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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Factions That Didn't Make It- How would You Design Them
Thread: The Factions That Didn't Make It- How would You Design Them This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
panduwana
panduwana


Adventuring Hero
posted January 31, 2011 07:51 PM

I must have missed the Naga announcement then.

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Kraken
Kraken


Famous Hero
I just love being elemental
posted January 31, 2011 08:07 PM

Look at the artwork thread then.
____________
Vini Vidi Vici

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted January 31, 2011 08:49 PM

@JoonasTo: How's it going, man? Yup, the announcement of Heroes 6 has caused me to return to heroescommunity. And yup, I am doing the faction thing all over again. Hehe.

Here's my lineup of the Sylvan faction:

CORE
1. Pixie SwarmSprite Swarm
The same creatures in Heroes 5 but only six inches tall. They exist on the map as a swarm of pixies or sprites. They attack all at once much like a hive of bees and therefore cannot be retaliated against. And like bees, they can fly.

2. Feral SatyrDire Satyr
An almost werewolf like creatures with goat horns and the lower half a of a goat. They wield finely crafted blades and attack with great ferocity. Their role would be similar to the bladedancer.

3. HuntressGrand Huntress
Female elven warriors who use bows to strike their enemies from long distances.

ELITE
1. DruidElder Druid
Same as in Heroes 5. A ranged and spell casting male elven unit.

2. UnicornWar Unicorn
Same creature as in Heroes 5. Can blind enemies and has an aura of magical resistance.

3. DryadHamadryad
The dryad is a female elemental of the forest who has control over plant life and can raise plant barriers and also fly. The hamadryad is the male version of this creature.

CHAMPION
1. TreantAncient Treant
Same as heroes 5. Giant tree like creatures.
BOSS:
Green Dragon

Up next will be my Fortress faction.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 31, 2011 09:59 PM

The Academy

Here's my version of Academy:

Core

Gremlin/Gremlin Machinist- a basic ranged unit, its abilities related to machinery and thus extremely vital to the Academy (since 3 of its units- the Golem, Hollow Knight and Colossus- are mechanical).

Clockwork Golem/Spellforged Golem- the familiar melee tank.

Winged Serpent/Coutal- a flying unit with the ability to dispel enemy buffs and give them to itself (upgrade).  

Elite

Mage/Archmage- a ranged, spellcasting unit.

Djinn/Djinn Vizier- a flying unit with support/curse spellcasting abilities. Upgrade has an alternate Dustdevil form- increasing its offense at the cost of spellcasting.  

Hollow Knight/Void Lord- a suit of armor and a gigantic sword, animated by an arcane spirit. Tank unit.

Champion

Colossus/Titan- same as usual. Officialy a mechanical unit now.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 01, 2011 12:56 AM

I really am in love with the Cuotl. I think its genius.

And I think a common theme with Sylvan is that people want some kind of Mandragora/Carnivora/Om Nom Flower in the faction. I have to ask, why would that be a child of Sylanna? Flesh eating plants?
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted February 01, 2011 04:01 AM

i like the hollow knight, myself. that is one unit i would love to see make an appearance in HOMM6.

As promised I will put up my version of the Fortress. Now I know there are lot of dwarf haters out there, but perhaps this version of the fortress will change your mind.

CORE UNITS
1. ShieldguardShieldbreaker
Now this basic dwarf unit is not like the defender of HOMM5. It is heavily armored, carries a battleaxe (not that wimpy pick) and moves further. Also it has a kick ass shield. The shieldbreaker destroys armor each time it strikes an enemy, making it easier and easier to kill them after multiply hits.

2. RunekeeperRunewarden
In the spirit of both Haven and the Naga having their spellcasters as core units, the runekeeper is both spellcaster and ranged unit. (I put this unit here cuz i am really not a fan of the skirmisher)

3. Grizzly BearKodiak Bear
The ferocious bears of the north make a comeback with their dwarven rider ontop to guide them in battle.

ELITE UNITS
1. ValkyrieVerdant Valkyrie
I'm borrowing the idea of the slyph (and not a dwarf) riding atop these magical winged creatures. The slyphs are creatures of the snows who wield javelins and the mount they ride atop is not a horse, but a strange combination of snow leopard and the talbuk from WOW. And of course this unit is a flyer.

2. DemolisherSiege Demolisher
The demolisher is a crew of three dwarves armed with a giant mortar that deals area affect damage and also scorches the ground they hit so any enemy moving over it will take some damage. The upgraded version's mortar has the power to destroy walls. its a ranged unit.

3. LavamanderMagmamander
Fiery creatures born from lava and moltenrock, the lavamanders look like basilisks and will deal fiery damage to those who would strike them from a close range. When they die, they leave a pool of molten and that burns those who move over them.

