Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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»
Adelphia
Adelphia

Tavern Dweller
posted October 09, 2004 03:56 AM

The Hero Role
I like the old style hero who doesn’t actually fight, but uses spells and stuff. I really hate it when stupid ranged attack creatures target my hero! Mine! And I haven’t played WoG, so I cant say that I know how being a commander would work.

Hero to add to army’s offence and defence
I think that it should affect the army, but by how much specifically I couldn’t say. I’m not really a maths person, but I think that 50-100% is fairish. Not too much and not too little.

War machines or henchmen?
No matter how much I like guys like Number Two, I’d prefer the good old war machines.

Access for Spells
I like having any spell, but it’s a bit strange for someone (example in Homm3) who has, say, Necropolis and has the destroy undead spell. I think it should not be done to towns, but alliances. Good towns get some spells, mainly to do with healing and minor damage and resurrection, evil towns get the higher damage spells but cannot heal or use the defensive spells and other (I hate using neutral!) get the defensive spells like stone skin and ones like bloodlust. I prefer to have the spells NOT disappear. I

Level of Diplomacy
I’d like to have dynamic alliances and the possibility to play without diplomacy. It makes the game more fluid to have more choices.

Assuming you have diplomacy which of the following do you want.
I like several levels of diplomacy. Just on the side, I think itd be a great idea if you start with a hero, get ure town up, explore and when u meet another player, you can set a treaty with them or declare war on them to get them away. That would not be important when u have a map in which u have to destroy all enemies, but in the ones where you flag all mines or dwellings I think  it could work.

Assuming you can trade with other players which of the following do you want tradeable
I think everything should be tradeable, but the only towns that should be tradable should be of the same type (rampart, rampart for example.)

Minor arifacts
I think they should add about 20-50%, but sometimes there are too many in an area. I guess the fact that you can only wear so many makes it valid though.

Creature Stacks
I know my ideas probably would make the game only available on about 5 cds and take up a few gigabytes, but I like both the idea of having no creature stack (like in warcraft 2 and age of mythology where it is not turn-based) and the creature stacks how they worked before, turn-based. I like having the choice. Like I said, it would made the game more fluid - some people like turn-based, some people don’t. I just like both!

How many Towns?
I like having a lot of options with towns, but I think that 10 is enough. Any more than that and it gets too much!

Creatures per town
I think about 9-12 is a cosy number.

Upgrades per creature
I think maybe just one upgrade. I find it really pointless upgrading some creatures, but with others it really helps and I’m against the idea of having to choose between creatures like in HOMM4.

Magic Schools and Towns
I like the one magic school per town type deal.

Levels for spells
I like five.

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

Should there be spells for....
I think a hero who has a ‘global spell’ or altering the adventure map would be way too powerful and I dislike it. The guards for mines though is really cool!

Which of the following do you want to see during a siege of a city.
I think that there should be choices. Certain creatures of the players own could be put in the moat to harm attacks, or they could put archers or spell casters in the turrets, but the enemy should be also able to use ranged attackers to attack those creatures and not the catapult. The catapult should be a war machine you can buy.
OOO! Attacker able to defend town structures! Great idea too!

Secondary skills for heroes
I think secondary skills are important for heroes, but it depends on how many the creators can think of. I say in the forties should do it.

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

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

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

Assuming there are skill groups. How many skills in each group?
5 or more skills.
Should creatures require upkeep?
Yes. I like the idea of maybe as well as having mines for resources, having farms for food.

Do you want the one build/day limit to stay?
Normally I would say no to this because I get so impatient, but it is a good idea because the enemy would be limited by it as well.

Which restriction on mixing creatures and heroes in armies do you prefer?
All armies have exactly one Hero

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

Should Heroes in basic classes start out identical?
No.

