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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 · «PREV / NEXT»
b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted December 28, 2003 11:37 AM

First I'd like to say the questions are biased. For instance there's no way to indicate that I would like to see castle walls very hard or impossible to destroy. I like Heroes4 sieges much more, all that makes them unplayable is overpowered Blue, errr... Order magic.

Q1: 3
Q2: 3 (50%-100%), if fully developed. Magic is worth more.
Q3: D war machines
Q4: 1 it works well if mana is limited
Q6: C
Q7: ACEFH
Q8: 1 less than 10%
Q9: 2 (amount per stack should depend on creature level)
Q10: As many as you can make BALANCED and playable in multi
Q11: 1
Q12: 4 no upgrades. I want creatures to be unique, slight appearance change doesn't impress me. Upgrades hardly add anything to gameplay.
Q13: Other: One school per town + common spells.
Q14: 2: 5 levels should be enough for everyone. But seriously, it's fine as long as each spell is of suitable level. How NOT TO do this - take a look at Heroes1-3. Almighty Blind available for each hero with spellbook, TRULY worthless Hypnosis at level3...
Q15: 1
Q16: E  (all other possibilities would make magic "must-have" and punish pure might heroes)
Q17: BDF
Q18: it's pointless to come with numbers ! Skills should be versatile and useful.
Q19: 2 (4, I feel Heroes2-3 is too easy to max out, Heroes4 - too hard, as if made for campaigns)
Q20: 2 (loosely connected groups. Heroes4 horribly limits available choices ! In fact, Heroes feel more similar than before, because if you go say Tactics + Chaos Magic everyone can predict which skills are you going to have ! I suggest that some skills provide small bonuses to others.)
Q21: 3:  there should be no hero classes, althrough some skills would benefit each other and provide additional effects (like Demonology in Heroes4). This has to be designed carefully.
Q22: 1
Q23: I think no, because it would disencourage offense ! Let's say Player1 tries to develop his cities. Player2 sends a scout and realises that his opponent has no defence.So he launches suprise attack.
Now Player1 has higher "technologies" available, but because he spent no gold on upkeep, he can quickly buy more advanced stuff and easily defend himself.
Basically I think it would lead to early stalemates. It would be counterproductive to attack before your towns are fully developed.
Q24: 1
Q25: 1,3
Q26: 3
Q27: 2
Q28: 1
Q29: ABC
D:as much as is fun, not overpowered and versatile. For instance one hero could get +1 to sight radius per 6 levels...
Another could get 1%/level magic resistance.
Q30: 2
Q31: 2
Q32: 1
Q33: 2
Q34: 2
Q35: 1 Keep it. It makes scouting skills actually useful.
Q36: 1
Q37: 2 No . Next thing you to consider could be what obscures vision more: Dragon Cliff or Treehouse. I think it's pointless fun-spoiler.
Q38: 4 I think it's optimal.

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Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted December 29, 2003 10:07 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.

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...wouldnt mind a mix between upgrades and other choices (example: different genders of a creature who has different stats/spec abilities)

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.)
5. Read above... a mix between upgrades and other choices
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)
E. All of the above, though specialities should balanced more and increase different aspects of the game

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)... better ideas can be brought up though IMO
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.

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Puggins
Puggins

Tavern Dweller
posted December 30, 2003 12:03 AM

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


Having the Heroes participate in battles opened up all sorts of cans of worms in H4, and didn't really add much to the play value.
Quote:

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 %


I think I'm being a bti too harssh here- more would be fine, to a certain point.  Having heroes buff up level 1 units so that they can take on level 2 units is pretty reasonable.  Having them buff up level 1's so that they could take on level 4/5's isn't, and that happened every so often in the earlier hero games.
Quote:

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.


Variety is always good, and all of these sound pretty fun.  The more choices you have the more replayable the game will be.
Quote:

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)



Any other option worries me- what would the "logic" (as it were) be behind a hero losing the ability to "know" a spell when a certain wizard tower is captured?  Why would a hero only be able to cast spells a certain number of times?
Quote:

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


Leave the backstabbing to other titles.
Quote:

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):
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's offence, ranged attack or defence?
2. 10-20%


This is an ambiguous questino- how many minor artifacts would a hero be able to hold?  If the answer is "only one", then my answer would be higher.
Quote:

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

Q10. How many Towns would you like to see:
1. 5 or less.