CHAMPION
1. Frost GiantFrost Giant Thane
A very large giant with a mighty hammer almost like the thane of the old fortress but not a dwarf.

on a side note, i really miss putting the berserker in.

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Borton
Borton


Hired Hero
A lemming in my pocket
posted February 01, 2011 02:17 PM

SYLVAN

CORE:

Fenrir -> Sabretooth: A mix of H4's wolf and tiger, but those names looked a bit dull to me. They are silent, fast and loyal to their allies.

Ranger -> Beastmaster: A short-ranged satyr that throws bolas (boleadoras) at enemies and raises allied beasts' morale.

Alraune -> Mandrake: The Final Fantasy XII style. I'm not sure about how it attacks, but I think it's cool for a nature-related faction.


ELITE:

Head hunter -> Apocalypt: The elven archer from H5, but a bit darker, more "Gelu-like". Their skill with long bow is so brilliant that they can shoot twice per turn, choosing a different target for each shot when being upgraded.

Dendroid -> Moai: Animated giant trees that get a bit fossilized with the upgrade. Ther roots tangle enemies, attaching them to the ground. They also gain a misterious gaze that confuse attackers.

Gladiator -> Slayer: The classic tough dwarf, more effective against huge creatures. They get tougher after killing stacks in battle, since they are gladiators.


CHAMPION: Phoenix -> Predator: The classic phoenix with the classic skills (please NO more colour dragons).
____________
The HOMM4 vampire is Dave Gahan!!!

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Borton
Borton


Hired Hero
A lemming in my pocket
posted February 03, 2011 12:18 AM

I go**amn LOVE your sylvan, Nightterror! If there was necessarily a dark elf faction it should be this IMO, leaving dungeon alone because it is cool the way it used to be in the first games. But since I don't like dark elves in HOMM I will think of your faction as something FRESH.
____________
The HOMM4 vampire is Dave Gahan!!!

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted February 03, 2011 12:28 AM

Again these stupid fantasies about factions...

It controls your brain - be careful!!!

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wckey
wckey


Famous Hero
posted February 03, 2011 03:43 AM
Edited by wckey at 03:44, 03 Feb 2011.

I really loved the Sylvan faction. Way better than the H5 one, although I find some neutrals a bit boring.

About fantasies... of course it is a fantasy. We are talking about a fantasy game, right?
____________
Come back soon, Elvin!

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wckey
wckey


Famous Hero
posted February 03, 2011 02:34 PM
Edited by wckey at 14:34, 03 Feb 2011.

Whisps. I don't like the idea of floating lights and I'm not sutre if I like the Troll that looks like an Earth elemental.

But I have nothing against your ideas or the story behing the creatures, they're great.
____________
Come back soon, Elvin!

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 04, 2011 09:51 AM
Edited by thehiddeneye at 19:17, 05 Feb 2011.

The Academy line-up in more detail

Here's the Academy line-up in more detail, with abilities included.

* Core *

* Gremlin- Gremlins are mischievous beings, artifically grown from a mixture of human and Demonic blood. They have a fascination, some would say obsession, with everything mechanical, and maintain the Wizards' fleet of machines. In combat, they wield an experimental musket fitted with a cruel bayonet.

The Gremlin Machinist is the upgraded Gremlin.

Abilities (basic)

Shooter

Armor Piercing: The Gremlin's shots ignore some of the enemy's defense.  

Reload: After firing a shot, the Gremlin has to waste some initiative reloading its weapon.

Upgrade:

Rapid Reload (replaces Reload): Cuts down the cooldown time between each shot fired.

Master of Machines: The Gremlin Machinist can repair friendly machines, or sabotage (damaging and temporarily slowing) enemy ones. This ability can be used twice per combat.

* Winged Serpent- These sentient, feathered serpents with wings were created to serve as the Wizards' familiars and magical helpers. They feed on dreams and Arcane energy, and are thus literally immortal- serving the same master for hundreds of years.

The Coutal is the upgraded Winged Serpent.

Abilities (basic):

Dispelling Strike: The Winged Serpent automatically dispels one buff affecting an enemy unit per each attack.

Gift of Dreams: Once per combat, the Winged Serpent dispels all curses affecting a friendly unit and gives it back some spell points if it possesses a mana bar.  

Upgrade

Steal Magic: The Coutal has some chance to steal an enemy buff it has dispelled for itself, affecting the Coutal instead of the enemy unit until the spell expires.

* Clay Golem- Clay Golems form the core of the Wizards' mechanical armies, created from a single slab of clay sculpted into a crude humanoid shape and carefully engraved with arcane glyphs to give it life and some basic senitence- mainly understanding its masters' orders. They attack with magically-hardened fists, and are known all throughout Ashan for their ability to withstand harmful magic.

The Iron Golem is the upgraded Clay Golem.

