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Heroes Community > New Heroes - Olden Era > Thread: Olden Era - What is your features wishlist?
Thread: Olden Era - What is your features wishlist? This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Syth1984
Syth1984


Adventuring Hero
posted January 21, 2025 11:51 AM
Edited by Syth1984 at 12:09, 21 Jan 2025.

Can we have gate/mine/dimension gate/subterranean exit guardian summoning spell like in Heroes 2 but with those neutrals being summoned at that place (Those plant thingys would fit nicely).Also different spell schools could "plant" (Hehe get it?   different neutrals. We would have variety.

It does not have to be mono block creatures either. I prefer (Shooter+melle) (Melle+Flier) couplings.
A non-spell version like “orc infestation” that uses attack power rather than spell power could be also an might hero ability.

There are three ideas behind this:

-A mines should not be captured by single goblin carrying heroes. There should be a solution to it. This way players would carry a bit more army with them to deal with those threats. Small scale combat will proliferate.

-If the main hero is going to capture your mines and there could be some losses due to guardians being shooters etc. It would be probably a breeze for your main here but still it could mean little by little chipping away the main hero.

-Lastly and most importantly; You usually have nice neutrals but they don't play a lot of role in the game since they are recruitable not in mass. This way we would see more action with them.

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MattII
MattII


Legendary Hero
posted January 22, 2025 10:30 AM

Syth1984 said:
Can we have gate/mine/dimension gate/subterranean exit guardian summoning spell like in Heroes 2 but with those neutrals being summoned at that place (Those plant thingys would fit nicely).Also different spell schools could "plant" (Hehe get it?   different neutrals. We would have variety.

It does not have to be mono block creatures either. I prefer (Shooter+melle) (Melle+Flier) couplings.
A non-spell version like “orc infestation” that uses attack power rather than spell power could be also an might hero ability.

There are three ideas behind this:

-A mines should not be captured by single goblin carrying heroes. There should be a solution to it. This way players would carry a bit more army with them to deal with those threats. Small scale combat will proliferate.

-If the main hero is going to capture your mines and there could be some losses due to guardians being shooters etc. It would be probably a breeze for your main here but still it could mean little by little chipping away the main hero.

-Lastly and most importantly; You usually have nice neutrals but they don't play a lot of role in the game since they are recruitable not in mass. This way we would see more action with them.

The idea sounds nice at first, right up until you realise that people are going to ask "If I can set guardians like that, why can't I use the same spell to make my army bigger?"

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olorin2
olorin2

Tavern Dweller
posted January 22, 2025 01:25 PM

What about macOS and Linux native support? That would be nice. The only reason I use Windows in my private life is gaming.

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Syth1984
Syth1984


Adventuring Hero
posted January 22, 2025 03:18 PM

MattII said:
Syth1984 said:
Can we have gate/mine/dimension gate/subterranean exit guardian summoning spell like in Heroes 2 but with those neutrals being summoned at that place (Those plant thingys would fit nicely).Also different spell schools could "plant" (Hehe get it?   different neutrals. We would have variety.

It does not have to be mono block creatures either. I prefer (Shooter+melle) (Melle+Flier) couplings.
A non-spell version like “orc infestation” that uses attack power rather than spell power could be also an might hero ability.

There are three ideas behind this:

-A mines should not be captured by single goblin carrying heroes. There should be a solution to it. This way players would carry a bit more army with them to deal with those threats. Small scale combat will proliferate.

-If the main hero is going to capture your mines and there could be some losses due to guardians being shooters etc. It would be probably a breeze for your main here but still it could mean little by little chipping away the main hero.

-Lastly and most importantly; You usually have nice neutrals but they don't play a lot of role in the game since they are recruitable not in mass. This way we would see more action with them.

The idea sounds nice at first, right up until you realise that people are going to ask "If I can set guardians like that, why can't I use the same spell to make my army bigger?"


It did exist in heroes 2 though. Maybe "guardians" are bound to the place they are suppose to guard?
____________

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MattII
MattII


Legendary Hero
posted January 22, 2025 07:09 PM
Edited by MattII at 19:16, 22 Jan 2025.

Syth1984 said:
MattII said:
Syth1984 said:
Can we have gate/mine/dimension gate/subterranean exit guardian summoning spell like in Heroes 2 but with those neutrals being summoned at that place (Those plant thingys would fit nicely).Also different spell schools could "plant" (Hehe get it?   different neutrals. We would have variety.

It does not have to be mono block creatures either. I prefer (Shooter+melle) (Melle+Flier) couplings.
A non-spell version like “orc infestation” that uses attack power rather than spell power could be also an might hero ability.

There are three ideas behind this:

-A mines should not be captured by single goblin carrying heroes. There should be a solution to it. This way players would carry a bit more army with them to deal with those threats. Small scale combat will proliferate.

