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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»
Wyvern
Wyvern


Promising
Famous Hero
posted January 13, 2004 08:30 PM

Here I am again and I’ll gladly take this questionnaire!

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

However, I have been thinking of the option for the hero to fight when he remains alone (when all his armies are killed).

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.

While I would like to see certain RPG features in Heroes 5, this is not one of them. I didn’t like to hire NPC’s in the Might and Magic series.

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
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

This was an excellent feature in the Civilization series. I don’t know whether it would work in Heroes but it must be tried!

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.

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?
4. 17 or more.

This is a very difficult question but as long as all of them are unique, the more, the better.

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)

However, I think in Heroes 2 it was between zero and two upgrades, not three.

Q13. Magic Schools and Towns
6. Other. Please specify.

Now THIS is a feature I’d love to be taken from the Might and Magic series. I want 9 magic schools - Fire, Air, Water, Earth, Spirit, Mind, Body, Light and Dark. I guess I might start a new thread for more explanations...

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

I have always wanted to have one or two spells from level 6. They would be very hard to get but would be quite powerful.

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

Well, I wouldn’t say “shared” but similar to some extent.

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.

I think the greater the variety, the better… But I personally don’t like spells that summon guards to mines.

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 guess the wall climbing could be a special ability.

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

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

This sounds interesting and I’d like to see how it can be done.

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.

I want this to be another RPG feature. You choose the class and this determines which skills you can develop. However, I’m not talking about skills only but about skill mastery as well. For example, class A can become Master in skill X while class B can only become Expert in the same skill...

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

Q19 has inspired me here... Maybe the number of skills in a group should be variable between the skill groups!

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?
4. More than one per week/Tavern.

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

But they shouldn’t be too different! After all, they are from the same class!

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

Now this is something different. A class is a class but everyone’s unique!

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)

The greater the variety, the better. Example for specialties could be: better usage of certain structures in town; better movement in certain types of land; wall climbing...

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

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?
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?
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.

In the meaning of “Make it an option”, of course.

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)

However, I think it shouldn’t be too easy for you to retreat/surrender. Some requirements must be met in order to do that.

These are great questions! I hope there will be a new questionnaire as well!

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 13, 2004 10:32 PM
Edited By: Djive on 7 Nov 2004

Summary of the 57 first voters.

Q1. The Hero Role.
(0 Not voted)
(4) 1. Heroes should be on the battle field and be part of a stack for protection.
(12) 2. Heroes should be on battle field (Heroes 4 style)
(35) 3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
(4) 4. Commanders, the way they are in WoG.
(7) 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 Not voted)
(3) 1. Less than 10%
(17) 2. 10-50 %
(21) 3. 50-100%
(10) 4. 100-200%
(4) 5. 200-400%
(2) 6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
(1 Not voted)
(26) A. Side-Kicks to give Hero new special abilities.
(10) B. Side-Kicks to give Hero higher stats.
(17) C. Side-Kicks to give a % bonus to certain hero secondary skills.
(41) D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
(0 Not voted)
(44) 1. Any spell the Hero has learnt in the game (H2 - H4 style)
(1) 2. Spells disappear from Spellbook after a certain number of uses.
(2) 3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
(6) 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.
(3) 5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
(2 Not voted)
(4) 1. No diplomacy.
(16) 2. Fixed allies on the Map.
(12) 3. Dynamic alliances can be formed during the game.
(24) 4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
(2 Not voted)
(32) A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
(15) B. Ability to trade only by giving (H3 style)
(27) C. Ability to trade by making a give/want offer.
(17) 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):
(3 Not voted)
(19) A. Towns.
(15)B. Heroes.
(33) C. Flagged Map Structures. (Mines etcetera)
(31) D. Heroes held for Ransom by enemy.
(41) E. Artifacts.
(54) F. Normal resources.
(24) G. Changed diplomatic stance towards players.
(28) H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
(1 Not voted)
(14) 1. Less than 10%
(38) 2. 10-20%
(4) 3. 20-50%
(1) 4. More than 50%.

