.

This was one of the major drawbacks of H5 (IMO), as the game world was boring and sterile. There were no interesting events when the hero interacted with objects on the map. If you find an artifact, you just get a green text "artifact obtained" or find a mercenary camp, it just displays a brief "+1 attack". It lacked a feeling of adventure, an essential part of the HoMM series.

In comparison, H3 (Yes, I know but it's the best example) had a game world that was so alive and vibrant as nearly every object on the map was elborated well to give that adventurous feeling that the hero did not only go around and smash monsters but actually did things that earned him/her that artifact/skill/experience.

I have heard that that many artifacts in H5 are quite disliked for no apparent reason, even though they are much more practical and diverse than H3's set. This might be becasue the dev team did not explain how an artifact is earned and thus turned them into simple, shiny tokens that just give some boost.

Frankly, this is something that can EASILY be changed/made to enrichen the world of Ashan and make the game world spring to life through indirect events. This is useful for invting new players to the series as well as those already well versed.
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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted January 24, 2011 10:52 PM

Quote:
This was one of the major drawbacks of H5 (IMO), as the game world was boring and sterile. There were no interesting events when the hero interacted with objects on the map. If you find an artifact, you just get a green text "artifact obtained" or find a mercenary camp, it just displays a brief "+1 attack". It lacked a feeling of adventure, an essential part of the HoMM series.


I was sorely disappointed at seeing this in H5. It gave the game a very "rushed" feeling.


Quote:
Borton:
-The player can switch on AM between Safe route and Unsafe route:
A big HUGE

I would LOVE having something like this. And I think you guys misunderstood the point Borton was trying to make. When you click Unsafe mode, the game calculates that path that will be shortest to your destination and will assume that if there is any blockade by a monster stack, you intend to defeat that stack. In the Safe mode, if a path cannot be crossed because it will force you into battle, the game will calculate the shortest alternate route (as it normally does). This will be ideal when you're crossing through a forest or other area with narrows passages and need to know the quickest way to your destination because you know you can take on any monsters in the way.

On a related note, it's funny how a caravan that is loaded to the brim with level 7 troops is unable to cross a bridge because it is guarded by a few peasants who popped up at the new month. Caravans should have the option to combat such obstructions in their way. And even if there isn't a caravan system in H6, this idea should be kept in mind so that whatever alternate system is devised by the devs doesn't suffer from something like this.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 24, 2011 11:03 PM

whooo that will be hard to browse through...
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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 25, 2011 01:55 AM

At Agent_00_BLeRD:
Thank you very much, that's exactly what I meant. I guess my English is not accurate enough to make myself clear sometimes, and I say sorry for that, English is not my main language. But that's the idea, and it would be perfect to combine with that WOG option that allowed to walk through mountains and forests (which otherwise acted as "walls" on the map), because you might want to take the risk and go through them, finding random battles but completing faster your journey. And it would be even more interesting if you combine it with the idea of battles that consume AM movement points depending on their duration.

Quote:
I'd prefer a town to have a fixed population (say, 5 for a village, 10 for a town, 20 for a city, and 30 for a Capitol

Mmmm, I'd rather the same growth system that for warrior creatures.


Quote:
Why the hell should there be populations I can't see?

I guess Agent_00_BLeRD explanation will make it clear, since you're getting me wrong. But thank you very much for taking on account my suggestions.
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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 25, 2011 11:20 AM

By the way, Agent_00_BLeRD: Would you mind if I used your explanation to edit my first post so people don't misunderstand it?
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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted January 31, 2011 08:05 PM

Sorry for the late reply. You're most welcome to use it. :-)

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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 31, 2011 11:43 PM
Edited by Borton at 23:47, 31 Jan 2011.

Thank you very much.
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MattII
MattII


Legendary Hero
posted February 04, 2011 05:02 AM
Edited by MattII at 05:03, 04 Feb 2011.