That's per side.  Five towns was really the feasible limit to how many towns you can develop during the course of a scenerio unless you were in an absurdly long scenerio.
Quote:

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


Again, variety is always good.  This isn't one of my strongest opinions, though- I thought the number in H4 was acceptable, though some upgrading would have been nice.
Quote:

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)


Even snazzier would be if you were able to dictate WHICH of your creatures would be able to get upgrades.  For example, the Wizard can choose to make a specific castle a golem plant, capable of upgrading to platinum (or whatever) golems, but at the cost of not being able to upgrade His Nagas very far.
Quote:

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)


Maybe the #1 option would be more appropriate.  I'm tired of town portal being such an important spell that the school it's in becomes almost a must-have.  Give it and a few of the other generic spells to everybody.
Quote:

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)


All of these sound nifty, but man, balance is gonna be a bit of an issue, no?
Quote:

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.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)


Some of these would have to be dealt with gently- allowing commando raids to take out the city's Titan Castle would be highly unwelcome.  Siege combat was god awful in H4.
Quote:

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

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

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.


This was on simplification that robbed H4 of a lot of character that the previous games had.  A happy medium would be to have beginning heroes have 4 skill points or so and have them assigned differently on different starting heroes.  Minor special abilities would also be nice.
Quote:

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


Specializing in certain spells made some heroes godlike and some fairly useless.  Miscellaneious advantages like adding to gold and such could be handled by skill concentrations.
Quote:

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


Some outside help should be required.  H4 royally screwed this up and made cities almost self-sustaining.  Bad idea.
Quote:

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?
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?
2. Very important.


designing a map in H4 was waaaaaay too time consuming.  The difference in the number of maps designed for H3 vs H4 can be explained in part by this.
Quote:

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?
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.



Great poll- I look forward to another!

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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted December 30, 2003 08:31 PM

Q1. The Hero Role.
3. Heroes should not participate 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)
4. 100-200%

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):
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.

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
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):
C. Flagged Map Structures. (Mines etcetera)
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:
3. 8-9

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

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?
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.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)
(is "no to all" an option?)

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.
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate. (maybe multiple catapults possible?)
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.

Q19. How many skill levels for the secondary skills?
2. 4. (or less)

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

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. (or less - not more)

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?
2. All armies have at least one Hero. (max 2.)


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.

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 (no overpowered spells, however)

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. (almost as important as #1. I surely am going to buy the game. But it will be a GREAT disappointment if the RMG is missing)

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?
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


Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
7. H2 all the way
____________

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Svarog
Svarog


Honorable
Supreme Hero
statue-loving necrophiliac
posted December 30, 2003 09:19 PM

Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
Heroes participating on the battlefield makes it all about protecting them. Maybe for the sake of campaigns, you can leave that option, but only if the hero chooses to fight without its army.

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):
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.

Q5. Which level of diplomacy do you want in the game?
2. Fixed allies on the Map.
Other ways of diplomacy will only focus the player on how to guard against “allies” passing through his territory, making alliances, which wont last and it’s not that kind of game. it can be pretty unfair.

Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.
Demanding won’t do the trick beacause there wont be a penalty for attacking someone who’s already complied.

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.
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.
Terrible loss are the H III towns for H IV. other towns are also worth for consideration (aquatic, dark elf, desert). God knows there are IMPORTANT mythological creatures who havent taken part in heroes series so far.

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)
I’d vote for this, whithout any upgrades, that is. The H IV system “only one creature per level” can be used. Other option is to have more creatures per town, if the game includes upgrades.


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)
Yeah, but mostly 0. Only occasionaly 1, and very very rarely two upgrades.

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them.
Towns can produce spells depending on their “culture”, affecting schools, and individual spells also. (e.g. Armageddon is very likely 2 b found in Inferno)

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)
The most common spells.

Q16. Should there be spells for....
B. Spells directly affecting cities.
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)
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.
What will an attacker do if u kill his catapult?

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.
2. Losely connected with groups.
3. Strongly connected with groups and, prerequisites within group. (H4)
May I say, moderately 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?
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?
2. All armies have at least one Hero.

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)
It gives them more character.

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?
3. 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?
2. Take it away.
I think making anything optional will only make everybody play the game very differently from others.

Q36. What do you think of mobile guards?
2. Take it away.
We don’t want a powerful stack kill your heroes early in the game in front of your castle.

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.

My question: Should there be different background for each town type?
1. yes.
2. no, it should depend on the terrain where the town is located.
My answer: YES!

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Hexa
Hexa


Responsible
Legendary Hero
posted December 30, 2003 11:09 PM

grrr I almost had this list of Q's answered when it crashed on me .. bah!@

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)
4. 100-200%

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?
1. No diplomacy.

