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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»
florin27x
florin27x

Tavern Dweller
posted May 14, 2004 03:02 PM

Q1 - 5 (Gain mana, cast spels, incrase luck & morale, always cast random spels without cost like enchanters)
Q2 - 3
Q3 - C
Q4 - 5 (like answer 1 but with learning posibility like eagle eye)
Q5 - 4
Q6 - A, C
Q7 - D, E, F, H
Q8 - 3
Q9 - 3
Q10 - 6
Q11 - 4
Q12 - 2
Q13 - 6 (from 5 to 10)
Q14 - 4
Q15 - 1
Q16 - A, B, C, E
Q17 - B, C, D, E, G, I
Q18 - 5
Q19 - 3
Q20 - 2
Q21 - 3
Q22 - 3
Q23 - 1
Q24 - 1
Q25 - 2
Q26 - 1
Q27 - 2
Q28 - 1
Q29 - B, C, D
Q30 - 3
Q31 - 2
Q32 - 3
Q33 - 2
Q34 - 2
Q35 - 1
Q36 - 1
Q37 - 2
Q38 - 7 (Hero may retreat/surender losing all creatures & spels, returning to all taverns but no cost for him when buying. Hero can keep his level)
____________

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Ra2
Ra2


Adventuring Hero
The good doctor
posted May 17, 2004 09:46 AM

my wishes (I wonder if ubi soft really gives a damn)

Hello people (salut baieti - va stiti voi care!!)
Thank you so much for this well done questionnaire. In hopes that these posts don't go unnoticed, here goes:

Q1. 2. Heroes should be on battle field (Heroes 4 style)
Q2. 3. 50-100%
Q3. D. war machines.
Q4. 1. Definitely: Any spell the Hero has learnt in the game (H2 - H4 style)
Q5. 4. Dynamic alliances but with the possibility to play without Diplomacy.
Q6. A. Several levels of diplomacy like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
and also D. Ability to threaten hostile actions unless demands are met
Q7. E. Artifacts.
  F. Normal resources.
  G. Changed diplomatic stance towards players.
  H. Creatures.
Q8. 2. 10-20%
Q9. 3. Creature stacks should work as before.
Q10. 3. 8-9
Q11. 1. 8 or less. (H4)
Q12. 3. Each creatures should have between zero and three upgrades. (H2 style)
Q13. 1. Use one magic school per town type. (H4 style)
Q14. 3. 6-7
Q15. 1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
Q16. A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
+
E. Summoning guards to Mines (H2 style)
Q17. B. Turrets, but player must place own shooters in it.
also G. Catapults to break down walls and gate.
also I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
Q18. 2. 20-29
Q19. 2. 4.
Q20. 3. Strongly connected with groups and, prerequisites within group. (H4)
Q21. 4. Other: Hero class should be derived from secondary skills possessed, but the player should be able to choose the class bonus (within a range of 4-6 bonuses that are unique for each class).
THE PLAYER SHOULD BE ABLE TO LEARN WHATEVER SKILLS HE WISHES. RPG STYLE.
Q22. 2. 4 skills.
Q23. 2. No.
Q24. 1. Yes.
Q25. 3. Creatures can move around without Heroes. (H4 style)
Q26. 2. One per week/Tavern, more with Tavern upgrades.
Q27. 1. Yes.
Q28. 2. No (like in H2, H4)
Q29. -
Q30. 2. 50%-75%
Q31. 3. Important.
Q32. 2. Very important.
Q33. 2. Very important.
Q34. 4. Not important.
Q35. 1. Keep it.
Q36. 1. Keep it.
Q37. 2. No
Q38. 6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.


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waitingforhe...
waitingforheroes5

Tavern Dweller
posted May 26, 2004 08:37 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)
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.
C. Ability to trade by making a give/want offer.

;i play alot of single player and don't want to mess too much with war/peace treatys.. AI is boring/stupid in some games with diplomacy

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines 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?
1. Less than 10%

;around 10%

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.

;the more the better as long as ideas stay

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?
4. 8 or more.

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.
E. Summoning 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?
5. 50 or more.

;all, but it should not be too easy to gain many

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.

;this would be *perfect*

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

;or no skill groups at all

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)
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?
3. One per week/Tavern.

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

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

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

;everything imaginable! depands alot of secondary skills.. morale, luck, special ability in battle...

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?
4. Not important.

;hotseat is useful/important, but if this means over internet.. not so 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.)

;the option should be there only if mapmaker wants to.. but map should limit this if needed

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?
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.

