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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Basic Questions on how you like Heroes 5 to be like.
Thread: Basic Questions on how you like Heroes 5 to be like. This thread is 7 pages long: 1 2 3 4 5 6 7 · NEXT»
Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted December 15, 2003 07:07 PM
Edited By: ThE_HyDrA on 22 Mar 2005

Basic Questions on how you like Heroes 5 to be like.

Please voice your opinion in this poll.

If a question has listed letters (A, B, C etcetera), then it is select all options that apply.

If a question has listed numbers (1, 2, 3 etcetera), then pick the one that fits best.

It's recommened that you use quote reply on this topic, and then remove "alternatives" which doesn't apply to you.

Keep comments short in this topic. 1-2 lines to clarify a point of view to a question is Ok, but if it's longer than that then use another topic for expressing your views.

All off-topic posts will be deleted from this topic.

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style)
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100%
4. 100-200%
5. 200-400%
6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)
2. Spells disappear from Spellbook after a certain number of uses.
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3)
4. 17 or more.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
1. All creatures should have one upgrade. (H3 style)
2. All creatures should have two upgrades.
3. Each creatures should have between zero and three upgrades. (H2 style)
4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them.
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H2 style)
6. Other. Please specify.

Q14. How many levels for spells?
1. 4 or less.
2. 5
3. 6-7
4. 8 or more.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
2. Dedicated schools with unique spells (H4)
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4.
3. 5 or more.
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Losely connected with groups.
3. Strongly connected with groups and, prerequisites within group. (H4)
4. Even more strongly connected than Heroes 4.

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero classes.
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills.

Q23. Should creatures require upkeep?
1. Yes.
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)
2. No (like in H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100%
4. 100%-150%
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H4?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q35. What do you think of Fog of War?
1. Keep it.
2. Take it away.
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
1. Keep it.
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan.
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

If you have more questions pur them in this topic. If there is enough interest in this topic a new poll will be started. (I'll not add in additional questions after this one.)
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted December 15, 2003 08:59 PM

lets see... oi, this is gunna take some time

Q01: either 1 or 2
Q02: 10-50 %
Q03: either 1 or 4
Q04: Any spell the Hero has learnt in the game (H2 - H4 style)
Q05: Dynamic alliances can be formed during the game.
Q06: Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
Q07: C, E, F
Q08: 10-20%
Q09: Creature stacks should work as before.
Q10: 6-7
Q11: 9-12 (H2)
Q12: 5: some creatures with upgrades, H2 style
Q13: Use one magic school per town type. (H4 style)
Q14: 5
Q15: Dedicated schools with unique spells (H4)
Q16: A to D but carefully designed
Q17: A, C, D, E, F, G
Q18: 50 or more.
Q19: Variable between different secondary skills.
Q20: 2 or 3
Q21: 2
Q22: 3
Q23: not sure yet
Q24: same here
Q25: Creatures can move around without Heroes. (H4 style)
Q26: One per week/Tavern, more with Tavern upgrades.
Q27: No
Q28: Yes (like in H3)
Q29: A to D
Q30: 50%-75%
Q31: Very important.
Q32: Very important.
Q33: Important.
Q34: Important.
Q35: Make it an option. (Select when Map is started.)
Q36: Keep it.
Q37: not sure
____________
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Lich_King
Lich_King


Honorable
Supreme Hero
posted December 15, 2003 09:07 PM

SO, as you told, only answers:

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
3. Dynamic alliances can be formed during the game.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)

Q12. How many upgrades in town for creatures?
3. Creatures should have 0-3 three upgrades.
This point wasn't clear enough. I didn't understand is it 0-3 upgrade for creature or 0-3 upgrades for all creatures...

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4)

Q16. Should there be spells for....
D. Altering the adventure map.

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
G. Catapults to break down walls and gate.I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
3. 30-39

Q19. How many skill levels for the secondary skills?
3. 5 or more.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Will limit do you want for recruiting Heroes?
3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)
But you could be able to change then via map editor.

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

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silx87
silx87


Supreme Hero
posted December 15, 2003 09:41 PM

Q1. The Hero Role.
3. Heroes should not particpate

Q2. How much is it reasonable that a Hero can add to an army
3. 50-100%


Q3. Should Heroes be able to have side-kicks/henchmen  or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
5. Other. ADOM style : a mix of 1. and 2. that a hero has to remind the spells after a number of uses.
of course, this shouldn't be as limiting as it was in H1

Q5. Which level of diplomacy do you want in the game?
2. fixed allies
lets not get too complicated!

Q6. Assuming you have diplomacy....
C. Ability to trade by making a give/want offer.
D. Ability to threaten

Q7. Assuming you can trade with other players which of the following do you want tradeable :
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.

Q8. How much should a Hero minor artifact be able to add to an army?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns :
2. 6-7

Q11. How many creatures ?
3. 13-16 (H3)


Q12. How many upgrades ?
3. Creatures should have 0-3 three upgrades.
if I understand this correctly,this is meant to be like H2?
if so,I think this is the perfect way

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)

Q14. How many levels for spells?
2. 5
lets stay with tradition

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....
A. Global spells affecting all creatures
B. Spells directly affecting cities.

