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Heroes Community > Heroes 7+ Altar of Wishes > Thread: HOMM5, the vision
Thread: HOMM5, the vision This thread is 2 pages long: 1 2 · NEXT»
Ghost_of_Lor...
Ghost_of_LordTitan


Adventuring Hero
The first Holy Ghost
posted October 21, 2002 01:45 AM

HOMM5, the vision

What I'd like HOMM5 to be like:
First of all, I'd like it to be more, well, realistic, like monsters would have strengths and weaknesses. Like this:
Kobald
Small Humanoid (Reptilian)
Speed:10
Armour Class:4
Hit Points:8
Damage:4
Climate/Town:Barbarian
Alignment:Chaotic
Damage Bonus:+2 (against Knights)
Str:5
Int:2
Dex:4
Weaknesseath Town Creatures

See? Isn't that neat? Oh and about that Str, Dex and Int, certain spells would affect high or low Intellect monsters and Dexterity. Str would have a neat effect, lets say there's a monster with an Armour class of 4 and a monster attacking him with a Str of 8, the monster would then do an additional 4 points of damage to the other monster because that would be the difference, another example: Monster 1s' Ac 8
Monster 2s' str 5, if the Str is lower than the Ac, there is no extra damage.
I'm not sure of this Idea but what about having aliens in HOMM5? And maby different kinds? Like Alfa Beta Zeta?
Here's a town that I'd like to see in HOMM5.
The Sorcerer Town (I know I've said this before, but it's just rong mashed up with  barbarian creatures)
Normal Buildings:
Village hall, Town Hall, City hall, Capital
No fort, Fort, Citadel, Castle, Grand Castle
Watch tower, Watch towers, Keep, Keeps
Gold Mine, Gold mines, Gold Mines with treasuries
Spiked moat, Moat, deeper moat, deepest moat
Castle Exesesories:Captions' Quarters, Boiling oil trofts
Mage guild levels 1,2,3,4,5,6,7,8
Blacksmith, Hall of Sorcerers, Shipyard
Military Buildings:
House of thieves: Thieve Level 1
Bat Cave: Giant Bat Level 1
Snipers' Treehouse: Sniper Level 2
Castle Perch: Gargoyle Level 2
Dragoons' Keep: Dragoons Level 3
Bone Fort: Minotors Level 3
The Godforsaken Palace: Mind Flayers Level 4
Tunnel to Different plains: Intellect Devourers Level 4
Dragon Cave: Black Dragons Level 5
Tarrasque Caverns: Tarrasques Level 5
Cool Yes?
I Also think that those merged towns should be separated so that Magic towns would have a bit of might, and non-magic towns would have a little magic.

There isn't enough levels anymore, there has to atleast be 5 this time, don't you think?
Same with Dragons, there just isn't enouf of them enymore, I mean come on, 3? I was hoping for 5! And why can't they make Titans stronger in the game? WE'RE demi-gods for godness sakes! I don't want to be offensive in any way shape or form, but that REALY stinks how we've been under Black Dragons all this time.

Idea #2, Sea Dragons! In HOMM4 I was hopping that there would be a sea dragon instead of some giant fish, and you could make it so that when you encounter it, before the battle starts there's a chance that it EATS the boat! Wouden't that be cool? Here's some stats (you know, the one I made up):

Sea Serpant
Garganchuwan Sized Serpant
Speed: 18
Armour Class: 14
Hit Points: 185
Damage: 60-80
Climate/Town: No town/Climate: The sea
Alignment:Chaotic
Damage Bonus: +4 againsted mermaids and Warlocks
Str: 14
Int: 8
Dex: 10
Weakness: Knight town Creatures

CL!
Hey here's a list of monsters that I'd like to see in HOMM5:
Sea Serpant, Kobald, Blue Dragon, Red Dragon, White Dragon, Black Dragon, Gold Dragon, Titan, Aliens Alfa Beta and Zeta, Dragoon, Gargoyals, Minotors, Mindflayers, Medusa, Intellect Devourers, Snipers, Giant Bat, thieve, Dark Rider, Skeleton, Bone Dragon, Crusader, Archer, Crossbowman, Angle, Caliever, Peasant, Unicorn, White Tiger, Ooze toxic corosive and poison, Giant snake, Giant Eagal, Phieonix, Great Raven, Paladin, Mage, Beholder, Deathless Warrier, Zombie, Drow, Wood elfe, Elfe, Dwarf, Dragon Golem, grimlen, Naga, Tarasque, Golem brass gold dimond iron and stone, Dark Congourer and the list goes on.