Should heroes have specialties?
Yes, but I barely see what the specialties do. If they up the attack and defence of a certain creature, keep it and make it so that if, say, a Necromancer specialised in vampires, he/she would also be taught to specialise in vampire lords with maybe a certain building and it should put the hero out of play for a day or two, or you would have to pay.

If the answer above is yes should they:
ALL!
Enhance secondary skills
Offer bonuses to certain creatures
Offer proficiency with certain spells
Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify) = like with town advantages, maybe if they are a wizard, they get you cheaper rates on building to a certain level of the mage guild.

Maximum City Hall weekly income should cover
Don’t ask me, I’m greedy and want it all!

How important is a Random Map Generator in first release to you.
Very important! I think it should be customisable - like the victory and loss conditions, but that it should be there.

How important is multi player in the first release?
Not really important. I don’t use it.

How important is an improved map editor (compared to the feature level in H4?
Meh *shrug*

How important is possibility to modify the game, with custom graphics, sounds or similar?
Very important!
What do you think of Fog of War?
Make it an option. (Select when Map is started.)

What do you think of mobile guards?
It should be an option.

Do you want "line of sight" rules to restrict vision on the adventure Map?
Meh *shrug*

How do you deal with heroes who retreat/surrender in battle?
Retreat and surrender bring you and whatever creatures are left to the nearest town



____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted November 09, 2004 02:15 PM

Q1. The Hero Role.
3. Heroes should not particpate personally in battle.

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)
But with higher mana cost for might heroes.

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):
C. Flagged Map Structures. (Mines etcetera)
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?
1. Less than 10%

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

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

Q11. How many creatures (counting upgrades) in each town?
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)
I would go for two but ONLY if the designers think the extra job won't create pressure on other aspects of the game. After all, it's a whole lot more of balancing.

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

Q14. How many levels for spells?
1. 4 or less
or
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)
Only in battle.
B. Spells directly affecting cities.
Why not, but of restricted use and movement consuming, you have to come pretty close also.
C. Summoning creatures outside combat, which you can keep.
NO
D. Altering the adventure map.
In what way? Clearing paths? NO
E. Summonng guards to Mines (H2 style)
No

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets increasing strength depending on which day the turret was built
D. Traps and moats harming attackers.
E. Grail creature defending town.
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

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.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered.

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

Q23. Should creatures require upkeep?
1. Yes.

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

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

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades, max 3

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
No, proved to hard to balance
B. Offer bonuses to certain creatures
Yes
C. Offer proficiency with certain spells
Yes, but careful with what spells
D. Shrouding (with cost perhaps), resource-money making...

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

Q31. How important is a Random Map Generator in first release to you.
3. Important, but must have many options, like allowable structures, spells, heroes, etc.

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?
2. Very important.

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

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)
It is very important to make it possible that a player can come back and still win the game even if he was forces to surrender. Of course, armageddon-surrender tactics and such nonsense should be out.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Arren
Arren

Tavern Dweller
posted November 24, 2004 01:34 AM

RE: Basic Questions...Heroes V

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

Q2. ...Hero adds to an army's offence and defence?
   3. 50-100%

Q3. Heroes have side-kicks/henchmen or war machines?
   D. War machines.

Q4. What decides which spells a Hero have access to?:
   1. Any spell 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?
   B. Ability to trade only by giving (H3 style)

Q7. Assuming trade which of the following tradeable?
   E. Artifacts.
   F. Normal resources.

Q8. How much should minor artifact add to offence, ranged attack, defence?
   1. Less than 10%

Q9. Stacking creatures:
   1. ...only 1 creaure per stack.

Q10. How many Towns would you like to see:
   0. As many as possible WITHOUT sacrificing game    
      balance.

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

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

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

Q14. How many levels for spells?
   2. 5

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

Q16. Should there be spells for....
   A. Global spells in radius from a Town
   E. Summoning guards to Mines (H2 style)

Q17. Which of the following during a siege of a city?
   A. Shooting turrets (fixed strength)
   D. Traps and moats harming attackers.
   F. Specialized defence structure.
   G. Catapults to break down walls and gate.