A few more choices for starting bonuses:
1. Start with an extra (randomly selected) building.
2. Start with a garrison of a week's worth of tier 1 creatures.
3. One of your heroes starts at level 2 (no new secondary skill, but an existing one is raises by a level).

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 04, 2011 11:30 AM
Edited by Jiriki9 at 12:11, 04 Feb 2011.

Quote:
A few more choices for starting bonuses:
1. Start with an extra (randomly selected) building.
2. Start with a garrison of a week's worth of tier 1 creatures.
3. One of your heroes starts at level 2 (no new secondary skill, but an existing one is raises by a level).


Now that's a great idea!!!

I would even have more ideas for that:
4. One of your heroes learns a random new skill (secondary) at beginning of the game.
5. Your starting sight range of the adventure map is double-sized
6. A random stack of your main hero is upgraded units instead of basic units.

EDIT: Now for broton's post (the one in which he evaluates and gave own ideas^^)

Quote:
-Bigger Battlefields  Maybe the battlefield size could depende on terrain: I don't mean tileset (grass, swamp, etc) but things like valleys, plains, hills...

Hmmm, nah, I'm not for that...if such would be implemented I'd rather see other effects.

Quote:
-Option to retreat without losing the whole army  You could reach an agreement, paying a certain amount of gold per creature saved. It could work just like the recruitment window. Besides, I think the surrender cost should increase depending on the casualties generated on the winning army. You know, as a satisfaction.

Paying money for retreat doesn't make sense to me...and capitulation cost is high enough, imo^^ Also, it would take away the chance to capitulate later on in a battle...you have lost your troops which made it expensive, but it still is - because of the enemies you killed...nah.

Quote:
-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. except for the reinforcement part. I see it too messy.

I don't think it would be messy. The reinforcements would appear at your end of the battlefield as new stakcs...and probably be limited anyway (one stack/turn or such)

Quote:
-Heroes on Battlefield, but with infinite HP & can't fight without army

same question I ask anytime with that: why?

Quote:
-game should hide Navigation as an option if there is no or very little water on the map  Navigation is a risk you have to take. It's as if you can't learn the best levels of wisdom and magic because there ain't high level spells, or as if you can't learn necromancy because most of the neutral armies throughout the map are golems and other constructs.

ASnd what would you do, if you knew? You wouldn't take them...so...why the hell should they be there, if they're not taken anyway?

Quote:
-Ability to move quickly between towns: If by that you mean caravan...

No No No!!! It means that a hero with army can move quickly between towns, not the caravan of sneding creatures...but probably it owuld indeed be not too different^^

Quote:
-Number ranges given with the lots, horde, throng info  You lazy people, learn that damn list

They give damage ranges and such...why not this? Also, the lsit, as far as I know, changed several times and THATs why th epoint was proposed..

Quote:
-The amount of creatures killable per physic strike is limited for heroes (if finally it is on the battlefield). This is to avoid that weird situation from H4 where a single dude kicked "too many dragon asses".

if they are on the battlefield...

Quote:
-Hero's "backpack" for artifacts similar to Diablo II.

Agreeing with MattII, no sense for HoMM

Quote:
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power: Creatures are measured by experience points (max. the total experience the hero has), and artifacts and stacks are measured by points (artifacts could cost different quantities of points depending on their power).

absolutely NO

Quote:
-Thieves' guilds offer more information, for example, last exploits throughout the map: "Piquedram just killed 8 titans with a bunch of golems" and so.

Would liek such things more through tavern rumors.

Quote:
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).



Quote:
-Mines are ODD TO FIND; it's usual to find deposits and forests so you have to invest often some money to extract the resources.
-Apart from the classic warrior creatures, nowadays splitted into core, elite and champion, there are WORKER CREATURES recruitable in town. They are almost useless in combat, but necessary to run the mines/sawmills. A bigger number of workers increases the resource extraction rate (up to a limit, because there must be a maximum capacity in each mine). However you have the option to build bigger or smaller buildings to extract the resources more or less quickly.
-Mines' resources are LIMITED like in Warcraft or many other strategy games, so players are hurried to run it out before the enemy comes and takes it.