Note to 3D0: No offense by this, but HOMM4 wasn't the greatest, and I even got the one with the bonus stuff!

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Ghost_of_Lor...
Ghost_of_LordTitan


Adventuring Hero
The first Holy Ghost
posted October 21, 2002 10:11 PM

Hun

Whay is nobody posting here? Or do you just prefer to read?
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 21, 2002 10:49 PM

Damage bonuese or penalties against certain types of creatures have been used before. Monks and Crusaders have Death Ward, and in H3 Genie / Efreet Titcan / Black dragon and Angel / Devil had Hatred.

Generally, such bonuses are a good idea but every creature doesn't need an arach-enemy.

For the stats I would want to keep the ones they use now. It's what I'm used to in Heroes. The other stats reminds me of other games.

So you want 4 levels of the Hall and Castle
Five levels of additional monetary income? (Watch Tower)
Four levels of Moat. (That sounds a bit much...)
Castle excesoires sound like a good idea.
Eight levels of Mage Guild (This sounds abit much... It's better a it is now with five levels and annexes.)

Merged towns... You refer to necropolis or something else?

Myself I'd like them to break up the Pentagram but keep the alignments.

Another level sounds nice. Four is a bit too little.

I'm not sure we need much more dragons. The most import ones are included.

Eating the boat? Do you consider it cool when the Seamonster's devouring ability kicks in?

It should be enough that they can kill a Blackie or your precious hero with one snap of their giant mouth.

Sea dragons would be better in the respect that they wouldn't need to be tied to the water, assuming that these dragons could fly. You didn't list flying as an ability so perhaps you wanted "Sea serpents".

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Zutus_evil_p...
Zutus_evil_phoenix


Hired Hero
Flaming bird
posted October 21, 2002 10:50 PM

Don't you think you're mixing dungeons and dragons with homm? things might work, but if you'd put aspects of certain games in others, you're gonna end up with all the same games. And that wouldn't be any good I think.
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Shadow_Elf
Shadow_Elf


Wandering Thief
posted October 22, 2002 12:24 AM

first we need more towns so here they can be :
necroplis : undead type
infernal guild : fire type
hecks tower : demon
haven : human
order of honour : knight kights and other honourable ppl
insaniary : crazy people, kinda like abominations of dead bodys sewn together and also like ravers who run really fast and u got no control over them
meditation ( so im bad with names got a problem ?? ) : mind control , best at magic
conflux : elements of all the different thins kinda like a element of the crap in homm 4 and more like lightning storm and such
thieves mansion : thieves rogues and other such people.
also i would like more stuff to build cuz u can almost build up a town in a couple game weeks to do this ive made this :
7 creature dwellings
3 castle upgrades ( aside from fort )
3 town specif. buildings ( like in homm 4 where chaos had the thieves guild and battle academy )
1 university type thing
4 upgrades on gold production in castle
5 levels of spells and 2 annexes.
theres got to be a creature for the different towns but that would take forever
not all towns would get spellcasters but each town would have 2 heroes for there town only and a couple of heroes from other places ( but foreighn heroes cost more so that u cant do something like pick nature and get the arcer and then buy a thief and a chaos mage cuz theres no point in nature ).
now my preferences : dont flame me but instead correct me.
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Forget the rulz they were made to be broken

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Ghost_of_Lor...
Ghost_of_LordTitan


Adventuring Hero
The first Holy Ghost
posted October 22, 2002 02:04 AM

To: Zutus_evil_p...

Well, mabey a little, but thats not the point!
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shaowei
shaowei


Adventuring Hero
posted October 22, 2002 12:07 PM

I posted this in another post, but here is my vision of HOMM5 (not a realistic one from what I read in these forums, but what I would like it to be):

HERO/COMBAT related features
- enhanced hero development (master and grandmaster levels of skills)
- remove heroes from combat!
- include hero specialties
- make it so that creatures cannot wander w/out a hero
- back to HOMM2 for a magic system (HOMM4 is ok except for the fact that for ex. all lvl2 spells have the same mana cost!)
- bring back combat memos (the centaurs do 134 damage. 1 bone dragon perishes)
- remove simultaneous retaliation!!! that is one of the major things that keeps me from playing HOMM4

CREATURE/CASTLE related features
- at least 8 castles with unique creatures
- all creatures upgradeable, but in a way that the upgrade is a 50/50 alternative for the unupgraded creature. Once upgraded, one can only recruit the upgraded creature from that castle (a bit like in Disciples 2, except that it is limited to one castle) - the magog was something in that spirit in HOMM3
- recruit more mythological creatures to the game, don't create "evil sorceresses"; there is really a lot to choose from