Abilities (basic)

Mechanical: The Clay Golem is mechanical- making it immune to mind-affecting spells and abilities, poison, disease and other Necromantic spells and abilities. It has no morale, and cannot be normally healed or resurrected- except by spells and abilities specially intended for machines.

Clay Skin: Reduces magical damage taken by the Clay Golem.

Upgrade

Iron Skin: Greatly reduces reduces magical damage taken by the Iron Golem.

Gravity's Pull: Once per combat, the Iron Golem can pull an enemy unit 3 squares towards it in a chosen direction. Just think of the tactical possibilities- getting enemy units within the effective range of your shooters, or breaking an enemy formation to make its shooters/casters vulnerable to your melee units' attack.

- The expnasion adds the Nomad/Sand Seer to the Academy's Core units.

* Elite *

Magus- Many Wizards choose to serve their City on the battlefield, as a way to prove and hone their skills and arcane knowledge before they would gain control of their own Academy army. In combat they have many possibilities- pelleting their enemies with arcane energy or a variety of spells, and they are a boon to every spellcasting hero they serve under.  

The Archmagus is the upgraded Magus.

Abilities (basic)

Shooter

Caster: The Magus can cast a variety of spells- mostly curses and damage spells.  

Mana Recharge: The Magus regenerates some spent mana every round.

Upgrade

Caster: The Archmagus has better spells and more spell points.

Mana Regeneration: The Archmagus regenerates more mana every round.

Mana Link: The Archmagus forms a link with a friendly unit (or the hero, more commonly), allowing them to share their spell points. He can transfer the Link to a different unit every round. However, if the Archmagus is killed while Linked to a unit (or the hero), they take a hefty loss to their mana.  

* Djinn- Djinni are mysterious spirits from the realm of Asha, allied (some would whisper enslaved) to the Wizards since the day of yore. They literally breath magic, and are known for their ability to grant mortals' wishes- though they have to be careful in what they wish for... In combat they use their fists, imbued with arcane energy.

The Djinn Vizier is the upgraed Djinn.

Abilities (basic):

Flyer

3 Wishes: The Djinn can affect a friendly unit with a random buff or an enemy unit with a random curse, up to 3 times per combat. Alternately, the Djinn can spend two Wishes to cast a mass version of the spell it would use normally.

Upgrade

Dustdevil Form: The Djinn Vizier can spend all 3 Wishes on itself, transforming into a powerful Dustdevil for a few rounds.
The Dustdevil gains extra speed, initiative, attack and damage, but loses base HP and defense.

Dustdevil Abilities:

Air Elemental: The Dustdevil is immune to poison, disease and is unaffected by mind spells and negative morale. It is immune to Lightning, but suffers double damage from Earth spells.

Immaterial: Physical attacks have some chance to utterly miss the Dustdevil.

Sandblind: The Dustdevil's attack has a chance to blind its enemies for a few rounds.

* Hollow Knight- The Void is home to many spirits- some benign, others less. Some speculate these are the dreams and nightmares of mortals, their thoughts, hopes and fears given sentience.
All of them long to touch and interact with the world of mortals, which is alien and fascinating to them. The Wizards grant their wish-providing them with a masterfully-constructed body of spell-reinforced steel, in return for their service in battle. Against their enemies, they wield gigantic blades no mortal man would ever be able to lift.

The Void Lord is the upgraded Hollow Knight.

Abilities (basic)

Large Size

Mechanical

No Retaliation

Spirit Blade: The Hollow Knight's attack cuts through magical defenses, ignoring Incorporeality and spells like Stone Skin.

Upgrade

Spell Blade: Once per combat, the Void Lord can be imbued with a curse or damage spell. Its next 2 attacks will automatically trigger the spell on a struck enemy unit. Possibilities are endless, like imbuing it with a Fireball (after casting Fire Resistance on it) and sending it in the midst of the enemy's ranks.

The expnasion adds the Ogre/Yaksha to the Academy's Elite units.

* Champion *  

* Colossus- What has begun in Golems and honed on the Hollow Knights is perfected on the Colossi. These gigantic statues of marble, precious metals and gems can take dozens of years to carve, and dozens more to properly enchant until they are fully empowered and brought to life- animated by what some speculate are the most powerful spirits in the Void, others say the souls of long-dead Wizards. The Colossi are a terror on the battlefield, crushing lesser units under their sheer size and cackling with the devastating power of the Storm.

The Titan is the upgraded Colossus.

Abilities (basic):

Large Size

Mechanical

Lightning Immunity

Trample: The Colossus deals additional damage to small units. Note: the Titan only deals the additional damage with its melee attack.

Upgrade:

Shooter

No Melee Penalty

Electric Charge: The Titan can be targeted by a Lightning spell to regain some shots and gain a temporary damage boost to its ranged attack.

-The expansion adds the Garuda/Roc to the Academy's Champion units.

Opinions?