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.

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

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

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

Q23. Should creatures require upkeep?
   2. No.

Q24. Do you want the one build/day limit to stay?
   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?
   3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
   1. Yes, except for:

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

Q29: If the answer above is yes should they:
   0. Determine which branching 'perk tree' is offered    
      to the hero through leveling up. (perks a la
      Fallout)

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?
   3. 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 (shroud over unexplored, black&white for
      not within visible range)

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 -- visible range radius only, no height
      obstructions etc.

Q38. How do you deal with heroes who retreat/surrender?
   0. Retreat: to nearest castle, Hero suffers eventual  
      negative impact from excessive retreating, can't
      retreat from castle defense, but can Surrender:
      this option might only be allowed if the hero has
      Diplomacy.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JJ_The_Ripper
JJ_The_Ripper


Adventuring Hero
addicted HOMM player
posted December 01, 2004 10:25 AM

Q01: 2 - I like the H4 style
Q02: 2 - Otherwise it will be unbalanced
Q03: D
Q04: 1 - Limited by the "Wisdom" of the hero
Q05: 2 - I don't like/use this feature
Q06: C
Q07: F,E
Q08: 1
Q09: 3 - Keep what is working
Q10: 3
Q11: 3
Q12: 1 - But with the choosen path upgrade from H4
Q13: 1
Q14: 2
Q15: 2
Q16: E
Q17: A,D,G
Q18: 2
Q19: 1 - I don't wanna see SuperHyperGrandMaster
Q20: 2
Q21: 2
Q22: 2
Q23: 1
Q24: 1
Q25: 2,3 - You can have armies without heroes, but not an army of heroes.
Q26: 3
Q27: 2
Q28: 1 - But they need to be balanced. It's not fair to have an hero with dragon's speciality and another one with centaurs.
Q29: A,B,C
Q30: 3
Q31: 3
Q32: 4
Q33: 3
Q34: 4
Q35: 3
Q36: 1
Q37: 1
Q38: 4

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 03, 2004 11:21 PM

Q1: - 1
Q2: - 2 (10-50%)
Q3: - YES for sidekicks if there are no hereos on the battlefield, otherwise just War Machines
Q4: - 1
Q5: - 4
Q6: - hmmm... I would say...4
Q7: - ALL(1-7)
Q8: - 1 (better for artifacts to give special abilities)
Q9: - have no idea...
Q10: -  3
Q11: - 4(17 or more)
Q12: - 3
Q13: - 6 (different number of magic schools per town, ranging from 2-4)
Q14: - 2
Q15: - dedicated scholls with unique spells. Mixing scholls produces more spells
Q16: - all of it
Q17: - ALL
Q18: - 2
Q19: - Dunno...from 3-5 I'd wager...
Q20: - 2
Q21: - Erm...1 or 2..Probably 2
Q22: - Again 3 to 5 in each group
Q23: - hmm...don't rightly know.
Q24: - probably yes
Q25: - 3
Q26: - 1
Q27: - dunno
Q28: - 1 (Yes...definately yes..)
Q29: - erm..all?
Q30: - 2
Q31: - 4
Q32: - 3
Q33: - 3
Q34: - 2
Q35: - 1
Q36: - 1
Q37: - 1
Q38: - can't make up my mind..


____________
elen síla lúmenn' omentielvo

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lazarus
Lazarus

Tavern Dweller
posted December 10, 2004 04:08 PM

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

1. I think a Heroes direct involvement in battle was a leap forward, however in IV they were very vulnerable. The creature stack that has the Hero leading should get better bonuses than the others. Possibly a system where the further other monster stacks are away from the heroes influence on the field the less of a bonus they receive.

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

3. I think a very powerful hero should have a significant effect on his/hers forces, but not overly so. This would be offset with the influence idea above.