First, I don't see these as ONE idea.
Second, I don't want it in HoMM^^

Quote:
-The player can switch on AM between Safe route and Unsafe route: When you click Unsafe mode, the game calculates that path that will be shortest to your destination and will assume that if there is any blockade by a monster stack, you intend to defeat that stack. In the Safe mode, if a path cannot be crossed because it will force you into battle, the game will calculate the shortest alternate route (as it normally does). This will be ideal when you're crossing through a forest or other area with narrows passages and need to know the quickest way to your destination because you know you can take on any monsters in the way.

...can it be you often think in H4 terms?^^ just a thought...anyway...that is a point I think is for lazy people but I'm not really agaisnt it, I just don'T care.

Quote:
-Once a town is conquered, a reform of the government is needed, so players won't be able to build or recruit (but they can destroy buildings) for several days in that town. There will be a secondary skill linked to estates and so to make this reform evolve faster. This tries to avoid mainly that horrible sensation we had when one of our towns was taken on 7th day and we couldn't re-take it until day 2, when the enemy had recruited troops that were too few to defend it but that would've been a good reinforcement for us.

I'm not sure about that...I hate it, too, when the enemy takes your town at day 7 and takes all your troops...but I on't think this is a good way for it...

Quote:
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

makes no sense to me

Quote:
- There's an extra button near movement and sleep/awake buttons. It can only be used while hero is, say 5 squares from a resource, chest or artifact to pick. Press it and he will pick it up automatically, then proceed to next nearest object of interest. And so on until no viable targets or out of move points.

Hmmm, not necessary, imo.

Quote:
I really just want more maps in H6.  It is a shame that they have spent so much effort & time making the game, only to have a very small number of Multiplayer & Singleplayer maps.  Personally I don't like doing campaigns, so it makes a great game become very limited to me

Sorry, but that, finally, is not a gameplay feature, though I agree.

@Deathlord: I liked them partly, too, and agree to you. Just not with the artifacts. taht was a bit rubbyish sometimes, and after a short while, I almost never read it.
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Borton
Borton


Hired Hero
A lemming in my pocket
posted February 04, 2011 01:49 PM

Quote:
1. Start with an extra (randomly selected) building.

but applied to "basic" buildings, I mean tavern, market... or core creature dwellings. Otherwise, it might get too unbalanced.

Quote:
3. One of your heroes starts at level 2 (no new secondary skill, but an existing one is raises by a level).

I have an idea related to this. As soon as I manage to translate it correctly into English I'll share it with you.

Quote:
6. A random stack of your main hero is upgraded units instead of basic units.



Quote:
Paying money for retreat doesn't make sense to me...and capitulation cost is high enough, imo^^ Also, it would take away the chance to capitulate later on in a battle...you have lost your troops which made it expensive, but it still is - because of the enemies you killed...nah.

Sorry, by retreat I meant surrender, it was a mistake. Of course the money you've got to pay due to enemy casualties is compensated by the casualties he has caused on your army.

(referred to infinite HP)
Quote:

same question I ask anytime with that: why?

I'm starting to wonder that. Sometimes I like too much the ideas brought by H4.

Quote:
ASnd what would you do, if you knew? You wouldn't take them...so...why the hell should they be there, if they're not taken anyway?

I'd rather having an AM building where you can forget skills. For me it's fun to have "fake" skills among the skills to be chosen.

Quote:
No No No!!! It means that a hero with army can move quickly between towns, not the caravan of sneding creatures...but probably it owuld indeed be not too different^^

How about a caravan that actually can be seen (and attacked) during its travels between towns? The same caravan from H4, but you could detect it on AM.

Quote:
They give damage ranges and such...why not this? Also, the lsit, as far as I know, changed several times and THATs why th epoint was proposed..

I was quite kidding. I really don't care, and of course I admit it would be helpful.

Quote:
if they are on the battlefield...