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viking
viking


Known Hero
Rock'n'Roll
posted May 31, 2004 02:33 AM

Q1: 3
Q2: 2
Q3: War Machines
Q4: Any spell learnt
Q5: 2
Q6: C
Q7: Creatures
Q8: 10-20%
Q9: Not sure
Q10: 6 or more
Q11: 9-12 monsters
Q12: 0-1 upagrades
Q13: 1 magic school
Q14: 5
Q15: not sure
Q16: Summoning guards to mines
Q17: G
Q18: 20-29
Q19: Variable between certain skills
Q20: Not at all
Q21: 2
Q22: 3 or less skills
Q23: yes
Q24: no
Q25: 1
Q26: no limit
Q27: yes
Q28: no
Q30: 50-75%
Q31: Not Important
Q32: Very important
Q33: Very Important
Q34: Important
Q35: Make it an option
Q36: Take it away
Q37: Yes
Q38: 6
____________
One powerful hero is good, two is better

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DrStorm
DrStorm

Tavern Dweller
posted June 09, 2004 12:12 PM

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

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

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

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

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

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

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

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

Q9. Stacking creatures:
2. Creature stacks should be limited to a finite amount of creature, like 100. (but only if there is no max number of stacks you can get into a batle) else :
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.(types of towns)

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?
1. 4 or less.
2. 5
3. 6-7

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.
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.(but grater defence rate than h4 eventually using total damage block -H4 minotaur style)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (summoning town defenders, or possibly animating slain creatures to skeletons and the like -undead/evil towns only.)
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?
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 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?
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

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

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

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

Q33. How important is an improved map editor (compared to the feature level in H4?
3. Important.
Scripts should be more powerful than H4 ones - you should be able to change more things using them. A unit editor should be present to allow editing and creation of new creatures/towns.

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?
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes (but there should be more ways to scout->a scouting spell? )

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
~4. surrender bring you to the nearest castle by Caravan.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.

____________

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blacksmith
blacksmith

Tavern Dweller
posted June 10, 2004 12:43 AM

done and done

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)
(What is WoG?)
___________________

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. max 25%
___________________
Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
E. Neither. if i want a side kick to help my main hero, i hire a new hero to protect him.

___________________

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
5. Other. Please specify.
(2b). Spells disappear from Spellbook if not used after certain amount of time.
Reflects the fact that unused skills get rusty.

___________________

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

___________________

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

___________________

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

___________________

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

___________________

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.

___________________

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

___________________

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)
9 creatures, and couple general upgrates that affect all or part of the creatures (like natural poison attack to all chaos creatures)

___________________

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

___________________

Q13. Magic Schools and Towns
6. Other. Please specify.
every town that has magic school can get any spell by researching it, by formula one spell level/day.
and the father the spell is from towns aligment, the longer the researching the spell takes.

___________________

Q14. How many levels for spells?
3. 7

___________________

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.
D. Altering the adventure map.

___________________

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
J. Placing defenders to turrets does not affect how many creatures i can garrison, thus turret troops would be separe to what i have in garrison.

___________________

Q18. How many secondary skills for heroes?

9

3. 30-39

___________________

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

___________________

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.
4. Other. Please specify.
You should be aible to change your class.
e.g. you want to be a paladin and your now beast master. that point on the game removes your freedom that enables you to learn skills outside of your class that moves you toward that wanted class. after you reach that class, you regaing your freedom to choose your skills.

___________________

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

in H4 the magic skill groups all look the same at the first 3 skills, only the last one makes the special.
while scouting, tactics and estates are crammend up with compleatly unrelated set of skills

___________________


Q23. Should creatures require upkeep?
1b. Yes.
the lower the upkeep, the bigger the chance that the creature will abandon your cause or if opponent aligment even switch sides.
creatures in town would not need up keep and creatures with hero would ask for anly part of upkeep without ever worry about switching sides.
giving 1% upkeep of the bying price (including other resources than gold) of the creature would keep him/her/it happy all the time. giving more than 1% would increse its morale.

___________________

Q24. Do you want the one build/day limit to stay?
1b. Yes and building time for them like 1 day/level of the building but the buildings cost would be separated evenly on those building days.

___________________

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.
5. Other. Please specify.

___________________

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

___________________

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

_______________

Q29: If the answer above is yes should they:
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

when hiering the heros speciality should be able to change or chooce by yourself.
that speciality should be one of towns 1st lvl creature ability.
e.g. druid could have the unicorns blinding strike change.
later she could chooce not to take level and change the ability to better.
like not take level 28 and gain rebirth ability doing so dropping her to start of lvl 27

___________________

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.
1½ It decides whether or not I buy the game. Very important.