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.

D. Not just catapults, Ballista’s, Trebuchet’s, Belfries, and Sappers.

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

1. I personally have no problem with the current system.

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

4. This would be a significant advance and make large multiplayer games even more exciting with more twists.




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.

D. Definitely. I think that if you feel it is too complex just don’t use it however for those who wish the option is there.


Q7. Assuming you can trade with other players which of the following do you want tradable (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. Artefacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

D. All the above would be great, but if it had to be one then captured heroes to give that medieval feel.

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

1. Minor artefacts should not be allowed to unbalance the game as they are usually quite plentiful.

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

3. So has it worked in the past it shall work in the present.

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

3. Lots of towns means many strategic points that influence how a map is played.

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

3. By far and away the best so far in flexibility and tactical options, and please, please, PLEASE get rid of the dreadful build tree in H4 that prevented you form building some monsters. I still play H4 and like it a lot but this is my MAJOR gripe with it.

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

1. Kind of. I don’t think all creature necessarily need and upgrade. Keep variety, and keep it interesting.

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

1. I have absolutely no problems with the H4 magic system.

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

2. A few more spells never hurt anyone. Whooosh, oops was that a fireball.

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

2. As I said earlier it works for me.






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. Summoning guards to Mines (H2 style)

E. I choose this because I never garrison mines with my troops in H4, and this made carrying out a harrying attack in the enemies lands more worth while.

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 structure. (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.)

B,G,H, and I. Getting rid of the shooting towers in H4 seriously reduced the defensive qualities or fortresses. I think they should cause at least some casualties to the attacker even with small garrisons.

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

4. More the merrier, and greater the scope for development.

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

4. As I said before variety make it interesting.

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

3. I think this worked just about right in H4.




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

1. A character is defined by what they do not what is professed.

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

3. For the same reasons as earlier.

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

2. It works fine as it is, if I want this I’ll play Rome TW.

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

2. More complex structure could take more time to build, and it would be an opportunity to have a semi built structure on the town screen as work progresses (makes the town more alive).

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)

3. I thought this was one of the best new elements in H4.

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

3. It workes.

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

2. Make each one slightly different and as individual as possible.

Q28: Should heroes have specialties?



1. Yes (like in H3)
2. No (like in H2, H4)

1. I liked this 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)

A. Easy to implement and follow while making each hero different.

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

2. Make those mines worth holding.

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

2. Not critical but a great idea somehow forgotten……..

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

2. Idiotic to not have a MP function in the first release of 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.
2. Very important.
3. Important.
4. Not important.

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

2. The map editor is what gives the games its real replay value, when you want something particular.





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

2. The more the Fans can help to improve the game the batter. A custom portrait editor would not be a bad thing.

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

1. To not have fog of war would be a backward step in a big way. To allow scouting to have real value in the later stages of the game this is imperative.

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

1. If you don’t like them turn it off. To take it away would be to deny some of us an element that makes the game more interesting.

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

1. This allows making use of available cover an artform.

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

3. It is only fair if you have been effectively defeated in battle.

____________
Cheers,

Laz

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Doggy
Doggy

Tavern Dweller
posted December 11, 2004 10:10 AM

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

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


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

Q4. What should decide which spells a Hero haS access to (barring artifacts or scrolls which can give heroes additional spells):
5. I'd like to see, that you have any spell that you have learned can use and you keep it forever. All the spells that cross your path, should be able to be used.

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):
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.

I'm leaving all open, because I'd like to see everything tradeble.

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

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

Q10. How many Towns would you like to see:
6. 10 or more.

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

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

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

Q16. Should there be spells for....
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.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.


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.
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?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No. CERTAINLY NOT

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

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

Q26. Which limit do you want for recruiting Heroes?
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:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells. Both should be possible.

Q30: Maximum City Hall weekly income should cover  
5. >150%
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?
3. Important.