-If the main hero is going to capture your mines and there could be some losses due to guardians being shooters etc. It would be probably a breeze for your main here but still it could mean little by little chipping away the main hero.

-Lastly and most importantly; You usually have nice neutrals but they don't play a lot of role in the game since they are recruitable not in mass. This way we would see more action with them.

The idea sounds nice at first, right up until you realise that people are going to ask "If I can set guardians like that, why can't I use the same spell to make my army bigger?"


It did exist in heroes 2 though. Maybe "guardians" are bound to the place they are suppose to guard?
And it made no sense there. It was a 4th level spell that cost half the spell points, and recruited a third more creature than the 'Summon Elementals' spell (which was 5th level). All of that, and 'Summon Elelmentals' lasted for only one battle, while the guardians lasted until they were destroyed. If anything, the spells should have been switched in all the effects except permanence.

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TrueMefista
TrueMefista


Adventuring Hero
posted January 22, 2025 09:09 PM

Chimera as a unit (I saw that building using "chimera" as a word for creature mix, and I swear it makes zero sense if actual Chimeras are not around)

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purerogue3
purerogue3


Known Hero
posted January 22, 2025 09:19 PM

MattII said:
And it made no sense there. It was a 4th level spell that cost half the spell points, and recruited a third more creature than the 'Summon Elementals' spell (which was 5th level). All of that, and 'Summon Elelmentals' lasted for only one battle, while the guardians lasted until they were destroyed. If anything, the spells should have been switched in all the effects except permanence.


I didn't realize H2 had such a cool "Haunt" spell.
It's not crucial to the game, but makes the otherwise boring adventure map more interactive.

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Syth1984
Syth1984


Adventuring Hero
posted January 23, 2025 09:58 AM
Edited by Syth1984 at 11:15, 23 Jan 2025.

MattII said:
Syth1984 said:
MattII said:
Syth1984 said:
Can we have gate/mine/dimension gate/subterranean exit guardian summoning spell like in Heroes 2 but with those neutrals being summoned at that place (Those plant thingys would fit nicely).Also different spell schools could "plant" (Hehe get it?   different neutrals. We would have variety.

It does not have to be mono block creatures either. I prefer (Shooter+melle) (Melle+Flier) couplings.
A non-spell version like “orc infestation” that uses attack power rather than spell power could be also an might hero ability.

There are three ideas behind this:

-A mines should not be captured by single goblin carrying heroes. There should be a solution to it. This way players would carry a bit more army with them to deal with those threats. Small scale combat will proliferate.

-If the main hero is going to capture your mines and there could be some losses due to guardians being shooters etc. It would be probably a breeze for your main here but still it could mean little by little chipping away the main hero.

-Lastly and most importantly; You usually have nice neutrals but they don't play a lot of role in the game since they are recruitable not in mass. This way we would see more action with them.

The idea sounds nice at first, right up until you realise that people are going to ask "If I can set guardians like that, why can't I use the same spell to make my army bigger?"


It did exist in heroes 2 though. Maybe "guardians" are bound to the place they are suppose to guard?
And it made no sense there. It was a 4th level spell that cost half the spell points, and recruited a third more creature than the 'Summon Elementals' spell (which was 5th level). All of that, and 'Summon Elementals' lasted for only one battle, while the guardians lasted until they were destroyed. If anything, the spells should have been switched in all the effects except permanence.


It's not about making sense I guess. It makes sense to me. That's a difference in opinion. By utility spells can have different effects,thats normal. It's a game it has to have some sort of balance so summoning more elemantals does not throw me off entirely from the idea. I always liked the elemental summoning spell. Ghosts not so much .But yet again those ghost were IMBA from the begining.

Making a spell to protect important mines/passages increases strategic possibilities. With some limitations (maybe max 4 per faction) it could work. It's a matter of balancing out how many it should summon or what the spell level ,required mana and max limitation is.

Maybe it shouldn't directly summon a full stack but summon a stack that grows per week that passes? Power skill could effect that growth directly and maximum number the stack can reach. This way you wouldn't immediately have protection on day one.

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purerogue3
purerogue3


Known Hero
posted January 23, 2025 05:46 PM

Each summoning spell can be used once but concurrently with all the others - so if you have all the spells you can have ghosts+4elementals - also a cool dual-use for elemental summon spells.
Growing at a slow rate could work.

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MattII
MattII


Legendary Hero
posted January 23, 2025 08:02 PM

Syth1984 said:
MattII said:
Syth1984 said:
It did exist in heroes 2 though. Maybe "guardians" are bound to the place they are suppose to guard?
And it made no sense there. It was a 4th level spell that cost half the spell points, and recruited a third more creature than the 'Summon Elementals' spell (which was 5th level). All of that, and 'Summon Elementals' lasted for only one battle, while the guardians lasted until they were destroyed. If anything, the spells should have been switched in all the effects except permanence.