Q9. Stacking creatures:
(0 Not voted)
(2) 1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
(4) 2. Creature stacks should be limited to a finite amount of creature, like 100.
(52) 3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
(4 Not voted)
(2) 1. 5 or less.
(12)  2. 6-7
(9) 3. 8-9
(4) 4. 6 or more.
(15) 5. 8 or more.
(11) 6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
(2 Not voted)
(3) 1. 8 or less. (H4)
(15) 2. 9-12 (H2)
(25) 3. 13-16 (H3)
(13) 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.)
(0 Not voted)
(10) 1. All creatures should have one upgrade. (H3 style)
(11) 2. All creatures should have two upgrades.
(27) 3. Each creatures should have between zero and three upgrades. (H2 style)
(9) 4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)
(7) Other specified.

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

Q14. How many levels for spells?
(0 Not voted)
(4) 1. 4 or less.
(35) 2. 5
(15) 3. 6-7
(1) 4. 8 or more.
(2) Other.

Q15. How do you want the magic schools?
(0 Not voted)
(11) 1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
(13) 2. Dedicated schools with unique spells (H4)
(33) 3. Dedicated schools but some spells are shared between schools (H3)
(2) 4. One generic school for all spells (H2)

Q16. Should there be spells for....
(3 Not voted)
(35) A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
(29) B. Spells directly affecting cities.
(19) C. Summoning creatures outside combat, which you can keep.
(23) D. Altering the adventure map.
(30) E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
(2 Not voted)
(34) A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
(26) B. Turrets, but player must place own shooters in it.
(30) C. Garrison mage/tower casting spells.
(39) D. Traps and moats harming attackers.
(21) E. Grail creature defending town.
(36) 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.)
(45) G. Catapults to break down walls and gate.
(21) H. Attackers can scale the walls without having to ruin them.
(30) 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?
(2 Not voted)
(16) 1. Less than 20.
(13) 2. 20-29
(14) 3. 30-39
(5) 4. 40-49.
(10) 5. 50 or more.

Q19. How many skill levels for the secondary skills?
(1 Not voted)
(8) 1. 3 or less.
(17) 2. 4.
(10) 3. 5 or more.
(22) 4. Variable between different secondary skills.
(1) Other.

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

Q21. Should Hero class depend on secondary skill?
(3 Not voted)
(13) 1. Hero class should be derived from secondary skills possessed.
(34) 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.
(5) 3. There should be no Hero classes.
(2) 4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
(6 Not voted)
(22) 1. 3 or less skills
(15) 2. 4 skills.
(12) 3. 5 or more skills.
(2) Other.

Q23. Should creatures require upkeep?
(7 Not voted)
(14) 1. Yes.
(35) 2. No.
(1) Other.

Q24. Do you want the one build/day limit to stay?
(5 Not voted)
(46) 1. Yes.
(6) 2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
(1 Not voted)
(31) 1. All armies have exactly one Hero. (H2-H3 Style)
(9) 2. All armies have at least one Hero.
(18) 3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
(0 Not voted)
(26) 1. No limit, as long as you can place Hero in an army or garrison. (H3)
(11) 2. One per week/Tavern, more with Tavern upgrades.
(5) 3. One per week/Tavern.
(8) 4. More than one per week/Tavern.
(7) 5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
(4 Not voted)
(10) 1. Yes.
(43) 2. No.

Q28: Should heroes have specialties?
(0 Not voted)
(56) 1. Yes (like in H3)
(1) 2. No (like in H2, H4)

Q29: If the answer above is yes should they:
(0 Not voted)
(52) A. Enhance secondary skills
(52) B. Offer bonuses to certain creatures
(44) C. Offer proficiency with certain spells
(35) D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
(3 Not voted)
(6) 1. <50% maximum weekly creature recruiting expenses
(21) 2. 50%-75%
(21) 3. 75%-100%
(8) 4. 100%-150%
(0) 5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
(0 Not voted)
(10) 1. It decides whether or not I buy the game.
(22) 2. Very important.
(13) 3. Important.
(12) 4. Not important.

Q32. How important is multi player in the first relesase?
(0 Not voted)
(25) 1. It decides whether or not I buy the game.
(16) 2. Very important.
(9) 3. Important.
(7) 4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H4?
(2 Not voted)
(3) 1. It decides whether or not I buy the game.
(25) 2. Very important.
(17) 3. Important.
(10) 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?
(2 Not voted)
(0) 1. It decides whether or not I buy the game.
(11) 2. Very important.
(21) 3. Important.
(23) 4. Not important.