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

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

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

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


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)

I'd like to say this: The graphics of Heroes 4 were much better, but the gameplay and things like that were better in Heroes 3. I had a really special feeling with Heroes 3. I certainly like Heroes 4 that you can move your army, without a hero. Maybe I had to get used to Heroes 4.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted December 31, 2004 03:50 PM

Would Djive or somebody else care to sum up this thread? I didn't mind reading it from the first page to the last one, but it would be helpful for developers to know the opinion of majority on the most important issues.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
a_rebirthing...
a_rebirthing_flight


Supreme Hero
with rebirthing power
posted January 10, 2005 01:53 AM

1. 2
2. 2
3. a&d
4. 1
5. 4
6. c&d
7. A through to H
8. 3
9. 3
10. 5
11. 2
12. 1(but when a creature has been upgraded
eg. skeletons to skeleton warriors, the skeletons can be grouped with the skeleton warriors or more than 7 spots available to put creatures.
13. 1
14. 3
15. 1
16. D&E
17. D,E,F,G,H&I
18. 2
19. 4
20. 3
21. 1
22. 2
23. no
24. yes
25. 3
26. 2
27. 1
28. 1
29. A,B,C&D
30. 2
31. 3
32. 4
33. 3
34. 4
35. 3
36. 1
37. 2
38. 4

I also think that caravans should be a building on the adventure map, castles with caravans can send heroes to better defended castles and creatures can breed.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Paragon
Paragon

Tavern Dweller
posted January 19, 2005 06:26 PM

here is my answer

With each question I wrote the answer and add a small explenation why I choose this answer if nasseccery.
However, the most common to all the answers is the divecity I want in a game
I think the a game with more options is alway more interesting.

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

I know most people didn't like the idea of the hero inside the battlefield. but I remmember myself playing with my friends H1-3 and always filled wondered why did the hero standing there with all its might and magic and does not participate in the combat himself.
(thought the claims that a single man cannot defeat an entire army, I say, sometimes the hero fight with small armies like 2 giants. in this case there is no reason why he should not participate in the combet.

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%
I think it should be like so (plus/minus) but only when the hero is in high level and has abilities and skills that gives such bonus.

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.
why not all? the more the merrier I always says.
but for real. it will be very intresting and will add alot of new options.
I was very sad when I discovered that in H4 there were no war machines. it add alot.

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.
I liked that. but the spells should be stronger.
when I picture myself a very high magic user hero I always imagine the scene in which saroman (from the lord of the ring) brought a huge storms to the mountains and drive the fellowship to the mines of moria). this is the kind of magic i would like to see in a very powerful magic user hero.

Q5. Which level of diplomacy do you want in the game?
3. Dynamic alliances can be formed during the game.
I would like diplomacy. but since not everyone here would like such thing it should be optional.

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
I always disliked the trade by giving only of H3.
since I could only give the computer and never get anything from it.
I like the diplomacy bring me some benefits.

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.
Towns and Heroes are the basic of your land and therefor I think it should not be tradeable.

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:
2. Creature stacks should be limited to a finite amount of creature, like 100.
I think this whould give something more real to the game and won't harm the balance of the game to much.
however I think each hero should have more stucks.
(I mean somthing like 12-25 or even more).

Q10. How many Towns would you like to see:
4. 6 or more.
to be most accurate 7-8

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more.
as said before the more divercity the more interesting the game will be. and I do not even think it will make the game more complicated... only harder since the player should think much more carefully which creature to create.

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)
I also think creatures should be upgraded from experiance somehow (average experiance or something).

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

Q14. How many levels for spells?
2. 5
not more than that becouse as it is, it is hard to get to realy use this spells and even then you usually use only a few...

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.
the most interesting idea.

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 like all the ideas. again, why limit the spells to something so specific? the whole idea of spell is to make life easy.