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
F. Specialized defence strutcure.
G. Catapults to break down walls and gate.
I. Attacker is able to destroy town structures.

Q18. How many secondary skills for heroes?
1. Less than 20.
to keep them more specialised,else heroes are all bout the same

Q19. How many skill levels for the secondary skills?
3. 5 or more.

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.

Q21. Should Hero class depend on secondary skill?
4. Other. Hero class decides what skills are offered,but reaching some skill combinations hould give special abilities

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Will limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
1. Yes.
else some heroes just become never used,like in H3

Q28: Should heroes have specialties?
2. No (like in H2, H4)
same as the one above

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses

Q31. How important is a Random Map Generator in first release to you.
4. Not important.
I don't want a random generator like it was in H2!
if it doesn't come out good,like it is in H3,don't put it in

Q32. How important is multi player in the first relesase?
4. Not important.
in the first release,maybe not that vital,but then it definately has to be in a later release

Q33. How important is an improved map editor
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.
I don't realy care much about making new creatures and artefacts for the game...

Q35. What do you think of Fog of War?
3. Make it an option.

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
well kinda,not vital or anything,but would be cool...

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draco
draco


Promising
Famous Hero
posted December 15, 2003 10:27 PM
Edited By: draco on 16 Dec 2003

Q1. The Hero Role.
4. Other. Please specify.

Hero should be on the battlefield and off... WOG style (commanders)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

5. Other. Please specify.
a mix between heroes 1 and 3

any magic skill acts as wisdom, if you have grandmaster life magic you can learn any spell in the game however you may only use the spell [1 +lvl/20 (rounded up)] so if your level 22 priest with GM life magic then you can use any (non-life) spell 1+2=3 times before you forget the spell) but life spells you will remember forever

Q5. Which level of diplomacy do you want in the game?
3. Dynamic alliances can be formed during the game. (i always want to have a endfight with my ally when i play online.. sadly i never can)

Q6. Assuming you have diplomacy which of the following do you want.

B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.

mix between these two, i would like to leave a message saying something like would like 10 mercury when i give my ally some sulfer (you may only give resources on your turn though)

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
H. Creatures.

the way heroes 3 works, but i would like to be able to "rescue" my allies town and give it back to him/her also would be fun to give my hero but rarely would i want to part with them.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

non of the above, minor artifacts should not affect the army.. major could relics could but not minor, they affect commanders only.

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.
I wouldnt mind having less towns if it means they can be truly different. (starcraft different)

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
again more does not mean beter.. less creatures.. 1 type of dragon, 1 type of any creature.. no upgrades.. heroes 4 style

Q12. How many upgrades in town for creatures?
4. No upgrades in towns.

NO upgrades NO XP for units.. make them unique so you dont need to upgrade them

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)


Q14. How many levels for spells?
2. 5


Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
3. Dedicated schools but some spells are shared between schools (H3)

mix between these two


Q16. Should there be spells for....

C. Summoning creatures outside combat, which you can keep.
summon spells to guard mines (H2)

Q17. Which of the following do you want to see during a siege of a city.

B. Turrets, but player must place own shooters in it. (you can place as many as you want but they remain there permanently never to be removed and if the rest of your team dies they die (they dont need to be killed in the siege)
C. Garrison mage/tower casting spells. (you can put mages in the garasin and there spell points never fall)
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate. (and turrets)


Q18. How many secondary skills for heroes?
1. Less than 20.
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.
the more the merrier but they need to be unique (how many were in h4?)

Q19. How many skill levels for the secondary skills?
3. 5 or more.
H4 style

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)


Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
should be offered not forced though (it was to hard getting archmage in h4)

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.


Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.
yes and no,, you should be able to "pay overtime" at +100% cost to build a second building. (doubles cost of both buildings being built)

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?

2. All armies have at least one Hero.
its to easy to make groups of 1 sprite at the start to explore everything

Q26. Will limit do you want for recruiting Heroes?
5. Other. Please specify.
4 per month (nearly the same as 1 per week but you can start out faster)

Q27. Should Heroes in basic classes start out identical?
2. No.
bring back heroes 3 way of life

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures

or each hero has a unique skill that cannot be had in any secondary skill (like commanders on WOG)

Q30: Maximum City Hall weekly income should cover

3. 75%-100%


Q31. How important is a Random Map Generator in first release to you.
3. Important.
first release there should be enough maps to play around for a few months, plenty of time for the generator to be released.. however for people who dont have the internet it would be nice on first release

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
hotseat would be nice but i hear it will not be. multiplayer is extreamly important at least within a few months.

Q33. How important is an improved map editor (compared to the feature level in H4?
3. Important.
I dont make maps but if  it means beter maps will be made then make it beter.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important.
i would love to be able to make my own units, or modify it (counter-strike to half-life)

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

bring back logistics please...