MAP related features
- vastly more 3DO made maps to hack through and multiplay
- multiplayer campaigns
- a random map generator

GRAPHICS/MISC features
- make heroes 5 a 2D game for clear view of battlefield, lower system requirements. instead of developing in 3D, please take the time to do creature/interface art. HOMM4 is a real step backwards from previous versions in this area
- if you really feel like including 3D with an idea to cater to the console market, please implement a version of Disciples 2 battle (with moving creatures of course), but please make it so that people can calculate the movement like in HOMM3
- fix major bugs before release (means test before release as well!)
- extra creatures, options, artifacts

As regards the original "rumour" of HOMM becoming a mix, I strongly hope that it does not come to that, because that means an end to the series... Look at Final Fantasy, it had it's fanbase, it had 10 sequels, it was/is successful. Just do more of a good thing, don't make experiments that do not pay off! HOMM4 was interesting to try and see, but it was too poorly made. Now 3DO might have the chance to right things and secure the future for the series. If they start another new development without righting the things, they will loose all the fan base of HOMM that they had for their inconsistency.

I hope 3DO use common sense Good luck to them, because I would really like to see HOMM5 a success!
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 22, 2002 01:03 PM

- hero developement. Er... skills already have master and grandmaster levels? I would however like to see skills grouped three by three and not four by four.
- remove heroes from combat. Couldn't disagree more. Heroes in combat is one of the best features in H4.
- Hero specialities. yes.
- Mana cost of spells. It's not entirely true that all spells of the same level costs the same. Summon Imp and the other demonology spells are exceptions. Some other spells cast by creatures also have otehr mana costs, like Terror.
- I don't think removing simultaneous retaliation gives much. There are so many ways to circumvent this that it barely ever happens when I play. I'd say keep simultaneous retaliation.
- Also I don't want to see the return of the upgrades. The decision to remove them was in my opinion correct.

- More maps is questionable in my opinion. I'd very much prefer that they spent time on improving game-play instead.

My inclination for H5 is that it should be built on H4. And if they are going to do H5 in just six months from the last expansion in H4, then they will have to reuse a lot of the H4 code and existing animations.

What I expect from H5 is that it builds on the H4 engine. This hopefully means less bugs since H4 will be fairly stable at the time they start the developement on H5.

The development time for H5 is much shorter than H4 so I'd say re-animations have to be reused to a large degree here. It takes too long too make many new animations. If they reuse and improve existing animations then perhaps H5 can get an additional 20-30 creatures, and additional animations for heroes (myself I'd like to see the animation reflect the Hero's race).

I hope they spend most of the time for making H5 on things that improves game-play i different ways.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Ghost_of_Lor...
Ghost_of_LordTitan


Adventuring Hero
The first Holy Ghost
posted October 23, 2002 01:27 AM

Neat, I do agree. Do you think the we should add new types of money? Like Silver, and copper pieces? I know it's in D&D but it would make it seem more realistic in the game, beacuse when you open a chest I would exspect there to be silver, gold and copper pieces, and I would exspect there to ge gems and dimonds there too. Hey... now there's an idea, we could add gemstones (that are realy valuble) like dimonds, opals and other stones, and you could sell them to 'local merchants' and get money of them, and the stone could say how much it's worth and you could rais the price you'll sell it for and the merchants will say "Yes" or "No" depending on the stones origonal price and how much you're selling it for (plus you could repm' off ).
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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted October 23, 2002 02:08 AM

Homm5 wishes....

Here are some of my wishes in Heroes V...

-GAMEPLAY-
- Enable a "Fog Of War" disabling option - allows you to play either with or without the Fog Of War on the adventure map (grey part only).

-SKILLS AND SPELLS-
- More Primary and Secondary Skills (e.g. Siege as a Primary Skill where you can learn Artillery, Ballistics and Fortify, which gives defending garrisons more defense)
- Overhaul the Magic system
- Reinstate Town Portal, Water Walk and Dimension Door as spells, as well as adding more
- Heroes can learn 6 primary skills instead of 5.

-COMBAT-
- Reinstate the combat scroll (i.e. The griffins do 68 damage) etc.
- Turn morale and luck back into what it was in Heroes III, let creatures attack again or freeze in combat, and with luck, do more damage or less damage in combat.