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.
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.)
I like them all (almost - i didn't like that grail creature....)
city siege should be hard work.
I think that maybe even make the siege to be taken a while.
lets say something like. if you came to a city and there are armeis inside, maybe you should lay a siege and there is a "siege food stock" to each town and it takes several days of siege to remove them all...

Q18. How many secondary skills for heroes?
5. 50 or more.
I am not sure what it is included... levels? subtype (like in H4)? I think the more skill the better.
actually what are the secondary skills?

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.
again some skills are easier to learn, some can be faster to learn and base on that the level should be set.

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.
I like it in H4 but I think it was to hard. and sometimes a hero needed two skills and had to give up one of them becouse it would require to much from him.

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
just like in H4. I liked it. but I think there should be more groups.

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

Q23. Should creatures require upkeep?
2. No.
in many times of the game you get to overdraft and than what? all the creatures will leave? it will be too hard to follow...

Q24. Do you want the one build/day limit to stay?
1. Yes.
I would even suggest that building should take sometimes several turns to build (minimum of 1 ofcourse). that why even if you have enough resorces and money you would still have to wait several turn to the highes creature level.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
2. All armies have at least one Hero.
I like that you could combine heroes into a party in H4
but I didn't like it that armies could travel alone...
they should have a comander in there rank (maybe a creature type for each city?)

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.
May even 1 per day. but that can come with the Taveren upgrades.

Q27. Should Heroes in basic classes start out identical?
2. No.
I thought about it... they could start identical but i think each hero should be individual from the begining.

Q28: Should heroes have specialties?
2. No (like in H2, H4)
at first I thought I would say yes, but than it can be annoying for some reasons which i will not say here and now... so I choose No.

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)
If you would like to put such skills than I would say go with all options and put there whatever comes.

Q30: Maximum City Hall weekly income should cover
3. 75%-100%
80% more or less. so you could not always live the city without army in stock.

Q31. How important is a Random Map Generator in first release to you.
2. Very important.
I an finishing the skirmishes and campigns very quickly and yet not geting board from this game....

Q32. How important is multi player in the first relesase?
2. Very important.
I remember hours of playtime with my best friends.

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.
for me it is not really importent becouse I do not build maps... but I consider that many others do.

(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.
I think that when people castomize the units and staff in the graphics and are not proffitional they are usually ruin the game... may be it should come with a kit.
however I think the editor can support editing the abilities and attributes of the creatures and castomize the buildings abilities in towns and so on.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)
not all like fog of war. for those how dont' make it an optional.

Q36. What do you think of mobile guards?
1. Keep it.
why not?
but put an option so they wont be (like in H4).

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.
the most resonable I think.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
amnesiac21076
amnesiac21076

Tavern Dweller
posted January 20, 2005 03:14 PM

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
1 condition though - no grandmaster stealth- 2 easy.

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 - makes one more careful when choosing a hero's skills.

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

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

Q6. Assuming you have diplomacy which of the following do you want.
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
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%, but major artifacts should b as tough 2 get as possible.

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?
1. All creatures should have one upgrade. (H3 style)

Q13. Magic Schools and Towns
1. Use one magic school per town type, but there should be a number of vital spells (mass slow, hypnotize, town gate, mass bless) available to everyone in one way or another, in H4 the best spells (especially when you set the game to grandmaster) are order ones. Not fair.

Q14. How many levels for spells?
2. 5

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

Q16. Should there be spells for....
NO!!! "Heroes" isn't "Disciples".

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.

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.
4. Even more strongly connected than Heroes 4 - i believe it makes the game more realistic, but you should never have 2 choose between, say diplomacy, necromancy or seamanship(extremely annoying).

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed - if the other way around the players might end up choosing the same hero class over and over, because it has some sort of an advantage over other classes. too risky.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills. I love skills, it makes the game more interesting, and gives it a touch of RPG.

Q23. Should creatures require upkeep?
2. No, otherwise it means that barbarians should be bankers or something.