Q38. [MY OWN QUESTION] how do you deal with heroes who retreat/surrender in battle?
1. retreat and surrender bring you to the nearest castle (H4)
2. retreat/surrender puts you in tavern (H3)
3. retreat/surrender puts you in tavern but to buy back you need to spend 2500$ + 200 per level
4. retreat/surrender brings you to nearest town at caravan speeds
i choose 3

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted December 16, 2003 12:52 AM

My own answers.

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Why? Side-kicks makes better companions than artifacts. Also easier to motivate that a side-kick gives a bonus than an artifact.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

I prefer the classic way, but don't feel all that strongly about which way it works.

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

More towns add greatly to replay value. I'd rather see many smaller towns with fewer creatures, than few large towns with many creatures.

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)

Q12. How many upgrades for each creature in town?
3. Each creatures should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each town produce spells in about 50% of them.

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

The more variety the better.

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
H. Attackers can scale the walls without having to ruin them.

Q18. How many secondary skills for heroes?
3. 30-39

Q19. How many skill levels for the secondary skills?
2. 4.

Five felt too much in H4, especially with 4 skills in each group.

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.

Q21. Should Hero class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

I don't have a strong feeling either way on this one. If you place Heroes on battlefield then army upkeep is one way to limit army sizes.

Q24. Do you want the one build/day limit to stay?
1. Yes.

I don't have a strong feeling about this either.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
2. All armies have at least one Hero.

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.

Q27. Should Heroes in basic classes start out identical?
2. No.

Starting out identical reduces replay value and causes them to develope very similar. As a consequence of this Tavern should only offer a limited selection of Heroes.

Q28: Should heroes have specialties?
1. Yes (like in H3)

It's not necessary to start out with a specialiy, but then it should be possible to gain them from the Map.

Q29: If the answer above is yes should they:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses

Make town economy overall poor so the player who expand will gain a big advantage.

Q31. How important is a Random Map Generator in first release to you.
3. Important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

There should also be an option to display the full Map at start to negate bonuses some players may get for knowing the layout of the map because they've played it before.

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.

In addition to this, I'd like an option to offer a Draw in combat, where both parties take the Map positions they had before combat.

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted December 16, 2003 02:38 AM

Q1 - 3
Q2 - 4
Q3 - C,D
Q4 - 1
Q5 - 2
Q6 - C
Q7 - A,B,D,E,F,G,H
Q8 - 2
Q9 - 3
Q10 - 3
Q11 - 3
Q12 - 2
Q13 - 3
Q14 - 3
Q15 - 1
Q16 -
Q17 - A,C,D,E,F,G,
Q18 - 3
Q19 - 4
Q20 - 1
Q21 - 2
Q22 -
Q23 -
Q24 - 1
Q25 - 1
Q26 - 1
Q27 - 2
Q28 - 1
Q29 - A,B,C,D
Q30 - 3
Q31 - 3
Q32 - 3
Q33 - 4
Q34 - 4
Q35 - 2
Q36 -
Q37 -
Q38 - 3


____________
The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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Gerdash
Gerdash


Responsible
Famous Hero
from the Animated Peace
posted December 16, 2003 11:52 AM

Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
that was a difficult choice between 1 (traditional homm style) and 3

Q5. Which level of diplomacy do you want in the game?
2. Fixed allies on the Map.

Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.
do we need q5 diplomacy for that? imho trade with anyone if they agree.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.
but not really. a large stack should not do as much damage as total damage of it's creatures, especially to a small stack. wounds idea is also nice imho

Q10. How many Towns would you like to see:
2. 6-7

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
3. Each creatures should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them.

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for....
B. Spells directly affecting cities.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
1. 3 or less.

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.

Q21. Should Hero class depend on secondary skill?
4. Other. combination of 1 and 2 would be best imho.
Hero class should be derived from secondary skills possessed. Hero class should influence which skills are offered, depending on skill and class.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
1. Yes.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
4. More than one per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.
specialties would be nice because spec might make hero portraits more meaningful

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Adventure Map (e.g. native terrain), i don't mind seeing some reasonable original bonuses and penalties.
imho limitation to abc choices would be boring = pointless.

Q30: Maximum City Hall weekly income should cover
2. 50%-75%
i'd like to have unbuilt villages/creature dwellings for economical use, in that case it should be much less.

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4?
4. Not important.
imho it isn't always too bad if it feels like computer game sometimes

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.
some guys will surely make some new creatures that others can download. and some of those might be improvement over original

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
i guess it might create lots of buggy situations etc, just my wild fantasy answer

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
4. Retreat and surrender bring you to the nearest castle by Caravan.
thanks, that was quite a nice poll.
____________
what is the safest way to pass your time? heroes community -- your posts won't affect almost anything

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laelth
laelth


Famous Hero
Laelth rhymes with stealth.
posted December 17, 2003 01:59 AM

Here's my vote:

Q1.  3. Heroes should not particpate personally in battle. (but allow multiple heroes per army for spells and skills)

Q2.  2. 10-50 %

Q3.  A. Side-Kicks to give Hero new special abilities.

Q4.  1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5.  2. Fixed allies on the Map.

Q6.  B. Ability to trade only by giving (H3 style)

Q7.  A,C,E,F,H

Q8.  2. 10-20%

Q9.  3. Creature stacks should work as before.