-CREATURES AND TOWNS-
- Five levels of creatures instead of Four, 10 per town
- Can build both level 1's and 2's, but must choose between the level 3, 4, and 5 units, for a total of 7 dwellings per town
- All towns get a university and a statue a la Heroes 2, which gives an additional 500 gold/day.
- City hall can be upgraded into a Capitol, and it gives you 2000 gold/day. You can build only one capitol.

Town Wishes:
- Castle (like Haven from H4)
Creatures:
L1: Squire and Crossbowman
L2: Pikeman and Ballista
L3: Lion or Monk (lions have first strike and second strike)
L4: Paladin or Cardinal (Cardinals cast spells)
L5: Champion or Angel

- Rampart (like from Preserve)
Creatures:
L1: Sprite and Boar (boars have first strike)
L2: Elf and Satyr
L3: White Tiger or Pegasus (pegasi have magic dampener and white tigers negate first strike)
L4: Dendroid or Unicorn (dendroids have 50% magic resistance and stun, while unicorns can cast spells)
L5: Phoenix or Fairy Dragon

- Academy
Creatures:
L1: Halfling and Dwarf
L2: Gold Golem and Mage
L3: Griffin or Genie
L4: Naga or Thunderbird (weaker than H4)
L5: Dragon Golem or Titan

- Necropolis (undead only!)
Creatures:
L1: Skeleton and Wisp (wisps are light souls that drain mana)
L2: Zombie and Ghost
L3: Lich or Mummy (liches shoot a death cloud like in H3)
L4: Black Knight or Vampire (black knights have a chance to do double damage and have first strike)
L5: Bone Dragon or Grim Reaper (grim reapers have teleportation, death stare and negate first strike)

- Asylum (demons are here)
Creatures:
L1: Rogue and Imp
L2: Gargoyle and Cerebus
L3: Minotaur or Medusa
L4: Efreeti or Venom Spawn
L5: Black Dragon or Devil

- Stronghold (might town)
Creatures:
L1: Berserker and Orc
L2: Troll and Harpy
L3: Cyclops or Ogre Mage (ogre magi casts several spells and not just bloodlust)
L4: Gorgon or Wyvern (gorgons have death stare, wyverns have first strike, second strike and poisoning)
L5: Hydra or Behemoth

How's that?
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Ghost_of_Lor...
Ghost_of_LordTitan


Adventuring Hero
The first Holy Ghost
posted October 23, 2002 02:52 AM

Thats good, thats very good.

More of mine:
-Hero Special Abbilities-
What about limiting the spells that that character can learn, not only by Wisdom, but by class! Like this:
Knight Warloc Sorcerer Paladin Thieve
    Level 1     10     14     14        11    11
    spells      
    Level 2     8      12     12        9     8
    spells  
    Level 3     7      8      10        8     7
    spells
    Level 4     5      6      7         5     6
    spells
    Level 5     3      4      5         3     3
    spells
    Level 6     2      3      3         3     2
    spells
Oh yah, and these numbers are only allowd if the Hero has high enouf Wisdom.

-Towns-
Do you think that certain towns should have mines that you can build in the town? I know it seems a bit much but if you're in a almost-no resaurce area you still stand a chance.
*New towns: I just rememberd something! what if we put the areana town in! That was cool how that personne designed it! With the lions and gladiatores and stuff, that was cool! Okay! here's some stats:
Hunter:
Level 1
Att: 6
Def: 3
Speed: 8
Hit Points: 8
oh dang I forget the other stats, oh well
Gladiatore:
Level 2
Att: 20 +1 against other gladiatores
Def: 6
Speed: 14
Hit Points: 18
Tiger Rider:
Att: 20-1 against angles
Def: 5
Speed: 16
Hit pionts 20

-Great Outdoors-
Do you think that mines should run out? I doo, because, well, a mine doesn't just keep running into more and more gold or whatever, it WILL run out some time!
If wood or gems or something is scarce in one area, do you think it should be worth more in the market? Because if it's shipped in from the other side of the province it should be worth more.

-Skills-
Should there be a bargin skill? Because I find it anoying how the price of gems and stuff is so hight! Shoulden't there be a skill to lower the price?

-Reality chec-
Could we please have a option to make an allie during the game? I've always wanted to do that! Because you could damand resaurces from them, battle with them and all sorts of stuff!
----------------------------END-----------------------------
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dEth8
dEth8


Promising
Known Hero
posted October 23, 2002 03:20 AM

wish now??....wish later??...okie??

Yeeaah, I know this is a bit negative, which I'd rather not be but DANG!