Q35. What do you think of Fog of War?
(0 Not voted)
(18) 1. Keep it.
(5) 2. Take it away.
(34) 3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
(3 Not voted)
(33) 1. Keep it.
(21) 2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
(3 Not voted)
(34) 1. Yes
(19) 2. No
(1) Other

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
(4 Not voted)
(11)1. Retreat and surrender bring you to the nearest castle (H4)
(7) 2. Retreat/surrender puts you in tavern (H3)
(17) 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.
(6) 4. Retreat and surrender bring you to the nearest castle by Caravan.
(1) 5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
(7) 6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
(8) 7. Other. Please specify.

If there's someone who want to discuss the poll result then it's free to create a new topic for doing so. This topic is just for answering the poll, as before.

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

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mskomu
mskomu

Tavern Dweller
posted January 16, 2004 10:28 PM
Edited By: mskomu on 16 Jan 2004

I hope I'm not too late.

Q1: 2
Q2: 4
Q3: d
Q4: 1
Q5: 4
Q6: a
Q7: cefh
Q8: 2
Q9: 3
Q10: 6
Q11: 2
Q12: 4
Q13: 1
Q14: 3
Q15: 2
Q16: e (but also on every flagged structure and a powerfull hero sould be able to summon STRONG quards)
Q17: g (without catapult it should (almost) imposible to conquer a castle)
Q18: 3
Q19: 4
Q20: 4
Q21: 2
Q22: 3 (like 6 skills where one can choose 4, but not all)
Q23: 2
Q24: 1
Q25: 3
Q26: 5 (heros should be earned somehow. Like doing some wery simple quests (kill a creature(s), bring artifact...))
Q27: 2
Q28: 2
Q29: -
Q30: 3
Q31: 4
Q32: 4 (if it comes in a free update like in HoMM4)
Q33: 2
Q34: 4
Q35: 1
Q36: 2
Q37: 2
Q38: 7 (like in HoMM4 except all artifacts couldn't be taken by retreating. Retreating hero chooses 1-3 artifacts and could negotiate with the rest)

I don't care about the graphic of combat, but I hope the adventure map would look more like HoMM3 than HoMM4.

I think it would be a good idea to set a limit of how big army can one hero carry. The more experianced hero, the more troops it would be able to carry. It's a bit stupid that you hire level 1 hero, give lots of troops to it, fight one BIG battle and it's like level 20.

It seems there is a problem of hero in fight. How would this sound: A hero gain ability to "join" battle (HoMM4) when he/she has gained enough experiance and before that hero would be just "watching" and casting spells (HoMM 1-3).
____________

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted January 17, 2004 10:54 PM

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

4. 100-200%

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.
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):
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?

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.)

2. All creatures should have two upgrades.


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

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.

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.

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?

4. 40-49.


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?
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?

2. No.

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.

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


Q29: If the answer above is yes should they:

D. All of the listed.

Q30: Maximum City Hall weekly income should cover

3. 75%-100%

Note: Considering all dwellings and upgrades built

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?
3. 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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nexis
nexis

Disgraceful

posted January 18, 2004 09:02 AM

opion

Q1.2
Q2.3
Q3.B
Q4.1
Q5.4
Q6.d
Q7.F
Q8.3
Q9.3
Q10.6
Q11.1
Q12.4
Q13.5
Q14.2
Q15.1
Q16.A
Q17.G
Q18.1
Q19.4
Q20.3
Q21.2
Q22.5
Q23.2
Q24.2
Q25.3
Q26.3
Q27.2
Q28.1
Q29.2
Q30.4
Q31.2
Q32.3
Q33.4
Q34.3
Q35.1
Q36.1
Q37.1
Q38.1
____________

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Deimos
Deimos


Known Hero
LHW Paladin
posted February 29, 2004 11:36 PM
Edited By: Deimos on 31 Mar 2004

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)
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)
5. 200-400%

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

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):
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%

9. 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.)
2. All creatures should have two upgrades.

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

Q14. How many levels for spells?
4. 8 or more.

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

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.
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.)

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

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?
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?
2. No.