It's not about making sense I guess. It makes sense to me. That's a difference in opinion. By utility spells can have different effects,thats normal. It's a game it has to have some sort of balance so summoning more elemantals does not throw me off entirely from the idea. I always liked the elemental summoning spell. Ghosts not so much .But yet again those ghost were IMBA from the begining.

Making a spell to protect important mines/passages increases strategic possibilities. With some limitations (maybe max 4 per faction) it could work. It's a matter of balancing out how many it should summon or what the spell level ,required mana and max limitation is.

Maybe it shouldn't directly summon a full stack but summon a stack that grows per week that passes? Power skill could effect that growth directly and maximum number the stack can reach. This way you wouldn't immediately have protection on day one.
Look, it would be the only time in the entire game you could do that, which is damned stupid. Now if it cost some rare resources to do, I could see that working, but just casting spell, no.

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purerogue3
purerogue3


Known Hero
posted January 23, 2025 08:42 PM

Actually 'Haunt' could be used to 'garrison' towns as well.. then it wouldn't be an ornamental afterthought.
Plus: you had to garrison captured towns in KB!

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Syth1984
Syth1984


Adventuring Hero
posted January 24, 2025 08:33 AM

MattII said:
Syth1984 said:
MattII said:
Syth1984 said:
It did exist in heroes 2 though. Maybe "guardians" are bound to the place they are suppose to guard?
And it made no sense there. It was a 4th level spell that cost half the spell points, and recruited a third more creature than the 'Summon Elementals' spell (which was 5th level). All of that, and 'Summon Elementals' lasted for only one battle, while the guardians lasted until they were destroyed. If anything, the spells should have been switched in all the effects except permanence.


It's not about making sense I guess. It makes sense to me. That's a difference in opinion. By utility spells can have different effects,thats normal. It's a game it has to have some sort of balance so summoning more elemantals does not throw me off entirely from the idea. I always liked the elemental summoning spell. Ghosts not so much .But yet again those ghost were IMBA from the begining.

Making a spell to protect important mines/passages increases strategic possibilities. With some limitations (maybe max 4 per faction) it could work. It's a matter of balancing out how many it should summon or what the spell level ,required mana and max limitation is.

Maybe it shouldn't directly summon a full stack but summon a stack that grows per week that passes? Power skill could effect that growth directly and maximum number the stack can reach. This way you wouldn't immediately have protection on day one.
Look, it would be the only time in the entire game you could do that, which is damned stupid. Now if it cost some rare resources to do, I could see that working, but just casting spell, no.


I think there is miss communication here. Why the "entire game"?

Lets put this into perspective. As an example like this.
“You go through a dimension door and you decide it's a good idea to block this dimension door since it’s near your base you decide to cast the “guardian” spell.

It uses up your second slot of guardian spell from your faction total of 4.Previously you put your first guardian spell to your gold mine two weeks ago. Stack is growing happily.

A pack (10-19) of let’s say air elemental show up(starting stack). It’s like a garrison where you cannot take your troops from or you cannot put extra troops.

You move around the area and one week passes. Air elementals have grown to “lots of air elementals”(20-49) (Lets say it just grows 1.5x  the amount each week).
However you have a spell power of 10 which lets you summon 10x spell power air elementals max. So no matter how many weeks pass the air elementals get capped at 100 air elementals in the stack.

A hero with one goblin cannot pass through the dimension door. It cannot go around looting your lands it cannot capture a gold mine.”
A normal army with a hero would smash through it with ease.
Maybe expert level give “storm elementals” then it causes 5-10 archers to perish in your army.”

Whenever your stack dies somewhere your slot to summon a guardian opens (max 4 always).

So gives some options about choke points, gives incentive to build medium armies that can deal with these stuff and it weeds out the chaff.

So how does this translate to “once per game” ?



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MattII
MattII


Legendary Hero
posted January 24, 2025 06:31 PM
Edited by MattII at 18:56, 24 Jan 2025.

Except that Dimension Door has always been a teleporter spell, never one that creates a permanent gateway. I guess you're thinking of Two Way Portals?. Also, the fact that you're talking about an arbitrary limit (4 stacks per player) on the spell is telling. No other spell in the game has a limit like that, so what's so special about this one?

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Syth1984
Syth1984


Adventuring Hero
posted January 25, 2025 11:47 AM

MattII said:
Except that Dimension Door has always been a teleporter spell, never one that creates a permanent gateway. I guess you're thinking of Two Way Portals?. Also, the fact that you're talking about an arbitrary limit (4 stacks per player) on the spell is telling. No other spell in the game has a limit like that, so what's so special about this one?