Um...can we just see a good working HoMM4?  

This thread is waaaay premature no?  Can we all comeback to the Altar of Wishes in about 1.5 to 2 years??

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 23, 2002 09:26 AM

Quote:

This thread is waaaay premature no?  Can we all comeback to the Altar of Wishes in about 1.5 to 2 years??


H5 is currently scheduled for release in Q4 2003.

I'd say waiting 1.5 or 2 years is waiting too long.


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shaowei
shaowei


Adventuring Hero
posted October 23, 2002 01:27 PM

Quote:
- hero developement. Er... skills already have master and grandmaster levels? I would however like to see skills grouped three by three and not four by four.
>> yes they do, I was referring to HOMM3 as the base

- Heroes in combat is one of the best features in H4.
>> I have mixed feelings about that feature. Allright, you get the coolness factor of the hero doing battle. But at the same time, the hero does not participate in battle as often as HOMM3. Most of them are sitting ducks unless you take combat to a high level, and all need immortality potions later in the gameanyway.

- I don't think removing simultaneous retaliation gives much. There are so many ways to circumvent this that it barely ever happens when I play. I'd say keep simultaneous retaliation.
>> it makes for a slow start in the beginning, when you have the 40 squires and 30 crossbowmen. Paired with a weak hero in the beginning, it slows down the game. Maybe I have to play more to see how it can be circumvented.
Also with simultaneous retaliation, one fails to see the attack animations properly. It takes coolness away from the game.

- Also I don't want to see the return of the upgrades. The decision to remove them was in my opinion correct.
>> I cannot agree. There was no better feeling in HOMM2 than to upgrade from minotaurs to minotaur kings. By making the upgrade apply to the allready hired creatures, it would not add any complexity of micromanagement.

- More maps is questionable in my opinion. I'd very much prefer that they spent time on improving game-play instead.
>>yes, gameplay is the main thing. However, the user made maps are never on the level of the original maps, so I suppose that would have to come with an expansion.

One more thing, for the combat view: make the attack animation slower in comparison with movement, so that I can enjoy the attack and do not lose time on walking slowly across the field at the same time.

I guess basing on HOMM4 engine is allright as long as they fix some creature looks...

A long post again, but it is an interesting discussion, for me at least. A small getaway from the job for a few minutes each day
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 23, 2002 02:28 PM

- Most of them are sitting ducks unless you take combat to a high level, and all need immortality potions later in the gameanyway.

=> Playing single player scenarios/campaigns you don't really need that many immortality potions. Place two heroes in the army... If one dies it's usually not a long way to the nearest sanctuary town anyway. You very quickly get a notion on how big troops your hero(es) can take on.

>> it makes for a slow start in the beginning, when you have the 40 squires and 30 crossbowmen. Paired with a weak hero in the beginning, it slows down the game. Maybe I have to play more to see how it can be circumvented.
Also with simultaneous retaliation, one fails to see the attack animations properly. It takes coolness away from the game.

=> The game is meant to be slow in the beginning. I believe the attack animations are proper, except in the case where the defender has first strike and the attacker does not. I don't think it's wrong that both creatures move and hit at the same time. That's the way it should be.

>> By making the upgrade apply to the allready hired creatures, it would not add any complexity of micromanagement.

=> I would consider making the upgrade apply to already hired creatures an option. But then you should probably connect the upgrade with building something in a city. You could also solve upgrades by allowing the creatures to carry special artifacts and the stack which carries the artifact in question is 'upgraded'. (As long as the upgrade is not an entirely new animation this sounds Ok. A colour change as in H2 would be enough.)

>> the user made maps are never on the level of the original maps, so I suppose that would have to come with an expansion.

=> My experience here is that for H4, the supplied maps are not all that good, only the campaign maps are a bit better in quality. The maps included in H3 was a lot better in comparison.

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shaowei
shaowei


Adventuring Hero
posted October 24, 2002 03:10 PM

=> Playing single player scenarios/campaigns you don't really need that many immortality potions. Place two heroes in the army... If one dies it's usually not a long way to the nearest sanctuary town anyway. You very quickly get a notion on how big troops your hero(es) can take on.

>> True about SP. However, I can really see how the battle tactics can become "who kills the hero first" in MP games. Also, it impacts hero development too much, making it compulsory to take combat and develop it. Maybe make heroes immortal, but able to walk the battlefield/cast spells/fight mellee/ranged/provide tactics bonuses? When I think about it, my problem is mainly with the poor implementation of hero hitpoints/defense compared to creature numbers. One has to focus too much on just keeping a hero alive.