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:
All of the above

Q30: Maximum City Hall weekly income should cover
4. 100%-150%

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?
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?
3. 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)

____________
Let's Have War=Best thread on HC.

By the way, my name is Deimos, not Diemos.

Some people don't have a life. Others spend it on HC- Lord Woock.

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eisenor
eisenor

Tavern Dweller
posted March 01, 2004 04:36 PM

1)  2
2)  3
3)  None
4)  1
5)  2
6)  B
7)  F
8)  2
9)  3
10)  2
11)  1
12)  4
13)  1
14)  2
15)  2
16)  None
17)  B,D,F,I
18)  2
19)  3
20)  3
21)  1  (I feel that one should be able to choose from ALL available skills when leveling up...not just 3 choices.
22)  2
23)  2
24)  2
25)  2
26)  3
27)  2
28)  1
29)  A,B,C
30)  3
31)  4
32)  2
33)  3
34)  4
35)  3
36)  1
37)  2
38)  4
____________

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Vascariz
Vascariz

Tavern Dweller
posted March 04, 2004 02:38 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)
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.

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

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.


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?
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)
(personally I'd prefer 1-3 upgrades not 0-3...

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?
3. 6-7

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.


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.
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.
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?
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?
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?
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.

Q28: Should heroes have specialties?
1. Yes (like in H3) but PLEASE NO USELESS SPECIALISATION!

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
3. 75%-100%

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?
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?
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?
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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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted March 18, 2004 10:58 PM

Q1. The hero should stay out of action, BUT a very intriguing option could be to send him into battle if required.

Q2. 4. Heroes are important, but let's not overreact.

Q3. As discussed in Hydra's topic.

Q4. 5. The system of H4 is to be kept. Additional scrolls as artifacts could act as independent sources of magic.

Q5.
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
D. Ability to threaten hostile actions unless demands are met.

Q7. All except towns. Could be offered as temporary refuge or garrison.

Q8.
2. 10-20%

Q9.
3. Creature stacks should work as before.

Q10.
5. 8 or more.

Q11.
3. 13-16 (H3)

Q12.
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.
2. 5 The diversity doesn't reside in levels, but in actual spells.

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

Q16.
Absolutely NO for C, possibly YES for A,B, YES for D,E

Q17. A. Shooting turrets. A KEEP like in H2 could decide the firepower of the turrets.

Q.18 D. E. F. G. I.

Q18. 1. Less than 20.

Q19. 3. 5 or more.

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

Q21. The H4 system but more options.

Q22. Any number.

Q23. 1. Yes, but minimal.

Q24. 2. No.

Q25.
2. All armies have at least one Hero.

Q26.
4. More than one per week/Tavern.

Q27. 2. No.

Q28:
1. Yes (like in H3)

Q29: All.

Q30: 2. 50%-75%

Q31.
4. Not important.

Q32.
4. Not important.

Q33.
4. Not important.

Q34. 4. Not important.

Q35. 1. Keep it.

Q36. 1. Keep it.

Q37. 1. Yes

Q38. 7. Other. The hero returns to any castle owned. There might be a loyalty system level. he could just dissapear. Or become independent on the Adventure Map. Or appear in enemy's tavern (more expensive to buy)

____________
MANE, TEKEL, FARES

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drlucifer
drlucifer


Adventuring Hero
The Surgeon of Death
posted March 20, 2004 06:03 PM

Q1. 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?
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
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%

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

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
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)
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)
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)

Q14. How many levels for spells?
1. 4 or less.
2. 5
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.
2. Dedicated schools with unique spells (H4)
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)

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.
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.)

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

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

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.
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
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?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
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) just like H3

Q30: Maximum City Hall weekly income should cover
2. 50%-75%
3. 75%-100%

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?
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)
2. Retreat/surrender puts you in tavern (H3)

7. Other. Please specify. I also liked the H2 system, where a hero could retreat, or surrender for a price based on the size of teh army and reappear in the tavern for hire with the army intact.