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

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)
E. Artifacts.
F. Normal resources.

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?
1. 4 or less.

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)
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)
D. Traps and moats harming attackers.
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.
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.

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

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?
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?
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.

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)
All of the above.

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

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

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.

(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?
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?
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)


____________
If you want to realize your dreams >>> you have to wake up!@

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SapphireRavyn
SapphireRavyn


Promising
Famous Hero
Bird of Extreme Patience
posted December 31, 2003 12:52 AM

Q1. The Hero Role.
5. Other. Please specify.
Umm, actually my preferred answer would be both. I really like the way it's done in Age of Wonders:Shadow Magic and I think it could be converted to a more HoMM like system. Maybe with the Wizard becoming your "Hero" and the Heroes become your "Lieutenants" or something like that.

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?

Ummm... I'm not sure what you mean by henchmen. I like the War Machines so I think again my answer would be both.

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.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
F. Normal resources.
G. Changed diplomatic stance towards players.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. 10%
The key to this one is the word "minor"

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

Q10. How many Towns would you like to see:
6. 10 or more.
Variety is the spice of life!

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more.
See above, I like Variety

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)
Kinda like WOG's Level 8 upgrades of Level 7 creatures, I like that, but not automatic

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)

A I like, B-as long as it's not too drastic or crippling, unless they are difficult spells to obtain; C and E- both of these as long as there is some sort of cost. Like leaching of your mana resereves which would be used for casting all of those non-combat spells.

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)This is good
B. Turrets, but player must place own shooters in it.-This would work also
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.- Only if they are less predictable then on homm3
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.)-This is interesting
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.- could be creature specific and only available to a few types
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)I don't like this, they could maybe be damaged and disabled for that battle, but not so they would have to be rebuilt.

Q18. How many secondary skills for heroes?
5. 50 or more.- As long as they actually DO something measurable.

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

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)
This is one of the things I like about H4. I'm not sure how it was in H4, but I don't think there should be a limit to the number of skills you can have.

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?
Any of the above, whatever works best for the each group

Q23. Should creatures require upkeep?
1. Yes.-But then there needs to be more ways to earn that which is needed then just a mine.

Q24. Do you want the one build/day limit to stay?
1. Yes. or something a bit more dynamic like on AoW:SM where you can't necessarily built something each day, I mean how realistic is that?

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style) Again I like this, just as I like the idea of said creatures advancing in levels of some sort.

Q26. Which limit do you want for recruiting Heroes?
5. Other. Please specify.

I think there should be one/week per tavern but taverns shouldn't be within the towns they should be outside structures. There should be some other type of recruitment within the city, I don't know what.

Q27. Should Heroes in basic classes start out identical?
2. No.-That is VERY boring and unrealistic we are all a product of our past and individuals.

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)

All of the above

Q30: Maximum City Hall weekly income should cover
Note: Considering all dwellings and upgrades built
This would depend on whether or not creatures have an upkeep cost. If they do then your weekly income needs to be more, if not less.

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.
This is one of the MOST IMPORTANT issues

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
This would be THE MOST 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?
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?
3. Make it a selectable option.

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

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)
But I think you should have to resurrect the hero through some sort of payment.

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.)

____________
It's not who wins or losses that matters, it's how you play the game. Honor before all else!

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted December 31, 2003 02:14 PM

Seems there are some questions on this poll, so I'll try to answer them as best as I can without starting a debate.

Sir Stiven:

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.)
5. Read above... a mix between upgrades and other choices

This answer is a special case of choice 3.

On Q29. No need to make an E alternative for this one. Just include A, B, C, D. (It was a check all which apply option.)

Puggins:

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

This is an ambiguous questino- how many minor artifacts would a hero be able to hold? If the answer is "only one", then my answer would be higher.

=> AFAIK Heroes have always been able to carry several artifacts, though how many, and the slot division have changed between the Heroes version. This a question about the power-level of a minor artifact, and should be compared to the answers on the question about the power level of Hero skills and attributes.

=> When looking at your answer to Q2 and Q8 I have to conclude that artifacts will rule the game you want, because hero might skills and attributes doesn't add more than a minor artifact would.

Q10. The question is about the number of pickable town factions (Castle, Rampart, Tower, Stronghold and so on). Not how many towns the "map maker" should include on the Map.