___________________

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

___________________

(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
thats why you should use SCOUTS

___________________

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

Surrender puts the hero to the nearest same aligmented town or to nearest allied town. from own aligment town hiring at normal cost, but from allied town 10% per level higher price
Troops that surrender go to the nearest enemy town and after one day/ creatures level si passed they are at that towns use.

Retreat has 75% chance that anycreature dies, including hero, but they all appear the nearest town.
the dying chance is lowered and increased by the ammount of troops left vs enemy troops and the troop levels vs enemy troops leves

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SirRobinWill...
SirRobinWilliams

Tavern Dweller
posted June 13, 2004 01:08 AM

Q1: 3
Q2: 2
Q3: War Machines
Q4: Any spell (i guess
Q5: 2
Q6: C
Q7: Creatures
Q8: 10-20%
Q9: Not sure
Q10: 6 or more
Q11: 9-12 monsters
Q12: 0-1 upagrades
Q13: 1 magic school
Q14: Q15: not sure
16: Summoning guards to mines
17: G
18: 22-29
19: dunno
20: Not at all
21: 2
22: 3 or less skills
23: yes
24: no
25: 1
26: no limit
27: no
28: yes
30: 50-75%
31: Not Important
32: Very important
33: Very Important
34: Important
35: Make it an option
36: Take it away
37: Yes
38: 9
____________
When do you get the sound? When you step on push-pins...

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Lytyr
Lytyr

Tavern Dweller
posted June 21, 2004 04:04 PM
Edited By: Lytyr on 21 Jun 2004

Q1. The Hero Role.
5. Other. I think that heroes should be outside of the battle, à la I-III, but they should have the option of either attacking or casting a spell.  Attacks are cheap and limitless, but rather weak and with no special bonuses.  Spells are strong and have effects, but cost spell points and are not always focused on damaging the enemy.

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.
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.
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?
1. Less than 10%

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

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


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?
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....
None of the above - just spells like in H3, for use in combat and for use scouting the adventure map.

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

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


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?
4. Other. Hero classes should have access to almost all secondary skills (some restricted), as well as unique spells.

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

Q23. Should creatures require upkeep?
2. No

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

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

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 - additional resources/day, lower cost on certain creatures

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

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


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

Q33. How important is an improved map editor (compared to the feature level in H4?
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?
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?
2. Retreat/surrender puts you in tavern (H3)
____________

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Emmy142
Emmy142

Tavern Dweller
posted June 21, 2004 10:23 PM

Interesting poll

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

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

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

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

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

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

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

Q6. Assuming you have diplomacy which of the following do you want.
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.

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

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

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

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

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

Q12. How many upgrades 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....
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?
3. 30-39

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.

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?
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)

I like the idea of Heroes starting with no specialties but either learning or earning them as they gain experience in the game.  I tend to find that I use the same Heroes over and over again and this will help broaden that.  

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
3. 75%-100%

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

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

You didn't specify whether or not this included the hotseat.  Hotseat is important as it is one of the reasons that I enjoy the game, and one of the few that my husband I enjoy together.  Without it, not sure whether I would buy it.

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

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

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

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

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

____________

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Duckie
Duckie

Tavern Dweller
posted June 21, 2004 10:36 PM

oh this is hard...Ô.0

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% or possibly 4. 100-200%
or just bout the same as they have done in the previous games

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


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
D. Heroes held for Ransom by enemy.
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% or again how it's been in previous games have worked well keep forgetting their strat ^^


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) or 4. 17 or more, depending on how the creature upgrades will work, all I know I want lots to choce from ^^

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) or maybe prefarbly between 1 and three


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....
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map. might have one class of heroes specilizing at that... aslong as you don't make it to overpowered
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. (fixed strength)
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 or 3. 30-39


Q19. How many skill levels for the secondary skills?

2. 4. or
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.

