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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
Paablo
Paablo

Tavern Dweller
posted July 07, 2005 10:12 AM
Edited By: Paablo on 7 Jul 2005

well let's see...

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

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

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

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

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

Q6. Assuming you have diplomacy which of the following do you want.
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):
E. Artifacts.
F. Normal resources.

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

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

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

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

Q14. How many levels for spells?
2. 5

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

Q16. Should there be spells for....
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.
G. Catapults to break down walls and gate. (it would be good if the cyclops could break the walls too)

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

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

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

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

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

Q23. Should creatures require upkeep?
2.No

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

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

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

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

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

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
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?
3. Important.

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. (As an option!Then it's does not harm enyone who doesn't like it!)

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

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4) (It would be good if your level of diplomacy skill would affect the cost of surrender)



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Bastich
Bastich


Hired Hero
Architect of Aggression
posted July 15, 2005 02:17 PM
Edited By: Bastich on 15 Jul 2005

The Hero Role:
Heroes should not particpate personally in battle.
How much is it reasonable that a Hero can add to an army's offence and defence?
200-400%
Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
Hell no! War machines only!
What should decide which spells a Hero have access to?
Any spell the Hero has learnt in the game
Which level of diplomacy do you want in the game?
Dynamic alliances can be formed during the game.
Assuming you have diplomacy which of the following do you want:
Ability to trade by making a give/want offer.
Ability to threaten hostile actions unless demands are met.
Few levels of diplomacy (not too much). Wat, Neutral, Aliance.

Assuming you can trade with other players which of the following do you want tradeable
Heroes held for ransom
Resources
Artifacts
Creatures

How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
10%. Treasure, Major and Relic artifacts should be able to add more.
Stacking creatures:
Creature stacks should work as before (we've already been thru this)
How many creatures (counting upgrades) in each town?
The more the bettar, but I guess I'll be satisfied with 13-16
How many upgrades for each creature in town?
Each creatures should have between zero and three upgrades. Zero updates should have only the neutral creatures. Though they too deserve something better.
Magic Schools and Towns:
Use 3-6 magic schools, and let each town produce some spells for each school
How many levels for spells?
4 or less.
How do you want the magic schools?
Heroes III style, but there shouldn't be shared spells (such were only the visions and the magic arrow, if I recall corectly). Everyone should be able to learn all spells 1st and 2nd level and 3rd to 5ft if he have Wisdom, and the level of the spell depends on the Hero's knowledge of the certain spell school.
Should there be spells for....
No.
No.
No.
No. (well, flying isn't altering, right?)
No.

Which of the following do you want to see during a siege of a city?
Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
Traps and moats harming attackers.
Turrets, but player must place own shooters in it (isn't that almost the same as C?).

How many secondary skills for heroes?
No more than 30
How many skill levels for the secondary skills?
4.
How tightly should skills depend on each other.
Not at all.
Should Hero class depend on secondary skill?
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.
Assuming there are skill groups. How many skills in each group?
Not assuming
Should creatures require upkeep?
Food, maybe (you can buy it from the market). Undead should require nothing.
Do you want the one build/day limit to stay?
Aye.
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?
No limit, as long as you can place Hero in an army or garrison.
Should Heroes in basic classes start out identical?
Huh?
Should heroes have specialties?
Affirmative
If the answer above is yes should they:
All.
Maximum City Hall weekly income should cover:
50%-75%
How important is a Random Map Generator in first release to you.
Important (somewhat).
How important is multi player in the first relesase?
Important.
How important is an improved map editor?
Important.
How important is possibility to modify the game, with custom graphics, sounds or similar?
Not important.
What do you think of Fog of War?
Make it an option.
What do you think of mobile guards?
Make it an option. Or don't make it at all.
Do you want "line of sight" rules to restrict vision on the adventure Map?
What restrictions? Do you mean, do I wan't to see the whole map in the first day? Hell no!

How do you deal with heroes who retreat/surrender in battle?
Kick them in the teeth. Otherwise:
Retreat - The retreating hero escapes, but a certain amount of his army is lost (depending on his army's speed, the enemy's army speed and strenght).
Surrender - The hero with all his units is held prisoner in the nearest enemy town. He can be escorted with another enemy hero to another enemy town. The speed of the escorting hero depends on the speed of the captured hero (and on his own). If the town is captured by the owner of the prisoner, the prisoner and his army are free (or if a ronsom is payed).