Q16. Balance will be an issue, as it's always in this type of game. AoW2:SM has most of these and while it would probably require some form of public-beta test or similar to get this right. These things do add a lot of replay value to the game, since they do open up alternative ways of playing the games. The question is more about if this is the best way to add strategy to the game, or if you feel there are other things which would add more replay value and fit better into the Heroes game.

Madmartigan:

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)
(is "no to all" an option?)

=> Yes, forgot that choice. Simply write "No to all" as you did.

Svarog:
"Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.
Demanding won’t do the trick beacause there wont be a penalty for attacking someone who’s already complied."

=> Says who? Naturally, there will be limitations to the demanding player if demand is met.

SapphireRavyn:

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

=> The question asks whether removing the shroud by scouting should be able to see around mountain ranges and similar map objects which "realistically" would obscure vision.

=> As it is so far in heroes games, you get X squares of Shroud removed centered on the army, no matter how the surrounding terrain looks.

I'll be editing this post and add a summary of the Poll so far, when I get the time.

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

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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted December 31, 2003 03:45 PM

Q1: 5.I think the method should h1-3 style but id like an option of a duel before the battle.....The loser army either retreates or surrenders
Q2: 3
Q3: C D
Q4: 5 I'd like Rpg style magic.. make more schools than air,earth,water and fire...(divination,enchantement,necromacy) and u have focus on some spells but there is a prohibited school of magic from which u cant cast spells.. the res is like Heroes 2-4.
Q5: 4
Q6: C
Q7: C D E F H
Q8: 2
Q9: 1 Make it like disciples!
Q10: 2 (i think 7 is more than enuf)
Q11: 2
Q12: 3 But id like it more dynamic as most creatures didnt have an upgrade or just 1
Q13: 6 Rpg style with same number of schools as towns and with allied schools and prohibded!
Q14: 2
Q15: 2
Q16: A B C D E (aow style)
Q17: B C D F G H I
Q18: 2
Q19: 4
Q20: 3
Q21: 2
Q22: 2
Q23: 1
Q24: 1(DUH what makes it turn based?)
Q25: 3 Creatures can move without heroes but only 1 hero per army!
Q26: 2
Q27: 2(Hell no)
Q28: 1
Q29: A B C
Q30: 2
Q31: 3
Q32: 1
Q33: 2
Q34: 3
Q35: 3
Q36: 1
Q37: 1
Q38: 7 the disciples/aow style... troops can retreat if they go past a zone of retreat in the combat screen and when hero think that is enuf he can retreat abandoning other creatures in battle.. the hero would retreat back to the castle.

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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted December 31, 2003 03:55 PM

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)

6. More than 400%

--- Game name is *Heroes* of might and magic, not *armies* of might and magic The true battle is in the heart of the hero ----


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.

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):

A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
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:

6. 10 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)

Q13. Magic Schools and Towns

4. Use 1 Magic school, and limit the towns in which spells they can produce.


Q14. How many levels for spells?

2. 5

Q15. How do you want the magic schools?

4. One generic school for all spells (H2)

Q16. Should there be spells for....

No, just direct damage and buffs and curses like it is now. The adventure spells are many times banned by players like (No DD/Fly) because they are hard to balance or make up for if one side only has them.

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)
D. Traps and moats harming attackers.
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.)

I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

No, they should be magically rebuilt so that you still have them after you break down the wall. It costs too much to take a town otherwise. And its not a realism thing, this is a computer game about strategy, not a computer simulation of ehm.. creatures that dont even exist.

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.
1. Not at all. (H2-H3)

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.

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?

5. Other. Please specify.

MAx 8 heroes on the field.

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 (please specify)

All of them but not so much D.

Q30: Maximum City Hall weekly income should cover


3. 75%-100%

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

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

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?

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?

2. Take it away.

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

2. No

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.

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ironmlh
ironmlh


Known Hero
posted December 31, 2003 06:32 PM

h5

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?
C. Side-Kicks to give a % bonus to certain hero secondary skills.


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.
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):
F. Normal resources.


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?
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
mind a mix between upgrades and other choices (example: different genders of a creature who has different stats/spec abilities)

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


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


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?
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?
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?
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:
E. All of the above, though specialities should balanced more and increase different aspects of the game

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

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.


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?
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?
3. Important.