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

Q26. Which limit do you want for recruiting Heroes?
3. One per week/Tavern, they're heroes not imps.

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
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify) - for instance, a specialty in a creature should improve the growth rate of that creature in player owned towns.

Q30: Maximum City Hall weekly income should cover
3. 75%-100% , differentiated between town types(i.e. barbarians should be able to get creatures cheaper than wizards and the like).

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?
4. Not important.

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

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

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

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4) - the other options sound like punishment, if your main hero gets caught by accident by an overwhelming force I think it's enough that u loose your troops and your hero ends up maybe half a map away. It would also turn the game into some sort of battle of Verdun...

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
igrach
igrach

Tavern Dweller
posted January 24, 2005 06:08 PM

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)
This was a really cool feature in h4.

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% (h4 is a good example for that)

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)
The number of mage guilds controlled may have impact on the power of the spell. No mage guilds = zero (or minor) effect.

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. (including give smth, want nth)

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.
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.
A greater stack should take more squares on the battlefield. For example 1square = 100 units or 1 square = 500 units.

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

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)
Options for choosing creatures in h4 are nice, but one added level (for a total of 5) will refine the system.

Q12. How many upgrades for each creature in town?
4. No upgrades in towns.
Creatures should have experience, which improves their attack and defense more often, their speed, damage and hitpoints not so often.

Q13. Magic Schools and Towns
6. See Q15

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.
All 1st level spells and some 2nd level spells should be in a 'general' group of spells, that can be learned with any magical skill. 3rd and higher level spells are more advances so they have to be more specialized.

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

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (fixed strength)
C. Garrison mage/tower casting spells. (for some towns only)
D. Traps and moats harming attackers. (for some towns only)
E. Grail creature defending town. (i see it flying above the city, like a special structure)
F. Specialized defence structure. (A cage or tower(like in h4) with enhanced defence for one hero only - the defending hero's command center.)
G. Catapults to break down walls and gate. (have to be recruited like war machines in h3)
I. Attacker is able to destroy town structures. (If damaged, the defender has to repair or rebuild them.)

Q18. How many secondary skills for heroes?
2. 20-29 (4x7, compared to 5x4 in h4)

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills. (3-5)

Q20. How tightly should skills depend on each other.
4. Even more strongly connected than Heroes 4.
Create new group called "extraordinary skills". There should go skills with prerequisites from two or three different secondary skill groups.

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
Hero class should have greater significance than it has in h4. It should replace that special (and random) skill in Q28.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills. (up to 10)

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
2. No.
Most buildings (60%) - 1 day, few advanced buildings - more days. Depends on town type.

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.
And tavern depends on alignment. (H4 style)

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:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Can dig for graal more than once a day.

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 release?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4)?
4. Not important.

Q34. How important is the 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. (as an option - like in h4)

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
If it depends on map relief, it will make higher object strategically important and will negate the need of watch towers.

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
7. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill. Hero can try to retreat and has some chance in succeeding it. If the hero is a thief, he/she has a greater chance in escaping. After both retreat or surrender the hero goes to the nearest town, not in tavern.

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Juas
Juas


Hired Hero
posted January 28, 2005 10:14 PM

2
6
a
1
3
a
e
1
3
6
4
2
3
4
3
d
g
5
3
1
1
3
2
2
3
1
1
1
c
5
4
2
2
2
3
1
1
1

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Seraph
Seraph

Tavern Dweller
enlightened devil
posted January 30, 2005 04:16 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?
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen or war machines?
B. Side-Kicks to give Hero higher stats.

Q4. What should decide which spells a Hero have access to
1. Any spell the Hero has learnt in the game.

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:
B. Heroes.
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?
1. 8 or less. (H4)

Q12. How many upgrades for each creature in town?
4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

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

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....
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.
C. Garrison mage/tower casting spells.

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

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

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

Q29: If the answer above is yes should they:
The answer above is no.