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evinin
evinin


Supreme Hero
Servant of Asha
posted February 04, 2011 11:41 AM

I also really like your Sylvan faction, Nightterror. (partly because of the many owls) I would love if you make more cards/pictures of the creatures.
____________

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted February 04, 2011 01:34 PM

I've got some suggestions for your faction hiddeneye:
1. first off, good job. its a very impressive line up you've created there.
2. i think the rapid reload for the master gremlin should remove the reload time all together. hence making players want to upgrade their gremlins to master gremlins.
3. i love master of machines. superb idea.
4. name change suggestion for the winged serpent. how about cuoatl upgraded to emperor cuoatl. the visual can be that the emperor cuoalt has a crest that looks almost like a crown, hence the name.
5. instead of steal magic, how about feedback, where if the upgraded cuoatl strikes a buffed foe, the foe not only loses one buff, but takes damage for it.
6. magnetism won't really work against organic creatures because how are you gonna pull them in if they're not wearing any metal. it maybe fine for haven creatures like sentinel and crossbowmen, but what about creatures like the glory? one way to make this work is if it the golem has a harpoon weapon where it can pull the enemy in closer, like scorpion from mortal kombat.
7. the other units are all fine with me.

hope u like the feedback.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 04, 2011 02:50 PM
Edited by thehiddeneye at 15:18, 04 Feb 2011.

Academy line-up response

Thnx for the ideas. Here are my responses for your (excellent) feedback:

1. Thnx!

2. I added the Reload thingie since the Gremlins' musket shots will deal quite heavy damage for a Core unit, especially with Armor Piercing- so I wanted to balance. However, if they choose to move (or use Master of Machines in case of the Machinist) they are quite agile.

3. Thnx as well!

4. Not too sure about it, thnx for the idea though.

5. One of the Archmagus' spells is called Detonate Magic, which works similarly to that- it dispels all magic on a unit and deals damage according to the amount of spells affecting a unit (it is quite an expensive spell, though). To balance the Archmagi's near-limitless spellcasting abilities, they are quite slow and vulnerable.

6. OK, name change into Gravity Pull. Done.  

7. If it's fine with you then it's fine with me.
Overall, the Academy army can be terrifying. Their strong points are multiple, highly-damaging ranged attackers (Gremlins, Magi and Titans), good overall damage for units, good teamwork (many units and heroes' abilities augument each other) and very powerful and versatile spellcasting ability. Their weak points are slow tanks (Golems are very slow, and Hollow Knights are also not that fast), relatively vulnerable shooters and flyers (Winged Serpents and Djinni die quite fast), overall slow units (again- only Djinni and Winged Serpents are fast) and a high dependancy on mana- an Academy army without spellcasting loses much of its punch.  

That's it for now. Later I'll also post the Dungeon once the line-up is done.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 04, 2011 07:42 PM

fortess faction is up.
____________
Love, Laugh, Learn, Live.

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted February 04, 2011 07:53 PM

"What in Urgash's name is wrong with Sylvan?"????such an impolite exprimation.funny.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted February 04, 2011 08:17 PM

Quote:
fortess faction is up.

what fortress faction where?
____________
There's nothing worse than seeing a fat man weep...

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 04, 2011 08:28 PM

Quote:
Quote:
fortess faction is up.

what fortress faction where?


underneath my dungeon one. I thought it sensible to continue on from there.
____________
Love, Laugh, Learn, Live.

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted February 04, 2011 08:32 PM
Edited by adriancat at 20:34, 04 Feb 2011.

Sylvan:
A swamp town.A wild town similar to Heroes 3 Fortress.

Core :
- Vulture Of The Swamp : a large and mighty 2x2 flyer.Powerful statistics but low growth;
Upgrade : Rain Vulture.
- Lace Crocodile: a lace and fierce beast in the service of the Beastmasters;
Upgrade : Rage Balisk.
- Water Wizard : a sensible creature but a powerful mage with powers on the weather and the water from their swamps;
Upgrade : The Faith Wizard.
Elite :
-  Guard Archer : an powerful archer with a bow made of water and arrows made of ice;
Upgrade : Crystal Archer (because of their bows and arrows made of crystals).
- Wyvern : a wyvern flyer with a powerful attack who has a chance to freeze the enemy delaying his turn for a short time;
Upgrade : Frozen Wyvern;
- Swamp Wolf : powerful but rare wolves living only in the swamps,allied with the Beastmasters for defending their homes;
Upgrade : Devoted Canines;
Champion :
- Foul Hydra : a powerful melee warrior with 3 heads,with a great pleasure of devouring his enemy;
Upgrade : Overseer Hydra : the favourite childs of their godess Shalassha,the godess of water,ice,rain and coldness;

Hero : Beastmaster (might hero) - servant of Shalassha,their water Godess.Very powerful Water Magigs Spellcasters, with great Leadership skills.


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