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

____________
"Knowledge has discarded all biblical teachings"

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Slavik_ua
Slavik_ua

Tavern Dweller
posted December 31, 2003 08:46 PM

I've got tired thinking over

Q1 -3  For sure...
Q2 -5
Q3 -D  unique for every castle
Q4 -5  scroll spell-one time use(or-2,3times depends on strength), spells from flagged structures-unlimited times
Q5 -3  diplomacy with dynamic responce to your heroes acts
Q6 -A,B,C,D
Q7 -C,D,E,F,G
Q8 -4
Q9 -2 important!!should be able to devide(25%,50%,75%) same kind of creatures in case you have diferent tasks fort hem
Q10-2  designers must work harder for their uniqueness
Q11-3
Q12-3  depends on creature's nature(0-2 upgrades)
Q13-6 ONLY 1 school per town!In each town spells are unique!
Q14-2
Q15-2
Q16-A,B,D,E
Q17-A,D,E,G,I
Q18-2
Q19-2
Q20-2
Q21-2
Q22-1,2
Q23-1
Q24-1 something must stay as a tradition!
Q25-1
Q26-2
Q27-2
Q28-1
Q29-A,B,C,D (more uniqueness!!! Like GELU in HOMM3)
Q30-3
Q31-2
Q32-3
Q33-4
Q34-2
Q35-1
Q36-2
Q37-1
Q38-3  But !!! Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill)

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted January 01, 2004 04:26 AM
Edited By: RedSoxFan3 on 12 Jan 2004

1.) 3
2.) 3
3.) ABCD
4.) 4
5.) 3
6.) ACD
7.) ABCDEFGH
8.) 2
9.) 3
10.) 2
11.) 4
12.) 3
13.) 2
14.) 4
15.) 3
16.) ABCD
17.) BCDEFGHI
18.) 5
19.) 4
20.) in between 2 and 3
21.) I don't understand what is meant by hero class
22.) This is vague so I can't answer this
23.) Yes but it should depend on the map.
24.) 2
25.) 2
26.) 1
27.) 1
28.) 1, but make them better and more important than in H3.
29.) ACD
30.) 3
31.) 2
32.) 1
33.) 2
34.) I don't understand this question.
35.) 3, I'd like the option to build watch towers on the map to see through fog of war.
36.) I don't know what mobile guards are.
37.) 1
38.) 7
Upon retreating you may do so at any time any troops that get to a certain point on the battlefield will leave with the hero. Surrendering will guarantee safety of all troops. Surrendering will be diplomatic involving direct negotiating to reach an agreement.
____________
Go Red Sox!

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Patrel
Patrel


Adventuring Hero
posted January 01, 2004 06:29 AM

Q1. 3
Q2. 3
Q3. D
Q4. 1
Q5. 2
Q6. A D
Q7. C D E F G H
Q8. 2
Q9. 3
Q10. 3
Q11. 3
Q12. 1
Q13. 3
Q14. 2
Q15. 3
Q16. A B
Q17. A D F G I
Q18. 4
Q19. 1
Q20. 1
Q21. 2
Q22. 2
Q23. 2
Q24. 2
Q25. 1
Q26. 1
Q27. 2
Q28. 1
Q29. A B C
Q30. 4
Q31. 2
Q32. 1
Q33. 2
Q34. 4
Q35. 1
Q36. 2
Q37. 2
Q38. 1
____________
It's beer-o-clock, where the hell's my riot?! - John Crichton

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midnight
midnight


Promising
Famous Hero
posted January 01, 2004 08:03 AM

1.  2
2.  3
3.  A
4.  1
5.  2
6.  B
7.  F
8.  1
9.  3
10. 6
11. 3
12. 4
13. 5
14. 3
15. 4
16. B
17. I
18. 1
19. 5
20. 2
21. 2
22. 3
23. 1
24. 1
25. 3
26. 4
27. 2
28. 1
29. A
30. 3
31. 1
32. 2
33. 4
34. 4
35. 3
36. 1
37. 1
38. 7 Cant retreat at all.

____________

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Knights_Lady
Knights_Lady

Tavern Dweller
posted January 01, 2004 07:11 PM

Q1 The 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)
-- 3  50-100%

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

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

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. AND 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):-- F. Normal resources
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 -- 2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them.

Q14. How many levels for spells? -- 1. 4 or less.

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

Q16. Should there be spells for....A B AND C
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.

Q17. Which of the following do you want to see during a siege of a city...B C D G AND I
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
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?
1. Less than 20.