You can cast maximum 4 time dimension doors per day as far as I remember.You have a maximum number of heroes you can recruit. Necromancy in H5 had necromancy per week limit. So there are some limits in the previous games. Also new game, new opportunities as well.

Yes I meant the two-way portals.


By the way since we are at the topic portals: the game developers said there will be day and night cycles.

How about some gates called Moon and Sun gates that operate just at night/day respectively? That would be also very interesting, expands on the strategic differences between day and night.
____________

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MattII
MattII


Legendary Hero
posted January 26, 2025 08:05 AM
Edited by MattII at 09:00, 26 Jan 2025.

Syth1984 said:
MattII said:
Also, the fact that you're talking about an arbitrary limit (4 stacks per player) on the spell is telling. No other spell in the game has a limit like that, so what's so special about this one?
You can cast maximum 4 time dimension doors per day as far as I remember.You have a maximum number of heroes you can recruit. Necromancy in H5 had necromancy per week limit. So there are some limits in the previous games. Also new game, new opportunities as well.
Fair. I guess I'm just not a fan of hard limits. I could see a few ways of fixing DD, such as delimiting it, but making each subsequent cast more and more expensive. (+10 spell points for every subsequent casting, say, so the cost [for the H3 version] goes from 25/20 for the first casting to 35/30 for the second casting, to 45/40 for the third casting, etc.) Likewise, I'm not in favour of limiting the number of stacks of 'guardians', as I'd rather the spell cost actual resources to cast.

Syth1984 said:
By the way since we are at the topic portals: the game developers said there will be day and night cycles.

How about some gates called Moon and Sun gates that operate just at night/day respectively? That would be also very interesting, expands on the strategic differences between day and night.
Have to see how the day/night cycle thing plays out first. There's also the option of having a one-way portal they reverses direction between day and night.

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Syth1984
Syth1984


Adventuring Hero
posted January 27, 2025 07:17 AM

MattII said:
Syth1984 said:
MattII said:
Also, the fact that you're talking about an arbitrary limit (4 stacks per player) on the spell is telling. No other spell in the game has a limit like that, so what's so special about this one?
You can cast maximum 4 time dimension doors per day as far as I remember.You have a maximum number of heroes you can recruit. Necromancy in H5 had necromancy per week limit. So there are some limits in the previous games. Also new game, new opportunities as well.
Fair. I guess I'm just not a fan of hard limits. I could see a few ways of fixing DD, such as delimiting it, but making each subsequent cast more and more expensive. (+10 spell points for every subsequent casting, say, so the cost [for the H3 version] goes from 25/20 for the first casting to 35/30 for the second casting, to 45/40 for the third casting, etc.) Likewise, I'm not in favour of limiting the number of stacks of 'guardians', as I'd rather the spell cost actual resources to cast.

Syth1984 said:
By the way since we are at the topic portals: the game developers said there will be day and night cycles.

How about some gates called Moon and Sun gates that operate just at night/day respectively? That would be also very interesting, expands on the strategic differences between day and night.
Have to see how the day/night cycle thing plays out first. There's also the option of having a one-way portal they reverses direction between day and night.


Glad that we came to an understanding!

Reversing portal directions with day and night cycle is a good idea by the way. Definitely something I would have liked to see!

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MattII
MattII


Legendary Hero
posted January 27, 2025 08:19 AM

Yep. At this point I'll reiterate my first request, make non-gold resources a lot more common. Instead of mines generating 2 wood/ore or 1 rare resource, Have them generate, say 10 and 5 (or 20 and 10). This would allow resources to be used for things we might not even have considered previously, simply due to them being too rare.

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Syth1984
Syth1984


Adventuring Hero
posted January 30, 2025 08:58 AM

Can we have slow reacting (low initiative) but long reaching(high movement)  and fast reacting (High initiative) but short reach (low movement) creatures? Usually high initiative is followed by high speed(Which does make sense usually but not always)

This duality contrast can bring some character to some of the creatures in the line up ,differentiating them from other creatures with the same roles in other castles. I think this part is an untapped side.

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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted January 31, 2025 04:18 AM

The speed/initiative split is one of the main reasons I consider H5 to be superior to H3. Having some creatures that have really high initiative act twice before some really low initiative creatures is great for the depth of the game imo.
____________

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Etharil
Etharil

Shaper of Lore
posted January 31, 2025 05:25 AM

Rimgrabber said:
The speed/initiative split is one of the main reasons I consider H5 to be superior to H3. Having some creatures that have really high initiative act twice before some really low initiative creatures is great for the depth of the game imo.


It's a good thing then that Olden Era has that split implemented, isn't it?
____________

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