Q10. 3. 8-9

Q11. 2. 9-12 (H2)

Q12. 4. No upgrades in towns. (This was a mess in H3.  H4 got this right.)

Q13. 1. Use one magic school per town type. (H4 style)

Q14. 2. 5

Q15. 2. Dedicated schools with unique spells (H4)

Q16. Huh?  Don't allow D, please.

Q17. No opinion.

Q18. 2. 20-29

Q19. The H4 system is excellent.

Q20. 3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. 2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. 2. 4 skills.

Q23. 2. No.

Q24. 1. Yes.

Q25. 3. Creatures can move around without Heroes. (H4 style)

Q26. 3. One per week/Tavern.

Q27. 2. No. Unique special abilities (H3) were cool.

Q28: 1. Yes (like in H3)

Q29: A,B,C,D (all good)

Q30: 1. <50% maximum weekly creature recruiting expenses (keep gold mines)

Q31. 4. Not important, but it would be nice to have (sooner or later).

Q32. 1. It decides whether or not I buy the game.

Q33. As long as it's pretty and it works, I'll use it.

Q34. Bad idea for MP.  Everyone needs to have the same game (no custom sprites).

Q35. 1. Keep it.

Q36. 2. Take it away.

Q37. 2. No

Q38. 1. Retreat and surrender bring you to the nearest castle (H4)  Losing all your troops is costly enough.

Hope this effort gets put to good use.

-Laelth
____________
Alan P. Taylor, Attorney at Law, LLC

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted December 17, 2003 08:57 AM
Edited By: ThE_HyDrA on 12 Aug 2005

Heroes V Wishes Survey

A big thanks to Djive for taking the time to think of these very worthwhile questions. I believe it is possible to help others by providing such a survey and giving your opinion. Also, congratulations on making the survey so easy to answer.

Q1. The Hero Role.
5. Other. Please specify.
I believe that heroes should only fight other heroes. To include heroes in combat the way they did in Heroes IV was severely unbalanced, and only if the team can find a way to prevent heroes from being defeated in the first or second round will I support that option. (Seems unlikely.) Heroes fighting only other heroes would minimise balancing issues.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %
There is only so much effect a hero could have upon creatures in their army. I’m more inclined to say 25% or so.

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.
I’d rather specialist heroes. However, out of those options, war machines are certainly the best in my opinion. War machines are need in sieges, and I especially enjoy the usage of the First Aid Tent in Heroes III combat. The ballista wasn’t so great.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)
The first style is the best and the most stable. It is also the most realistic, because if the hero has the secondary skill he should be able to learn the spell, on matter what alignment he/she may be from.

Q5. Which level of diplomacy do you want in the game?
3. Dynamic alliances can be formed during the game.
I think it is more interesting this way. It also allows you to trade resources if you are in some trouble with one of your required resources. Diplomacy was implemented masterfully in Heroes II, I would like to see that continue.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
Again, I believe this will cause the game to be more interesting, and make the diplomacy secondary skill more sought after. It also allows you to become more specific with your style of diplomacy.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures (Mines, etc.)
E. Artifacts
F. Normal resources.
G. Changed diplomatic stance towards players
I would tend to stick to the basics. I don’t see Heroes as a large ‘trading affair’ but only smaller elements, such as resources. Resources are vital in the early game, yet relatively unimportant in the endgame. Resources are the perfect commodity to trade.


Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%
Even though this really depends on how minor the artefact is, I couldn’t see it affecting more than 20% of the hero’s attack and defence. I expect relics or major artifacts to add around 50%.

Q9. Stacking creatures:
3. Creature stacks should work as before.
They worked fine previously, in my opinion, there is no need to change such a flawless system integral to Heroes now.

Q10. How many Towns would you like to see:
4. 6 or more.
I’d like to see above six towns (not 6 or more) 7-9 is my sweet spot. I think 9 is pushing it on too many, and 7 is just about perfect. I think 8 would do it. However, it really depends on how many creature levels per town. I’m anticipating 6 levels, and in that case, 8 would be excellent.

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more.
Using my own upgrade system, there are 18, with a maximum of 12 being chosen. So it is a mixture of 2 and 4.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
3. Each creatures should have between zero and three upgrades. (H2 style)
Definitely the best. It was not predictable like H III and H IV, and it allows for some differentiation in towns. It is also more freely set.

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
I think Heroes III was the best in this respect. If there at least some endemic spells then I see no problem with the spell system. Heroes II wasn’t so good in this area.


Q14. How many levels for spells?
2. 5
I’ll stick with the original. 5 levels are probably the best in this case.

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)
Again, Heroes III is the best for spells. It was too specific in Heroes IV, and too broad in Heroes II.


Q16. Should there be spells for....
B. Spells directly affecting cities.
This would be an interesting addition. I would make use of spells such as restrict creature growth for 1 day, or close tavern for one day (especially if creatures need a hero to travel.)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
G. Catapults to break down walls and gate.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
All of the above options are the ones I’d like to see. While the others are also good, I believe these ones will add the most to the game. (Sieges in particular.)