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

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?
2. 4 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?
3. Creatures can move around without Heroes. (H4 style)

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?
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

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. (This really must stay)

Q32. How important is multi player in the first relesase?
2. Very important. (IMO it would not be a smart move to release it before multi player is ready.  Those who love h3 were deeply disappointed that h4 was not multi player ready from the get go)

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important. (even ignorting h4 bugs this editor left ALOT to be disired)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important. (I enjoy being able to change the hero picts or music to my liking)

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

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.
7. Other. Please specify. - the surrendered hero should go back to starting town with the troops he payed for during surrender but with some sort of penalty in level of said hero
- awsome question Dracos-

Knights Lady
____________
I can't change the direction of the wind, but i can adjust my sails to always reach my destination.

www.wwheroes.com

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Glasschain
Glasschain

Tavern Dweller
posted January 02, 2004 09:39 AM



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)
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?
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

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

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?
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)
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.
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.
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?
1. Less than 20.


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?
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?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

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

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?
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

Q30: Maximum City Hall weekly income should cover
4. 100%-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.

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


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?
1. Keep it.



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

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)

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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White_wiz
White_wiz

Tavern Dweller
posted January 02, 2004 11:48 PM

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)
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.
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):
F. Normal resources.


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:
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
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.)
3. Each creatures should have between zero and three upgrades. (H2 style)

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?
1. 4

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.
C. Summoning creatures outside combat, which you can keep.

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.
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?
4. 40-49.
5. 50 or more.

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?
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?
3. 5 or more skills.

Q23. Should creatures require upkeep?
Summoned creatures only

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?
4. More than 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
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.
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?
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

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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atlan
atlan

Tavern Dweller
posted January 03, 2004 02:16 PM

answer

Q1. The Hero Role.
3

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
5

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

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1

Q5. Which level of diplomacy do you want in the game?
2

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

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):
F

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

Q9. Stacking creatures:
3

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

Q11. How many creatures (counting upgrades) in each town?
1

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

Q13. Magic Schools and Towns
4

Q14. How many levels for spells?
5

Q15. How do you want the magic schools?
3

Q16. Should there be spells for....
E

Q17. Which of the following do you want to see during a siege of a city.
A, D, F

Q18. How many secondary skills for heroes?
1

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

Q20. How tightly should skills depend on each other.
2

Q21. Should Hero class depend on secondary skill?
2

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

Q23. Should creatures require upkeep?
2

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

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1

Q26. Which limit do you want for recruiting Heroes?
2

Q27. Should Heroes in basic classes start out identical?
2

Q28: Should heroes have specialties?
1

Q29: If the answer above is yes should they:
A,B

Q30: Maximum City Hall weekly income should cover
3

Q31. How important is a Random Map Generator in first release to you.
4

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

Q33. How important is an improved map editor (compared to the feature level in H4?
4


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4

Q35. What do you think of Fog of War?
3


Q36. What do you think of mobile guards?
1

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
2


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PsychicRodent
PsychicRodent

Tavern Dweller
Sweetest Guy Ever!!
posted January 03, 2004 03:04 PM

Q1.  -  3
Q2.  -  2
Q3.  -  B & C & D
Q4.  -  1
Q5.  -  3
Q6.  -  ALL
Q7.  -  ALL
Q8.  -  1
Q9.  -  2
Q10. -  3(pref.) or 2
Q11. -  2
Q12. -  3 & 4
 I would like to see highest lv creatures being able to gain exp. hence there fighting/spellcasting/ect. would be better than the normal highest lv. But as a new creature is put into that perticulur pile the xp would drop slightly.

Q13.  -  2
Q14.  -  2
Q15.  -  3
Q16.  -  A & B & D & E
Q17.  -  B & C & D & E & F & G & H & I
Q18.  -  3
Q19.  -  4
Q20.  -  2
Q21.  -  2
Q22.  -  1
Q23.  -  2
Q24.  -  Don't care
Q25.  -  1
Q26.  -  1
Q27.  -  1
Q28:  -  1
Q29:  -  A & B & C & D(extra gold per day, increased movement, faster on specific ground)

Q30:  -  3
Q31.  -  Random Map Generator - 3 (Important)
Q32.  -  multi player - (2) - 5 (Extremely important)
Q33.  -  improved map editor - 3 (Important)
Q34.  -  4 (Not important)
Q35.  -  Fog of War - 3 (optional)
Q36.  -  mobile guards - 2 (away)
Q37.  -  "line of sight" - 1 (Yes)
Q38.  -  retreat/surrender - 7: A hero should not be able to retreat!, but surrender is still ok if other player accepts gold, unless your diplo skill greater is. I would also like a draw option...if both players accept draw then both heroes return to there nearest town with the troops they have left. that hero cannot move if movements where left.

....good idea this survey!!!

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