=> I don't think it's wrong that both creatures move and hit at the same time. That's the way it should be.

>> I think the "hasty" creatures should be able to kill a part of the slower creatures, before those can properly react (it is realistic as well). Why implement a feature that defies realism and doesn't add to the game? (all it does is extend the gameplay session since both players loose their troops - which is not a feature that one wants in multiplayer...) Well, at least implement the combat log to see who did what.  

=> I would consider making the upgrade apply to already hired creatures an option. But then you should probably connect the upgrade with building something in a city.

>> Definitely connect the upgrade with a building (artifacts would be too unbalanced if smbd got it and the opponent did not). As long as you control the building, your creatures are upgraded (a colour change is enough really). Maybe make the building act as a capitol in HOMM3 - if an enemy takes the town, the structure is destroyed and he has to build a new one to reap the benefits.

=> My experience here is that for H4, the supplied maps are not all that good, only the campaign maps are a bit better in quality. The maps included in H3 was a lot better in comparison.

>> True about the H3 maps, those supplied by 3DO were good. I have not tried enough of H4 maps to supply an opinion.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 26, 2002 02:27 PM

>> I think the "hasty" creatures should be able to kill a part of the slower creatures, before those can properly react (it is realistic as well).

=> Well, the hasty creatures are the one with first strike. And they now strikes first regardless of who is attacking, which is realistic. In h3 slow Troglodytes would strike before the faster Champions whe they were attacking.

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shaowei
shaowei


Adventuring Hero
posted October 28, 2002 12:49 PM

I still believe that retaliation should be decided on the following:
- if a creature's "haste" is equal to the "haste" of the creature attacked, there will be simultaneous retaliation
- if a creature has less "haste" than the creature attacked, there will be simultaneous retaliation
- if a creature has more "haste" than the creature attacked, it will strike first, as with first strike

First strike can still be in the game, and it would negate "haste" advantages.

"Haste" could be affected by spells, artifacts, hero skills. That would make it possible to loose less troops in battle if properly managed, and give the "haste" stat a meaning in the game (HOMM4), because currently it has very little use (that I see).
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 28, 2002 01:17 PM

Ok. Looks good to me.

I assume the "haste" is the speed of the creatures (and not the movement allowance; these two are separate in H4.)

Btw... How would you handle good morale and poor morale?

Normally, this would alter the order in which creatures get to act. Would it also affect who makes the first strike?
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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted October 29, 2002 12:56 AM

...a few more wishes

Heroes 5 should get a new magic system... It should be as follows...

Clerical Magic - from Castle/Haven - specialises in blessings and resurrection (Life)
Necromantic Magic - from Necropolis - specialises in raising dead and life draining (Death)
Wizardry Magic - from Academy - illusions and mind control (Order)
Druidic Magic - from Rampart/Preserve - specialises in nature, logistics and shapeshifting (Nature)
Demonary Magic - from Asylum - like Chaos Magic, but with demon summoning
Stronghold will have no magic.

...and the return of the CONFLUX town...

CREATURES:
Level 1: Leprechaun and Wolf
Level 2: Air Elemental and Water Elemental
Level 3: Fire Elemental or Earth Elemental
Level 4: Magic Elemental or Magma Elemental (magic elementals have spell immunity and attack all adjacent enemies without retaliation. Magma Elementals shoot fireballs and have ranged first strike and no melee penalty, plus 50% magic resistance)
Level 5: Crystal Dragon or Gargantuan (from the Gathering Storm. Crystal Dragons are mechanical, fly and have double attack)

The Conflux magic will be Elemental Magic, which specialises in elemental summoning and calling on the forces of nature.

-NEW MAGIC ALIGNMENTS-
Clerical Magic is allied with Order and Druidic, and is opposed to Demonary, Necromantic, and Elemental.
Wizardry is allied with Clerical and Necromantic, and is opposed to Demonary, Elemental, and Druidic.
Necromantic is allied with Wizardry and Demonary, and is opposed to Clerical, Druidic and Elemental.
Demonary is allied with Necromantic and Elemental, and is opposed to Clerical, Wizardry and Druidic.
Elemental Magic is allied with Demonary and Druidic, and is opposed to Wizardry, Clerical, and Necromantic.
Druidic Magic is allied with Elemental and Clerical, and is opposed to Demonary, Necromantic and Wizardry.
Might is not allied or opposed to any magic spheres.

More informative?

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