Of course heroes would be in battle, that's the idea.


Quote:
First, I don't see these as ONE idea.
Second, I don't want it in HoMM^^

I consider them as one idea because they all refer to resource gathering.

Quote:
...can it be you often think in H4 terms?^^ just a thought...anyway...that is a point I think is for lazy people but I'm not really agaisnt it, I just don'T care.

I admit that when writing this stuff I often think more of a H4-2 than a H6, but this idea (safe and unsafe route) is totally appliable to any HOMM. Lazy people you say? Sometimes I think the only one that understood my idea was agent_oo_blerd. Not because he liked it, but because I can't understand how you associate this idea with "lazy people". So you're saying that clicking on the destination tile and allowing computer to calculate the route (the way it's always been on the saga) is for lazy people? Do you command your heroes tile by tile towards your target?

Quote:
I'm not sure about that...I hate it, too, when the enemy takes your town at day 7 and takes all your troops...but I on't think this is a good way for it...

This is just the solution I came up with. Any better suggestions are absolutely welcome.
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DeathLord
DeathLord

Tavern Dweller
SnoPINGAS usual I see?
posted February 05, 2011 03:14 AM

Okay, I got some things I'd like to see in H6 or retooled:

1: Luck is NOT a skill
Some time ago, I saw someone asking "how exactly is luck a skill?", I laughed at the question at first but now I have begun to wonder; Is luck actually a real "skill"? Logically, it cannot be, as the concept of luck is nothing that can be progressively trained and developed. More realisticly, luck is a factor that is beyond the full comprehension of ordinary men, be it karma, universal order or divine intervention. Luck is nothing internally gained but gained solely externally. Any other skill except luck can be logically explained and makes sense in Heroes, for example:

How is the hero so good with the offense skill? Becasue he/she practice it and learn new techniques. How is the hero so lucky? Becasue he/she prasie his/her deity? Then it is not luck, it is worshipping which is the skill.

My point is that luck should be removed as a skill and made into a more global factor (on the battlefield and adventure map). The idea I am thinking of is that the luck of a hero should only be given based on its actions (map objects related to luck) and luck-bringing artifacts. This makes luck a much more dynamic feature. However, the general perks of the luck skill (see H5 skillwheel) should not be ignored and instead be "built-in" (invisible and not counted towards hero develpoment) in every hero and modified by its luck value. (Excluding tear of asha visios, dead man's curse and soldiers luck).

Also, luck-related perks should be come pre-built with every hero of the associated faction (Ex: All inferno heroes have the swarming gate perk but does not count towards hero development). This should make the luck factor more diverse depending on your hero's faction. The idea would be that all factions have a luck perk that is either associated with their racial ability (swarming gate) or something to do with hero/combat philosophy (warlocks luck, elven luck).

Again, the underlying argument is that luck should NOT be a skill but rather a bonus factor that is given to a hero if he/she deserves it. To support this idea that luck (In Ashan) is an act of a higher power that cannot be mastered by mortals, consider that the dragon-gods manifest themselves and bless mortals for their devotion/resolve/whatever (Elrath's gift to Freyda, Arkath naming Wulfstan ****) it is not unlikely that luck, as a factor, is the favour of a faction's deity through the acts a hero performs or carries a relic/artifact dedicated to a certain deity. Likewise, if a hero would do something that traditionally lowers luck, it can be represented as if the deity is cursing the hero for it's rashness (like tomb robbing and similar acts). Overall, luck is too closely related to external influence to be a facet of individual develpoment in a world of fantasy like Ashan.