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M77
M77


Hired Hero
posted April 01, 2004 01:43 AM

Q1. 3.
Q2. 5.
Q3. A,B,C
Q4. 3.
Q5. 1.
Q6. no diplomacy plz
Q7. E,F,H
Q8. 2.
Q9. 1. !!! That will be very cool. Like in Disciples.
Q10. 2.
Q11. 2. or 3.
Q12. 4. (upgrade count 0-4)
Q13. 1.
Q14. 1.
Q15. 2.
Q16. -
Q17. B,D,G
Q18. 1.(20 too many imho)
Q19. 3.
Q20. dunno
Q21. dunno
Q22. dunno
Q23. 2.
Q24. 1.
Q25. 1.
Q26. 2.
Q27. dunno
Q28. 1. Definitely!
Q29. A,B,C
Q30. 3.
Q31. 4.
Q32. 2.
Q33. 4.
Q34. 4.
Q35. 2.
Q36. 2.
Q37. 2.
Q38. 4.
____________
Come play my browser game:
http://mattery.com/

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doomnezeu
doomnezeu


Supreme Hero
Miaumiaumiau
posted April 01, 2004 11:12 AM


Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
That seems to me obvious, since his presence has ruined al the strategy and tactis we have worked so hard to forge in H3


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%
We sould not risk getting unballanced here, just because one hero suceeded in obtaining a certain skill while other didnt't


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


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)
Why complicate things?


Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.
This should give a little realistic boost to 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
Again, more realistic


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.
Keep it simple...


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%
Well, it is a minor artifact, isn't it


Q9. Stacking creatures:
3. Creature stacks should work as before.
good old heroes, hehe


Q10. How many Towns would you like to see:
6. 10 or more.
i would like that a lot, yes, but I know it is hard


Q11. How many creatures (counting upgrades) in each town?
4. 17 or more.
...as stated above


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)
actually, this was the closest one to my liking. I would like more upgrades/creature, for details see my tread 'New town linking ideea'


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


Q14. How many levels for spells?
2. 5
H3 style


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


Q16. Should there be spells for....
E. Summonng guards to Mines (H2 style)
Yeah, me wants that, but a strong spell there, not the likes of  ‘summon a bunch of useless 23 troglodites to guard a mine against 250 Archangels’ kinda spell


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.)
I would like to see a specialized building for each type of town


Q18. How many secondary skills for heroes?
1. Less than 20.
It is useless to have more, you will never get around to develop them anyway


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


Q20. How tightly should skills depend on each other.
2. Losely connected with groups.
I did fill the need of a change when h4 was released, but not that much of a change


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.
It seems logical this way


Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
Again, no need for more


Q23. Should creatures require upkeep?
2. No.
too realistic


Q24. Do you want the one build/day limit to stay?
1. Yes.
No comment here, that’s why the game is TURN BASED (hint hint)


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


Q26. Which limit do you want for recruiting Heroes?
3. One per week/Tavern.
Man, I hate it when the computer has like a zillion heroes walking arround


Q27. Should Heroes in basic classes start out identical?
2. No.
like I said, the hero class influences the sec skills


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


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
All of this should present, but one per hero (like heroes 3)


Q30: Maximum City Hall weekly income should cover
3. 75%-100%
too much income will make players not adventure on the map so often


Q31. How important is a Random Map Generator in first release to you.
4. Not important.
I seldom play random maps, they are not balanced at all


Q32. How important is multi player in the first relesase?
4. Not important.
I go for the single, with a good, story based, campaign


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


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


Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)
yeah, like in warords III


Q36. What do you think of mobile guards?
1. Keep it.
No need for that


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


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.
It is fair, since the hero retreating will have a higher level, thus he should be more expensive


Hope it helps
____________

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stealthninja
stealthninja

Tavern Dweller
posted April 06, 2004 10:57 PM



Q1. The Hero Role.
5. Other. Heroes could be surrounded by bodyguards, whose type depends on heroe's race

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.


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.
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.
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.
ALL

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)

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....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
D. Altering the adventure map.

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.
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.