Q18. How many secondary skills for heroes?
5. 50 or more.
I’m hoping for around 13 primary skills with 4 secondary skills each, so, 52.

Q19. How many skill levels for the secondary skills?
3. 5 or more.
If I understand the question correctly, are you referring to master, Grandmaster, advanced etc? If so, I would like it as in Heroes IV with 5 levels.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)
Maybe slightly less loose than Heroes IV, but I don’t want them becoming too unrelated, because then you cannot specialise your hero according to the skills he needs.

Q21. Should Hero class depend on secondary skill?
3. There should be no Hero classes.
I'll agree with number three. There should be no hero classes. They were too insignificant in Heroes IV. Additionally, I much prefer hero specialties.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.
Including the primary skill: 4, not including the primary skill itself, 3.


Q23. Should creatures require upkeep?
2. No.
It would make the game too complicated. The creature setup is fine at the moment.

Q24. Do you want the one build/day limit to stay?
1. Yes.
If there was no limit, there would be higher differentiations between the weaker and richer players, and it would make the game less strategic. A limit is required to retain a level playing field.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
2. All armies have at least one Hero.
I’m not exactly a fan of creatures moving around by themselves. However, I do believe having the freedom of choosing how many heroes there should be in your army is needed.

Q26. Which limit do you want for recruiting Heroes?
4. More than one per week/Tavern.
There are too many factors to take into account here. I think maybe 3 a week would be fair?


Q27. Should Heroes in basic classes start out identical?
2. No.
They need to have specialties to set them apart from one another. If they do begin identically, there is no strategy in picking out the best hero for the scenario.

Q28: Should heroes have specialties?
1. Yes (like in H3)
Definitely. Hero specialties were one of the best innovations in Heroes III, I’m not sure why they were replaced for hardly influential advanced hero classes.

Q29: If the answer above is yes should they:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
I think B,C, and D all are valid reasons for a hero specialty. Concerning D, I believe things such as higher scouting radius, 10% more movement, 100 more gold per day, etc.

Q30: Maximum City Hall weekly income should cover
3. 75%-100%
I don’t want to make it too easy for the player, so maybe something like 75% would do. I expect the other 25% would come from a gold mine or another exterior artifact/mine.

Q31. How important is a Random Map Generator in first release to you.
4. Not Important.
It is fairly important, but I’d rather make my own maps, however, it is good to have it there. I wouldn’t make a fuss about it being released in an expansion.

Q32. How important is multi player in the first relesase?
4. Not important.
I presume this multiplayer means online. If it were to mean hotseat, then I’d regard it as very important. But since I don’t having the sufficient parameters to participate in online play, I wouldn’t really care.

Q33. How important is an improved map editor (compared to the feature level in H4?
3. Important.
Despite the fact that the Heroes IV editor was very comprehensive, I feel that the editor needs to be upgraded to suit every game, due to the plethora of new content being added.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.
It isn’t important, but It would be nice to have an official program that would allow someone to do that.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)
Even though I personally enjoy the fog of war, others don’t, so I think making it an option would be the safest bet.

Q36. What do you think of mobile guards?
1. Keep them.
Definitely keep them as an option like Heroes IV. It provides more of a physical barrier to some areas, and makes the game more realistic.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No
That is a difficult question, but I’d ultimately say no. It would become too complicated, and the amount of vegetation and mountains that dominate the landscape would cause the viewable area to drop too significantly to properly play the game.

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
I think retreat should bring them to the tavern, but surrender should go back to the castle.

Thanks Djive (and Draco) for making this survey. I found it most interesting.

____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted December 17, 2003 12:52 PM

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style)
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Other. Please specify.
I think #3 is good since commanders shouldnt risk thier lives but can use special abilities & increased abilities with thier special skills.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100%
4. 100-200%
5. 200-400%
6. More than 400%
#3 again would be good to make it nice & even.

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.
Probally D I wouldnt like to have too much of an advantage.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)
2. Spells disappear from Spellbook after a certain number of uses.
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify.
#1 that should not change.
We have enough problems getting the skill to learn magic .

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy.
I have no answer for this question.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.
Once again I have no answer for this question.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.We want to try to make the game more funner without the cheap wins so I would only presume trading resources since thats whats usually the only rule to trade with other players in a tourney game.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.
Depending on some of the arties  probally below 10% but some could be between 10-20 also.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before.
Thats what the population growth is all about.
We need to keep it reals keep it as it is

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more.
People that know me know I like variety the more selections we have the less bored well be & plus it makes room for more creature ideas.

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3)
4. 17 or more.
Heroes 3 should only had 7 creatues in a town like heroes 2 but I dont think there should be that many so probally about 9-12.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
1. All creatures should have one upgrade. (H3 style)
2. All creatures should have two upgrades.
3. Each creatures should have between zero and three upgrades. (H2 style)
4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)
One upgrade is good enough because in a MP game we wont have time for more then 1 upgrade.

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them.
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H2 style)
6. Other. Please specify.
Not understanding so I wont answer this.

