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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Think outside the town box
Thread: Think outside the town box
bort
bort


Honorable
Supreme Hero
Discarded foreskin of morality
posted June 09, 2003 05:26 AM bonus applied.
Edited By: bort on 9 Jun 2003

Think outside the town bo

In Heroes V, rather than having pre-set town types, I think it would be really cool if the kind of town was not set until a few structures are built, so that you can sort of develop a town in the same way you develop heroes now.  Here's how it would work --

Initially, a town is just a "town."  It's not a "haven" or an "asylum" or anything like that.  You have the choice of a number of base structures that produce the equivalent of level one creatures that would basically be the list of basic fantasy races, humans, elves, dwarves, orcs, goblins, halflings, etc.  You can build two of these structures.  The first two structures you choose determine what kind of town and what kind of creatures it will become.

For instance :

orcs + goblins --> goblinoid, kind of like stronghold.  Higher level creatures include ogres, trolls and giants.  Brute force kind of town.

humans + elves --> high magic town, tower/order thematically.  Nagas, mages, lots of spell casting

humans + dwarves --> mechanically inclined town, lots of siege weapons, dragon golems, etc.

elves + dwarves --> Faerie town, unicorns, pegasi, all the mystical creatures

humans + goblins --> A dark, stealthy town.  Assasins, lots of poison using creatures, shadows.  Fight by subterfuge and sabotage.

humans + halflings --> Standard medieveal fuedal town.

elves + orcs --> demonic town.  Sort of like inferno

elves + goblins --> death town, necromantic

dwarf + goblins --> subteranean monsters.  Giant worms, creepy crawly things.

So on and so forth.  Maybe some combinations would be forbidden, I can't imagine a dwarf + orc town, but maybe others can.  Also, maybe there could be a further choice for some or all of the towns at the second or third level.  Support structures would also be determined by race choices and maybe support structures could also determine creature choices.

It also might be cool if not all towns had the exact same number of creatures.  For instance one town could have 2 1st level, 2 2nd level, 1 3rd and 1 4th while another would have 2 1st, 1 2nd, no 3rd but 2 4ths.  That might be difficult for balance, but that can always be compenstated with creature growth, or other advantages/disadvantages.

Edit:
More details

Each race would bring some character to each town --

orcs -- bestial character.  They'd sort of look like the Uruk-Hai from LOTR.  Axe throwers like in HOMMIV

goblins -- cave dwellers.  Things that go bump in the night kind of theme.  Fast melee fighters

humans -- when you need to mix some vanilla into the town.  Average in every way melee fighters.

hobbits -- pastoral/agrarian/close to nature theme.  Slingers.

elves -- magical race.  Will give magical feel to whatever other race is in town.  archers

dwarves -- earthy, mechanical, masonic.  Short, beard, axe.  They chop things and the things go "ow."

orcs + human town creatures -- nomads/raiders themed town.  Fast from top to bottom but not as toe to toe strong as, for instance, orcs + goblins

centaurs -- what happens when orcs take animal husbandry a bit too seriously.  Like in HOMM IV but more bestial and a bit more powerful (they'd be ~level 2)

Dervishes -- Like nomads in HOMM IV.  Wicked fast, but fall down pretty easy.  (~level 2)

Elephant -- Humans with pikes mounted on elephants.  Fairly fast and pack a really hard punch.  Get the charge ability.  (~level 3)

Horse Archers -- Like nomads but with bows.  Can move and shoot in same turn. (~level 3)

Wyvern Rider -- Orc on a wyvern.  Fast flyer, hard hitting, poisons.  (~level 4)

Humans + Goblins -- Shadowy, spying and assasination town.

Clan of the Poisoned tongue -- Goblins with toothed, poisoned daggers.  Have stealth meaning they can only be seen if within 3 hexes (both on adventure and combat map).  Can choose to lick their own poisoned daggers which sends them into a bloodlust frenzy which increases their speed, makes them attack twice but makes them loose stealth and behave like berserkers.  (~lvl 3)

Sorcerer -- Spellcaster.  Curses, poisons, casts spells like acid spray.  (~lvl 3)

Shadow or Invisible stalker -- Invisible.  Can only be detected by creatures in adjacent hex.  (~lvl 4)

Elves + goblins -- death/necromantic town

giant bat -- flies and bites things.  ~lvl1

ghoul -- goblins who got a bit too attached to cannibalism.  Can paralyze.  Will not attack mechanical or undead targets if there are any flesh targets available.  If they destroy a living stack will stop to feed the next turn.  Can still retaliate, but cannot move or attack.  (~lvl 2)

Drider -- Elf/spider hybrid.  Stolen from D&D.  ~lvl3

vampire -- elf who got a bit too attached to drinking blood.  Same old same old.  Strengthen them up a bit and make them the level 4 they so richly deserve to be.

Plus, of course, the standard skeleton and zombie.

orc + elf -- demonic town

Imp -- you know them well.  ~lvl1

The brute -- Remember the pink demon from doom?  That one.  Attacks and hurts things.  ~level 2

witch doctor -- orcish spell caster ~ lvl 2

Conjurer -- elvish summoner.  Summons things like ice demons ~lvl 3

Pit lord -- Remember HOMMIII?  turn him into the Balrog but keep the demon herding ability.  ~lvl 4

More to come when I have time.
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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted June 09, 2003 10:47 PM

That's actually a good idea. Too bad they've already finalized the towns

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted June 09, 2003 10:56 PM

at last...

I was wandering when someone would think of that...
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bort
bort


Honorable
Supreme Hero
Discarded foreskin of morality
posted June 11, 2003 07:22 PM
Edited by alcibiades at 11:47, 29 Jun 2009.

As an example of a town that could have a second choice to make:

Halfling/Human town -- standard medieval but can choose between angelic and diabolical.  (diabolical is distinguished from the elf/orc town by being more like Lawful Evil than Chaotic Evil)

Angelic lineup

Halfling Scout (level 2) -- Halfling with a shortbow that has the stealth ability.

Pikeman/Crossbowman/Crusader/Monk -- you know and love them

Halfling Eagle Rider (level 3) -- has keen sight ability which allows them to spot creatures with stealth as well as extends the armies viewing range.

Angel -- Wings, flaming sword, dress.  level 4

Diabolical lineup

Thug or Bandit -- mace wielding human.  Essentially Squires, but look like ruffians instead. (extra level 1)

Halfling Hunter (level 2) -- Halfling with blowgun -- short range, but poisoned, has stealth ability.

Heretic (level 2) -- weak spellcaster, curses, a fire based spell or two.

Inquisitor (level 3) -- Carries a barbed whip.  Attack causes pain which reduces defenders attack rating and speed for duration of battle.

Halfling giant vulture rider (level 3) -- doesn't have keen sight, but better fighter than eagle rider.

Devil (level 4) -- Not much of a fighter for level 4.  Casts spells and has "temptation" ability which will work similar to charm (effectiveness is based on number of devils, does not work of lvl 4 or heroes).  Also has a summoning skill which will summon hellspawn every turn (like the heroes summoning skill.  Don't leave a stack of devils too long, they'll end up with a horde of hellspawn).

hellspawn (~level 1/2) -- weakest creatures in the game, but there's a lot of them and they come free with your purchase of a devil.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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