2. Losely connected with groups or
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?
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?
2. No (like in H2, H4)

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

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


Q31. How important is a Random Map Generator in first release to you.
4. Not important. I just want to get the game as soon as possible ^^

Q32. How important is multi player in the first relesase?
4. Not important.I just want to get the game as soon as possible ^^

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?
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?
2. No

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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barbarian
barbarian


Famous Hero
posted July 10, 2004 10:55 PM

Q1-2
Q2-10%-100% of course after many upgrades to it .
Q3-D
Q4-1
Q5-3
Q6-1
Q7-all sounds cool hope that all will be that would be
Q8-10%-50% like the shield of catherine adds 40% defence
Q9-3
Q10-8 or more but remain uniqe hopefully
Q11-13-16
Q12-3
Q13-1
Q14-3
Q15-2
Q16-C
Q17-E or C or B depending on what u have
Q18-5
Q19-4 makes since
Q20-3
Q21-4: hmm it would be cool like that if i was a knight for the humans and would chose the nacromancary skill to be called renagade knight or something .
Q22-3
Q23-no
Q24-yes
Q25-3
Q26-2
Q27-1
Q28-yes
Q29-A + B + C + D like homm 3
Q30-4
Q31-4
Q32-2
Q33-2
Q34-2
Q35-3
Q36-keep them moving a little like homm4 that was
Q37-1
Q38-3
hmm can u tell me if this will actually affect something?
I really hope it will cause writing this took some LONG AND BORING time and i hate sitting for so long on my chair
I am geting hamaroids .
____________
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pixie
pixie


Hired Hero
posted July 12, 2004 01:18 AM

Q1-3
Q2-2
Q3-A
Q4-1
Q5-2
Q6-A
Q7-C-D-F
Q8-2
Q9-3
Q10-6
Q11-4
Q12-3
Q13-3
Q14-3
Q15-2
Q16-A-D-E
Q17-C-D-F-G-H
Q18-5
Q19-4
Q20-1
Q21-1
Q22-3
Q23-No
Q24-yes
Q25-1
Q26-3
Q27-no
Q28-no
Q29-2
Q30-2
Q31-3
Q32-4
Q33-2
Q34-3
Q35-1
Q36-1
Q37-no
Q38-2

____________

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lordofstrong...
lordofstronghold

Tavern Dweller
posted July 25, 2004 10:47 PM

1.3
2.3
3.4
4.1
5.3
6.2
7. D,E,F,H
8.2
9.3
10.5
11.3
12.3
13.3
14.4
15.3
16.A to D
17.A,B,C,D,E,F,G
18.5
19.4
20.1
21.1
22.3
23.2
24.1
25.1
26.1
27.2
28.1
29.A to D
30.2
31.2
32.2
33.3
34.2
35.3.
36.1
37.1
38.2

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Paladin
Paladin


Adventuring Hero
Huh?
posted August 23, 2004 11:56 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?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

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

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

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
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?
3. 20-50%

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

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

Q14. How many levels for spells?
2. 5

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

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

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
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?
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?
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

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

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Malekith
Malekith


Adventuring Hero
pRr..
posted August 25, 2004 02:21 PM

Q1:
 2. Heroes should be on battle field (Heroes 4 style)

Q2:
 2. 10-50 %

Q3: don't understand :S

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

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

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

Q7:
 F. Normal resources.

Q8:
 2. 10-20%

Q9:
 3. Creature stacks should work as before.

Q10:
 3. 8-9

Q11:
 2. 9-12 (H2)

Q12:
 3. Each creatures should have between zero and three upgrades. (H2 style)

Q13:
 dunno

Q14:
 2. 5

Q15:
 2. Dedicated schools with unique spells (H4)
 3. Dedicated schools but some spells are shared between   schools (H3)

Q16:
 A. Global spells affecting all creatures (possible in radius from a Hero or a Town)

Q17:
 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:
 2. 20-29

Q19:
 4. Variable between different secondary skills.

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

Q21:
  1. Hero class should be derived from secondary skills possessed.

Q22:
  2. 4 skills

Q23:
  1. Yes.

Q24:
  1. Yes.

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

Q26:
  1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27:
  1. Yes.

Q28:
 2. No (like in H2, H4)

Q29:
  A. Enhance secondary skills
  D. Maybe resources

Q30:
  4. 100%-150%  Maybe.

Q31:
  2. Very important.

Q32:
  3. Very Important.

Q33:
  2. Very important.

Q34:
  3. Important.

Q35:
  3. Make it an option. (Select when Map is started.)

Q36:
  1. Keep it.

Q37:
  2. Not sure

Q38:
  4. Retreat and surrender bring you to the nearest castle by Caravan.
 With/or
  6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
 
   My opinion.  
   
 
 
 
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 13, 2004 03:39 AM

1. 4
2. 1
3. d
4. 3
5. 3
6. c
7. a b c e d f g
8. 2
9. 3
10. 6
11. 4
12. 3
13. 2
14. 3
15. 1
16. a b c d e
17. a c d f g h
20. 5
21. 4
22. 2
23. 2
24. 3
25. 2
26. 2
27. 2
28. 1
29. 2
30. 1
31. a b c
32. 4
33. 3
34. 2
35. 2
36. 3
37. 1
38. 2
39. 1
40. 2

____________
How exactly is luck a skill?

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tt
tt


Adventuring Hero
Homm 4 & 5
posted September 19, 2004 01:52 PM

Q 1 : 2.Heroes should be on battle field (Heroes 4 style)

Q 2 : 4. 100-200%

Q 3 : A. Side-Kicks to give Hero new special abilities.