Q14. How many levels for spells?
1. 4 or less.
2. 5
3. 6-7
4. 8 or more.
5 is good enough.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
2. Dedicated schools with unique spells (H4)
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2)
#3 is good I think all towns type should have the even spells so it would make the game more balanced.

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)
I dont like this question & I refuse to answer it.

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
Kind of like heroes 4 where you can use your Archers to take the place of the turrets but sieges should be more realistic & if 3D style.
It should be more challenging to take a town type.
You shouldnt even see the insode of the castle yet without breaking through the Fortifications.
It should also show what xastle type you are attacking when your in the first step of a siege mode breaking down the fortifications before finding a way into the garrison where the troops lurk but they can attack ya anytime they want to.
If it's a Fortress your attacking then it should show you attacking the fortress in the siege mode breaking down the walls.

Q18. How many secondary skills for heroes?
1. Less than 20.
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.
Less then 20 we dont want to have every skill that would make the game too predictable & less fun.

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4.
3. 5 or more.
4. Variable between different secondary skills.
3 or less is better we want to try to master all the skills not just one.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Losely connected with groups.
3. Strongly connected with groups and, prerequisites within group. (H4)
4. Even more strongly connected than Heroes 4.
#1 read above why.

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero classes.
4. Other. Please specify.
There should be hero classes but it should raise the sec skills in % depending on class like if you were a wizard then theres a good chance you get wisdom etc.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills.
Not sure what ya mean so I will leave this be.

Q23. Should creatures require upkeep?
1. Yes.
2. No.
Upkeep? I will leave this blank also.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.
Yes

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style)
Creatures could wander around thats not going to make the game less uneven plus it helps with the chaining everyone seems to dislike hehe.

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify.
Heroes 3 style is fine.

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No.
Not sure so I wont answer.

Q28: Should heroes have specialties?
1. Yes (like in H3)
2. No (like in H2, H4)
Yes they should.Heroes need to be Unique& it makes the game more fun & less predictable.

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
They should not have any of the above to ruin the fun of the game by having too much of an advantage.

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100%
4. 100%-150%
5. >150%
Note: Considering all dwellings and upgrades built
Seems unimportant so I wont answer.

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.
It is that important & it has to be reliable like heroes 3 Generator & it does relate on alot of players on who buys the game.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.
You only play single player for so long.
It is that important to make sure the game has the fun factor for all to enjoy.
Campaigns are always fun also hehe.

Q33. How important is an improved map editor (compared to the feature level in H4?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.
It is also important because we need great detail on making a great map's.
Look at how more detailed & beautifully heroes 4 maps are made & all the extras compared to heroes 3 & it really brings players to play it.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.
It is just a bonus it's not that important but it could be fun & it depends on what we all like personally.
Dont make it like heroes 4 where the requirements are so much that you cant even here the music without the game crashing.
I dont even know what the music sounds like in heroes 4 lol.

Q35. What do you think of Fog of War?
1. Keep it.
2. Take it away.
3. Make it an option. (Select when Map is started.)
Cheap get rid of it.

Q36. What do you think of mobile guards?
1. Keep it.
2. Take it away.
Could be fun but like heroes 4 keep it an option.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No
I liked it when the vision is restricted so you can set traps etc but I would use it only if you can recruit creatures to wander on thier oen.

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan.
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Well if someone wants to surrender they have to do it for a price but the thang to change would be if the other player would accept the terms or no.





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dushan
dushan


Hired Hero
posted December 17, 2003 01:10 PM

Q1. The Hero Role.
5. Heroes should be in the combat, but without IMO potions. There should be some potion of Defence or something like that for magic heroes.
Also it may be players' choice to include heroes in combat or not, but there should be some spells that could be cast only if hero is on the battlefield.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met. hehe this is good

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
F. Normal resources.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
3. 8-9

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
1. All creatures should have one upgrade. (H3 style)

Q13. Magic Schools and Towns
1. Use 1 Magic school, and let any town produce nearly any spell. (H2 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.

Q17. Which of the following do you want to see during a siege of a city.
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
2. 20-29

Q19. How many skill levels for the secondary skills?
2. 4.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style) this is very important IMO

Q26. Which limit do you want for recruiting Heroes?
3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.

Q33. How important is an improved map editor (compared to the feature level in H4?
3. Important. I wish I had enough time to make maps, but I am not student anymore

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
1. Keep it.

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)


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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted December 17, 2003 07:57 PM
Edited By: regnus_khan on 17 Dec 2003

Answers to Djive questions:

Q1: 3 & 4
Q2: 2
Q3: A, B, C
Q4: 1 & 2
Q5: 2 & 3
Q6: A, C
Q7: D, E, F
Q8: 2
Q9: 3
Q10: 4
Q11: 4
Q12: 1
Q13: 1
Q14: 1 & 2
Q15: 2
Q16: A, D
Q17: C, D, E, F, G, H
Q18: 3
Q19: 3
Q20: 3 & 4
Q21: 1 & 2
Q22: 3
Q23: 2
Q24: 2
Q25: 1
Q26: 1 & 2
Q27: 1
Q28: 1
Q29: A, B, C, D (There are too many of them, that I can't explain)
Q30: 1 & 2 & 3
Q31: 4
Q32: 2
Q33: 2
Q34: 2
Q35: 3
Q36: 2
Q37: 1 & 2
Q38: 1 & 4

Ahhh...I'm too tired to explain... It's evening...Maybe I'll explain some day...