2: Leadership may not only be about morale
If luck (IMO) should be a factor that is not measured by an individual skill, it would be logical that leadership should not grant morale bonus. I am uncertain here however, leadership can be logically be translated to morale as a good leader can encourage his/her troops but maybe leadership can be made into a more global skill that can be used by all factions with maximum effect. Since classic necropolis (I AM NOT TRYING TO BE PRO-NECRO) troops arent affected by morale, it often seems like leadership is rather useless for the average necromancer (Markal is a prime example). However, if leadership would affect a hero's troops differently, in a way that can adapted by all factions with mutual effects. (Suggestions encouraged)

3: A meta-map for the campaing
Those who have played Dawn of war: Dark Crusade know what I am talking about. This exsisted in H3 to a lesser extent and I feel that a world like Ashan should have better orientation of location. In H5, there is much talk in dialouge about places and stuff but frankly, sometimes I can't tell the difference if a mission is set in Haven lands, Irollan or some other place (In H5 vanilla, Nicolai's tomb is located in the heart of the empire, which is in a desert, what the &¤!%?). A functional example would be that when a mission is ended or a campaign is started, the player is given the meta-map layout (altered or not) to select the next target/area (This is great to illustate if the player is faced with optional scenarios or multiple-fronts for a certain mission).

So, I would recommend a meta-map for the campaign to better illustrate the world of Ashan, give better orientation of the setting and to better show how the campaing progresses and very useful in the case for choosing multiple scenarios and also functional as a replay screen instead of just a scroll of missions like in H5.

4: Town art
Although I think most of you won't likely care about this point, I still want to adress it. In H5, I thought it was nice that when entering a town's tavern/blacksmith it was always accompanied with a small artwork of the building's activity. However, after toying with all town types, that artwork felt far too generic and strange. Why would the guy running a stronghold tavern/blacksmith be a human (and every other such establishments)? Weird. The point I am aiming towards here is that when entering a tavern type building in an inferno town for example, I want everything to have that unique mood the faction is linked to.

Also, while still on the point of faction diversity, The battlefield war machines are awfully generic in my opinion, even H3 fell into this trap of uniformity. It would be in the best interest of H6 to have great diversity, both mechanically and aesthetically (even in detail).

I know these points probably sounds outrageous and radical (especially the first), so be free to agree or disagree, I am only voicing my opinion.
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MattII
MattII


Legendary Hero
posted February 05, 2011 07:32 AM

1. Definitely, strip luck away as a skill. Also, make it so that each stack can hold a single artefact, which has twice the effect on a single stack than it has on the army (if such artefacts still affect the army).
2. Replace the name 'Leadership' with 'Inspiration' at least, but I'm not sure I'd like it changed further than that. Changing the way Morale works might be interesting, so that instead of giving the chance of a second attack it gives a bonus to attack (so say you have +2 Morale, each of your stacks gets +1 attack. This is unrelated to luck, which would increase your 'average' damage).
3. I think this came up in the original Red Alert, although it wasn't done any better than in H3 as I recall.
4. Agreed on both counts.

Quote:
I would even have more ideas for that:
4. One of your heroes learns a random new skill (secondary) at beginning of the game.
5. Your starting sight range of the adventure map is double-sized
6. A random stack of your main hero is upgraded units instead of basic units.
I like 5 and 6, but I'm not too sure about 4 (I'm not very keen on the whole 'random skill' business at the best of times).

Also, I'd like to see the ability to, in the editor, set a map's starting bonuses campaign style (for SP at least).

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 05, 2011 08:09 AM

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How about a caravan that actually can be seen (and attacked) during its travels between towns? The same caravan from H4, but you could detect it on AM.

An interesting idea...

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I admit that when writing this stuff I often think more of a H4-2 than a H6, but this idea (safe and unsafe route) is totally appliable to any HOMM. Lazy people you say? Sometimes I think the only one that understood my idea was agent_oo_blerd. Not because he liked it, but because I can't understand how you associate this idea with "lazy people". So you're saying that clicking on the destination tile and allowing computer to calculate the route (the way it's always been on the saga) is for lazy people? Do you command your heroes tile by tile towards your target?

It may be is. But you said sth like "Moving THROUGH a forest"...and my first impression was that the only game in the series where you really moved THROUGH a forest, mostly, was part 4, where there were only single trees, not whole blocks of them.
And yes, it IS for lazy people We're all lazy^^ And in some points, I'd like a step-by-step movement better, for example in battle, where it isn't even possible.