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?
1. Hero class should be derived from secondary skills possessed. But please, more effective classes and more clases (3-4 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?
A: more than 1/day, but buildings should take more time to build

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)
ALL

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?
2. Very 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?
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?
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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FrankD
FrankD

Tavern Dweller
posted April 08, 2004 07:04 PM

Q1 : 3
Q2 : 3
Q3 : A,D
Q4 : 4
Q5 : 4
Q6 : B
Q7 : E,F,H
Q8 : 2
Q9 : 2 - The stacking limit could be different depending on the creature level
Q10 : 3
Q11 : 3
Q12 : 3
Q13 : 6 - 1 Magic School, levels dependent on the town updgrade (it is sometimes ridiculous to have a small town with all levels of magic);
Q14 : 3
Q15 : 1
Q16 : A,E,B,D
Q17 : A,B,C,D,G,H,I
Q18 : 2
Q19 : 2
Q20 : 2
Q21 : 2
Q22 : 2
Q23 : 1
Q24 : 2
Q25 : 3
Q26 : 3
Q27 : 2
Q28 : 1
Q29 : A,B,C,D
Q30 : 3
Q31 : 4
Q32 : 3
Q33 : 4
Q34 : 4
Q35 : 3
Q36 : 1
Q37 : 2
Q38 : 7 - Retreat should bring the remaining army to 1 day travel "backward" (opposite direction to the opposing army - it is improbable that an army can retreat THROUGH an enemy); Surrender would bring to the nearest town

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Gurnard
Gurnard

Tavern Dweller
posted April 20, 2004 06:36 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)
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):
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
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.
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?
2. 10-20%

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

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

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?
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.
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)
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.)

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?
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?
2. All armies have at least one Hero.

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

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.

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?
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 (as an option).

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?

4. Retreat and surrender bring you to the nearest castle by Caravan.
____________

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Kiwiguy
Kiwiguy

Tavern Dweller
posted May 07, 2004 11:11 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?
B. Side-Kicks to give Hero higher stats.

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
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.
H. Creatures.

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


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.)
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?
3. 6-7


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....
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)
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?
2. 20-29


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


Q27. Should Heroes in basic classes start out identical?
1. Yes

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

Q29: If the answer above is yes should they:
A. Enhance secondary skills


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.
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?
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?
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?
4. Retreat and surrender bring you to the nearest castle by Caravan.
____________

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igoraki
igoraki


Hired Hero
posted May 07, 2004 04:30 PM

very good idea....


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?

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):

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?

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?

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.)

4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

no creatures xp,that sound problematic with adding new creatures to stack...

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)

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?

2. 20-29


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?

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?

4. More than one per week/Tavern.

but not too much,maybe few per week...


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

2. 50%-75%


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?

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.


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. 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.
____________

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Dajek
Dajek


Known Hero
Psychedelic Knight
posted May 12, 2004 08:22 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)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
Nothing except for catapult maybe.

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):
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:
4. 6 or more.

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
5. 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?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
or
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)
yes
B. Spells directly affecting cities.
no
C. Summoning creatures outside combat, which you can keep.
yes
D. Altering the adventure map.
no!!!
E. Summonng guards to Mines (H2 style)
yes

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)
yes
G. Catapults to break down walls and gate.
yes

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


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


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?
no, no no

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:
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)
yes to all

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

Note: Considering all dwellings and upgrades built

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?
2. Very important. HOTSEAT RULES!!!!!!!!!!!!


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, but could be cool if done properly.

Q35. What do you think of Fog of War?
2. Take it away!!!!!!!!!!!


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?
....sorry I cannot understand the question....

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3)

____________


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cronos
cronos

Tavern Dweller
posted May 13, 2004 11:43 AM

Q1-3,4
Q2-3
Q3-A
Q4-4
Q5-4
Q6-D
Q7-A,B,C,F,H
Q8-B
Q9-3
Q10-6
Q11-3
Q12-2
Q13-3
Q14-3
Q15-3
Q16-A,C,D
Q17-A,D,G,I
Q18-1
Q19-3
Q20-2
Q21-2
Q22-3
Q23-1
Q24-1
Q25-1
Q26-1
Q27-2
Q28-1
Q29-A
Q30-3
Q31-2
Q32-4
Q33-2
Q34-3
Q35-1
Q36-1
Q37-1
Q38-7 when you retreat or surrender, your heroe is put back in a tavern, but to buy it back you need to spend recruitment cost plus an additional 30-50% cost per level
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Maniak
Maniak


Adventuring Hero
posted May 13, 2004 09:17 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)
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):
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 diplomacy 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):
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. 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?
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
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)
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)
C. Garrison mage/tower casting spells.
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.

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

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?
2. One per week/Tavern, more with Tavern upgrades.

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
3. 75%-100%

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?
2. Very 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?
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?
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?
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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