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DarkManiac
DarkManiac


Known Hero
of Hell
posted December 20, 2003 12:54 PM

Let's see...

Q1 - 2 or 3 (3 is probably easier to balance)
Q2 - 4
Q3 - A
Q4 - 1
Q5 - 4
Q6 - A
Q7 - F
Q8 - 2
Q9 - 3
Q10 - 2
Q11 - 3
Q12 - 1
Q13 - 2
Q14 - 3
Q15 - 2
Q16 - A
Q17 - I
Q18 - 5
Q19 - 2
Q20 - 2
Q21 - 2
Q22 - 3
Q23 - 2
Q24 - 1
Q25 - 1
Q26 - 2
Q27 - 2
Q28 - 1
Q29 - B
Q30 - 2
Q31 - 4
Q32 - 2
Q33 - 3
Q34 - 3
Q35 - 3
Q36 - 2
Q37 - 2
Q38 - 3
____________
A villain's gotta do what a villain's gotta do.

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yertle
yertle

Tavern Dweller
posted December 21, 2003 01:47 AM

Quote:
Please voice your opinion in this poll.

If a question has listed letters (A, B, C etcetera), then it is select all options that apply.

If a question has listed numbers (1, 2, 3 etcetera), then pick the one that fits best.

It's recommened that you use quote reply on this topic, and then remove "alternatives" which doesn't apply to you.

Keep comments short in this topic. 1-2 lines to clarify a point of view to a question is Ok, but if it's longer than that then use another topic for expressing your views.

All off-topic posts will be deleted from this topic.

Q1. The Hero Role.

3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
2. All creatures should have two upgrades.


Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
3. 6-7

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
5. 50 or more.

Q19. How many skill levels for the secondary skills?
2. 4.

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.

Q21. Should Hero class depend on secondary skill?
3. There should be no Hero classes.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages

Q30: Maximum City Hall weekly income should cover
3. 75%-100%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H4?
3. Important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.


If you have more questions pur them in this [url=http://heroescommunity.com/viewthread.php3?FID=5&TID=10653]topic[/url]. If there is enough interest in this topic a new poll will be started. (I'll not add in additional questions after this one.)

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Campaigner
Campaigner


Hired Hero
posted December 23, 2003 06:34 AM
Edited By: Campaigner on 23 Dec 2003

If a question has listed letters (A, B, C etcetera), then it is select all options that apply.

If a question has listed numbers (1, 2, 3 etcetera), then pick the one that fits best.


Q1. The Hero Role.

3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)

2. 10-50 %


Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.


Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

1. Any spell the Hero has learnt in the game (H2 - H4 style)


Q5. Which level of diplomacy do you want in the game?

3. Dynamic alliances can be formed during the game.


Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

1. Less than 10%


Q9. Stacking creatures:

3. Creature stacks should work as before.


Q10. How many Towns would you like to see:

2. 6-7



Q11. How many creatures (counting upgrades) in each town?

2. 9-12 (H2)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

3. Each creatures should have between zero and three upgrades. (H2 style)


Q13. Magic Schools and Towns

6.Other. Please specify.

1 Magic school for each town but with some spells for all alignments like the Cosmos sphere in AoW:SM.


Q14. How many levels for spells?

2. 5


Q15. How do you want the magic schools?

1. One generic school with spells open to all, and then additional dedicated schools with unique spells.


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Agree with everything, but townstructures should only be destroyable by the catapult.


Q18. How many secondary skills for heroes?

2. 20-29


Q19. How many skill levels for the secondary skills?

4. Variable between different secondary skills.


Q20. How tightly should skills depend on each other.

3. Strongly connected with groups and, prerequisites within group. (H4)


Q21. Should Hero class depend on secondary skill?

1. Hero class should derive from secondary skills possessed


Q22. Assuming there are skill groups. How many skills in each group?

1. 3 or less skills


Q23. Should creatures require upkeep?

1. Yes.


Q24. Do you want the one build/day limit to stay?

1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?

1. All armies have exactly one Hero. (H2-H3 Style)


Q26. Which limit do you want for recruiting Heroes?

4. More than one per week/Tavern.


Q27. Should Heroes in basic classes start out identical?

1. Yes.


Q28: Should heroes have specialties?

1. Yes (like in H3)


Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover

2. 50%-75%


Q31. How important is a Random Map Generator in first release to you.

4. Not important.


Q32. How important is multi player in the first relesase?

4. Not important.


Q33. How important is an improved map editor (compared to the feature level in H4?

2. Very important.


(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

4. Not important.


Q35. What do you think of Fog of War?

1. Keep it.


Q36. What do you think of mobile guards?

1. Keep it.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?

1. Yes


Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?

3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.