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I know these points probably sounds outrageous and radical (especially the first), so be free to agree or disagree, I am only voicing my opinion.

Don'T want to disappoint you, but they do not seem that "radical" to me

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1: Luck is NOT a skill

I agree - logically. But for the game, I don't think Luck should be completely removed...but renamed. Cause, what does it IN FACT really mean in the game? A critical good/bad hit. So it should get a name, imo, that emphazises on that, maybe...so that Luck still IS a stat for the creatures, but the corresponding skill has a different name...the morale-skill isn't named Morale, too, is it?^^

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2: Leadership may not only be about morale

It should, for me

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3: A meta-map for the campaing



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4: Town art

Not completely sure, what you mean...

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Also, while still on the point of faction diversity, The battlefield war machines are awfully generic in my opinion, even H3 fell into this trap of uniformity. It would be in the best interest of H6 to have great diversity, both mechanically and aesthetically (even in detail).

...I don'T know...I see no problem there, somehow...their neutralness is what makes the war machines so different than units, ogether, of course, with the fact they don't stack...
____________
ICTC announced

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MattII
MattII


Legendary Hero
posted February 05, 2011 09:56 AM

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...I don'T know...I see no problem there, somehow...their neutralness is what makes the war machines so different than units, ogether, of course, with the fact they don't stack...
Meh, I don't care, as long as there's at least one unit or machine in each army that can take down siege walls I'm happy, or if at least 3 creatures can fly/teleport or are ranged.

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DeathLord
DeathLord

Tavern Dweller
SnoPINGAS usual I see?
posted February 05, 2011 08:57 PM

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1. Definitely, strip luck away as a skill. Also, make it so that each stack can hold a single artefact, which has twice the effect on a single stack than it has on the army (if such artefacts still affect the army).


I have to disagree with you there, if a creature stack can hold luck artefacts, what happens if the stack is killed outright? I think it is better to have it like usual that an amry's luck is reflected through the hero. In Frozen Throne, units could carry artifacts but not use them, and rightfully so.

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2. Replace the name 'Leadership' with 'Inspiration' at least, but I'm not sure I'd like it changed further than that. Changing the way Morale works might be interesting, so that instead of giving the chance of a second attack it gives a bonus to attack (so say you have +2 Morale, each of your stacks gets +1 attack. This is unrelated to luck, which would increase your 'average' damage).


I like the idea of "inspiration", as it can easily be transalted as morale bonuses for troops following an "inspirational" hero. The idea of giving +attack modified by morale is not very original as there was an offense perk in H5 (Retribution) which modified damage depending on positive morale.

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3. I think this came up in the original Red Alert, although it wasn't done any better than in H3 as I recall.


Oh yes of course, you are right. And yes it was delivered quite poorly in H3 but with the enriched graphics of H6 we might see this done right (If meta-maps are included). I think a feature like this could make the campaing mission interval a lot more handsome and dynamic, as well as better orient the player to the world at large.

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4. Agreed on both counts.


Great that someone else beside myself see it so as well.


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MattII
MattII


Legendary Hero
posted February 05, 2011 10:20 PM

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I have to disagree with you there, if a creature stack can hold luck artefacts, what happens if the stack is killed outright?
The artefact defaults to the backpack of the winner of the combat.

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I think it is better to have it like usual that an amry's luck is reflected through the hero. In Frozen Throne, units could carry artifacts but not use them, and rightfully so.
Stuff that, I want to get away from the 'everything revolving around the hero' attitude, not add to it.

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I like the idea of "inspiration", as it can easily be transalted as morale bonuses for troops following an "inspirational" hero. The idea of giving +attack modified by morale is not very original as there was an offense perk in H5 (Retribution) which modified damage depending on positive morale.
It is however a realistic effect, I mean just look at Minden, a grievous tactical error turned into a victory by the sheer tenacity of the troops.

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