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

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

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

Q33. How important is an improved map editor (compared to the feature level in H4?
4. Not important.

Q34. How important is possibility to modify the game,
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?
2. No

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
7. Other. Please specify.
Retreat and surrender bring you to the nearest castle you actually own. Not one of your allie's castles.


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Klawz
Klawz

Tavern Dweller
posted February 16, 2005 03:55 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?
C. Side-Kicks to give a % bonus to certain hero secondary skills.

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


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


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?
2. 10-20%

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?
1. 8 or less. (H4)

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.)

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?
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.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
D. Traps and moats harming attackers.
E. Grail creature defending town.
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?
2. 20-29

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


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

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

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

Q23. Should creatures require upkeep?
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:
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.
4. Not important.

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


Q33. How important is an improved map editor (compared to the feature level in H4?
4. Not important.

(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?
1. Retreat and surrender bring you to the nearest castle (H4)

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
2XtremeToTake
2XtremeToTake


Promising
Supreme Hero
posted March 31, 2005 04:12 PM

Q1: 3
Q2: 2
Q3: D
Q4: 1
Q5: 4
Q6: C and D
Q7: C, D, E, F, H
Q8: 3
Q9: 3
Q10: 3
Q11: 3
Q12: 1 DEFINITLY, I CANNOT PUT MORE EMPHASIS ON THIS
Q13: 3
Q14: 4
Q15: 2
Q16: E
Q17: B, C, D, E, F, G, H, I
Q18: 1
Q19: 1
Q20: 2
Q21: 2
Q22: 3
Q23: 2
Q24: 1
Q25: 1
Q26: 1
Q27: 2
Q28: 1
Q29: A, B, C
Q30: 2
Q31: 2
Q32: 2
Q33: 3
Q34: 4
Q35: 3
Q36: 2
Q37: 2
Q38: 3

____________
I almost had a psychic girlfriend but she left me before we met.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_Angel
The_Angel

Tavern Dweller
posted March 31, 2005 10:33 PM


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

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

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

2. Spells disappear from Spellbook after a certain number of uses.

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?

3. 20-50%


Q9. Stacking creatures:

2. Creature stacks should be limited to a finite amount of creature, like 100.


Q10. How many Towns would you like to see:

6. 10 or more.

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

3. 13-16 (H3)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
)
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?
4. 8 or more.

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


Q16. Should there be spells for....

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


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

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.)
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?

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?
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

Q30: Maximum City Hall weekly income should cover

2. 50%-75%


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

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

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


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

4. Not important.

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

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

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.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted April 03, 2005 10:25 PM

you might as well close down this thread. ubi made its move
____________
MANE, TEKEL, FARES

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
a_rebirthing...
a_rebirthing_flight


Supreme Hero
with rebirthing power
posted April 04, 2005 10:36 AM

yea but its nice to see other opinions

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
MysticEyes
MysticEyes


Adventuring Hero
Take care: you'll be blind!
posted June 30, 2005 01:31 PM

Q1 2: heroes in battle
Q2 2: 10-50% in creatures' attributes
Q3 A,D new skills and war machine
Q4 1 Any spell learned
Q5 4 diplomatic Alliance +possibility without
Q6 A,C
Q7 C,D,E,H
Q8 2
Q9 3
Q10 3
Q11 3
Q12 3
Q13 3
Q14 3
Q15 3
Q16 A,B,C,D,E
Q17 B,C,D,F,G,H,I
Q18 2
Q19 4
Q20 2
Q21 4 Heroes classes should change during hero's growth but positive and negative side attribute should remain! (It doesn't happen in H4!)
Q22 3
Q23 2
Q24 1
Q25 3
Q26 2
Q27 2
Q28 1
Q29 D resources
Q30 1
Q31 3
Q32 3
Q34 4
Q35 1
Q36 1
Q37 1
Q38 1



 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.2346 seconds