If you have more questions pur them in this [url=http://heroescommunity.com/viewthread.php3?FID=5&TID=10653]topic[/url]. If there is enough interest in this topic a new poll will be started. (I'll not add in additional questions after this one.)

____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted December 23, 2003 07:21 PM
Edited By: DoddTheSlayer on 23 Dec 2003

Q1. Hero role.
4. Commanders, the way they are in WoG.


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)


Q5. Which level of diplomacy do you want in the game?
2. Fixed allies on the Map.


Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town
3. 13-16 (H3

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
1. All creatures should have one upgrade. (H3 style)
2. All creatures should have two upgrades.

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools
3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....
Not sure

Q17. Which of the following do you want to see during a siege of a city.
Not sure.

Q18. How many secondary skills for heroes?
2. 20-29
3. 30-39

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero class depend on secondary skill?
3. There should be no Hero classes.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills. Do not want a hero that cannot possibly max out in an online game like in h4.

Q23. Should creatures require upkeep?
Dont understand the question

Q24. Do you want the one build/day limit to stay?
Not sure.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
All options mentioned should be scatered amoung the heroes.

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (h3)

____________
Retaliation is for the foolish. Silence is wisdom

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IYY
IYY


Responsible
Supreme Hero
REDACTED
posted December 24, 2003 02:00 AM

Q1.1
Q2.2
Q3.D
Q4.1
Q5.4
Q6.A
Q7.All of the above
Q8.1
Q9.3
Q10.2
Q11.2
Q12.3
Q13.2
Q14.2
Q15.3
Q16.All of the above
Q17. A,D,F,G, and H (if only applies to certain creatures)
Q18.3
Q19.2
Q20.2
Q21.2
Q22.1
Q23.2
Q24.1
Q25.3
Q26.5: One per week/Tavern, more with Tavern upgrades but cannot be of opposing nation (life cannot hire death heroes).
Q27.2
Q28:1
Q29:All of the above
Q30:3
Q31.3
Q32.3
Q33.3
Q34.2
Q35.3
Q36.1
Q37.2
Q38.4
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UndeadLord
UndeadLord


Known Hero
posted December 25, 2003 01:03 PM



Q1.3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
Q2.3. 50-100%
Q3.A. Side-Kicks to give Hero new special abilities.
Q4.1. Any spell the Hero has learnt in the game (H2 - H4 style)
Q5.3. Dynamic alliances can be formed during the game.
Q6.A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
Q7.F. Normal resources.
  G. Changed diplomatic stance towards players.
  H. Creatures.
Q8.2. 10-20%
Q9.3. Creature stacks should work as before.
Q10.3. 8-9
Q11.4. 17 or more.
Q12.2. All creatures should have two upgrades.
Q13.1. Use one magic school per town type. (H4 style)
Q14.3. 6-7
Q15.1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
Q16.All of those.
Q17.B.
   H.
   I.
Q18.3. 30-39
   4. 40-49.
Q19.4. Variable between different secondary skills.
Q20.3. Strongly connected with groups and, prerequisites within group. (H4)
Q21.2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
Q22.3. 5 or more skills.
Q23.1. Yes.
Q24.1. Yes.
Q25.1. All armies have exactly one Hero. (H2-H3 Style)
   3. Creatures can move around without Heroes. (H4 style)
Q26.2. One per week/Tavern, more with Tavern upgrades.
Q27.2. No.
Q28.1. Yes (like in H3)
Q29.A. Enhance secondary skills
   D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
Q30.2. 50%-75%
Q31.3. Important.
Q32.2. Very important.
Q33.3. Important.
Q34.3. Important.
Q35.1. Keep it.
Q36.1. Keep it.
Q37.1. Yes
Q38.6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.









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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted December 27, 2003 05:53 PM

Q1: 5 - Let every criature's space have an own captain (hero) who could get a special skill on that criature.
Q2: 2 - But it depends on the hero's level
Q3: A, C, D
Q4: 5 - 1, but the higher spells should require some abilities.
Q5: 4
Q6: A, C, D
Q7: D, E, F, G, H
Q8: 3
Q9: 3. But the amount shouldn't be a fixed number. It should depend on the hero's (or heroes'!!!) experience.
Q10: 5
Q11: 2
Q12: 3
Q13: 3
Q14: 3
Q15: 3
Q16: A,B,E
Q17: A, C, D, F, G, H, I
Q18: 2
Q19: 4
Q20: 2
Q21: 4 - 1, but Hero class should be derived from the experience gained ruling each criature too.
Q22: 2
Q23: 1
Q24: 2
Q25: 2, but you can send guards to specific places from the towns
Q26: 5 - 1, but it depends on the number of criatures of the army to rule.
Q27: 2
Q28: 1
Q29: A,B,C,D
Q30: 1
Q31: 1
Q32: 1
Q33: 1
Q34: 2
Q35: 1
Q36: 1
Q37: 1
Q38: 7 - 3+4, with the posibility to run away depends on the number of troops to guard your flee.
____________
Torre de Marfil Foro / Portal - La Comunidad
hispana más completa sobre la saga Might&Magic.

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