Q 4 : 1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q 5 :4. Dynamic alliances but with the possibility to play without Diplomacy.

Q 6 : C. Ability to trade by making a give/want offer.

Q 7 : E. Artifacts.  F. Normal resources.

Q 8 : 2. 10-20%

Q 9 : 3. Creature stacks should work as before

Q 10 : 6. 10 or more.

Q 11 : 1. 8 or less. (H4)

Q 12 : 4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q 13 : 1. Use one magic school per town type. (H4 style)

Q 14 : 3. 6-7

Q 15 : 2. Dedicated schools with unique spells (H4)

Q 16 : D. Altering the adventure map. ( hard one )

Q 17 : D. Traps and moats harming attackers.
      G. Catapults to break down walls and gate

Q 18 : 2. 20-29

Q 19 : 2. 4.

Q 20 : 3. Strongly connected with groups and, prerequisites within group. (H4)

Q 21 : 1. Hero class should be derived from secondary skills possessed.

Q 22 : 2. 4 skills.

Q 23 : 2. No.

Q 24 : 1. Yes.

Q 25 : 3. Creatures can move around without Heroes. (H4 style)

Q 26 : 2. One per week/Tavern, more with Tavern upgrades

Q 27 : 1. Yes.

Q 28 : 1. Yes (like in H3) ( but more balanced than in heroes 3 )

Q 29 : A. Enhance secondary skills
      B. Offer bonuses to certain creatures
      C. Offer proficiency with certain spells

Q 30 : 3. 75%-100%

Q 31 : 4. Not important.

Q 32 : 2. Very important.

Q 33 : 3. Important.

Q 34 : 4. Not important.

Q 35 : 3. Make it an option. (Select when Map is started.)

Q 36 : 2. Take it away. ( I never use it anyway )

Q 37 : 2. No

Q 38 : 1. Retreat and surrender bring you to the nearest castle (H4)

Nice questions



























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armageddonic...
armageddonicidiot


Adventuring Hero
posted September 19, 2004 05:04 PM

Q1. The Hero Role.
2. 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)
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
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)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.

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

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

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

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.)
5. Each creatures should have between zero and four 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?
2. Dedicated schools with unique spells (H4)

Q16. Should there be spells for....
None of them

le)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.
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?
5. 50 or more.

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?
4. Other. Please specify. Heroes 4 style.

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

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:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)Same as Heroes 3.

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

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

Q32. How important is multi player in the first relesase?
2. Very important. (Multiplayer over the internet is absolutely not important)

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

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very 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?
4. Retreat and surrender bring you to the nearest castle by Caravan.
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cristi_boy
cristi_boy

Tavern Dweller
posted September 20, 2004 09:55 PM

Mz opinion:

Q1. The Hero Role.

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

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

3. 50-100%

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


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

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

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

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


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)
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?

3. 20-50%


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?

3. 13-16 (H3)


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

2. All creatures should have two upgrades.



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


Q14. How many levels for spells?


3. 6-7


Q15. How do you want the magic schools?
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.
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?

2. 4.


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


Q21. Should Hero class depend on secondary skill?

3. There should be no Hero classes.


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


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


Q30: Maximum City Hall weekly income should cover

2. 50%-75%



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


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

2. Very important.


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

2. Very important.


(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?
2. Take it awaz.


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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tanjun
tanjun


Hired Hero
Heroes 3 noob
posted September 29, 2004 09:03 AM

For me my answers are as below:
Q1. 1
Q2. 2
Q3. A and B
Q4. 1
Q5. 3
Q6. A, C and D
Q7. C, D, E, F, G, H
Q8. 2
Q9. 3
Q10. 6
Q11. 4
Q12. 3
Q13. 3
Q14. 4
Q15. 3
Q16. B
Q17. B, C, D, E, F, G, I
Q18. 1
Q19. 3
Q20. 2
Q21. 2
Q22. 3
Q23. 1
Q24. 1
Q25. 2
Q26. 1
Q27. 2
Q28. 1
Q29. A, B, C, D
Q30. 3
Q31. 3
Q32. 3
Q33. 3
Q34. 4
Q35. 1
Q36. 1
Q37. 1
Q38. 1

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