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DragonMaster
DragonMaster


Known Hero
Master of Dragons
posted August 21, 2005 04:30 PM

Quote:

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

I would like to see a Duel mode between the two Heroes.

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%

To keep it from going over the top.
I don't like to see a Skeleton whipe out a Angel.

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.

At a reasonable cost, yes.

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)

As long as it keeps the Earth/Air/Fire/Water Magic abilities.

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

That gives a wider reach of gameplay

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

Gives reality to the game.

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.

Not Towns or Heroes,
because it gives one player a chance to get an army he couldn't afford on his own.

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

Since Artifacts are more uncommon than ATK skill.

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

If you would give it a limit,
the battleground would have to be expanded,
with more than 7 stacks per player.

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

Variaty got many games to the top.

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

Just give them more (minor) upgrades to slowly increase their strength.

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.

Keep it a fair game, not to always choose the Town with the most upgrades.

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

I want Elemental-Magic back.
Maybe expand them, but not in H4-style.

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

It would give Magic-Heroes something to work for.

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.

Elemental-Magic.
And seperate spells like Magic Arrow open to all.

Q16. Should there be spells for....
C. Summoning creatures outside combat, which you can keep.
E. Summonng guards to Mines (H2 style)

The guard system was a good idea in H4,
keep it.

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

Capturing Towns was to easy up to now.

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

Again, variaty.

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

It would take longer to get an Uber-Hero this way.

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?
1. Yes.

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

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

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

Q27. Should Heroes in basic classes start out identical?
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

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.
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 away.

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

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.


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Fire is not a dragons only strength, so don't come to close to it's mouth, when he is not flammable.

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olMighty
olMighty


Hired Hero
posted August 23, 2005 05:08 PM

I'm glad someone came up with this idea. So here's my list:
Q1.3
Q2.1
Q3.D
Q4.1
Q5.4
Q6.A
Q7.A
Q8.1
Q9.3 - but only for big combat screen
Q11.4
Q12.2
Q13.6 - besides those in H3 a town magic school to be    distributed along the 4 elemental clases
Q14.2
Q15.3
Q16.B
Q17.B.D.G.I
Q18.1
Q19.4
Q20.2
Q21.1
Q22.1
Q23.1
Q24.1
Q25.1
Q26.5- if an army is available in the garrison then it should be allowed to hire a hero,but no more than 1/week
Q27.2
Q28.1
Q29.B.D- should be allowed to cast unique spells and upgrade into unique units
Q30.3
Q31.2
Q32.3
Q33.3
Q34.3
Q35.1
Q36.2
Q37.1
Q38.3

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Thorin
Thorin


Adventuring Hero
posted August 31, 2005 11:01 AM
Edited By: ThE_HyDrA on 8 Sep 2005

answers

Q1:2, Q2:3, Q3,Q4:1,Q5:2,Q6:C,Q7:E,Q8:2,Q9:3,Q10:2,Q11:3,Q12:1,Q13:3,Q14:5,Q15:3,Q16:1,Q17:6,Q18:1,Q19:3,Q20:3,Q21:2,Q22:2
Q23:No,Q24:NO,Q25:3,Q26:1,Q27:N,Q28:1,Q29:C,Q30:2,Q31:2,Q#33:4,Q35:1,Q36:2,Q37:NO,Q38:5.
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freeman21
freeman21

Tavern Dweller
Her3 frvr
posted December 17, 2005 11:28 PM
Edited by alcibiades at 10:54, 06 Jul 2009.

ui

Quote:
Q1: 2
Q2:2
Q3: a
Q4: 1
Q5: 4
Q6: c
Q7: a,b,c,d,e,f,g,h They’re all cool (and also bring something new to the game) ALL
Q8: 2
Q9: 3
Q10: 2
Q11: 1
Q12: 4
Q13: 1
Q14: 1
Q15: 3
Q16: a
Q17: c,d,e,g
Q18: 2
Q19: 1
Q20: 1
Q21: 1
Q22: 1
Q23: 2
Q24: 1
Q25: 3
Q26: 5 : one/month
Q27: 2
Q28: c
Q29: 3
Q30: 3
Q31: 2
Q32: 4
Q33: 2
Q34: 3
Q35: 3
Q36: 2
Q37: 2
Q38: 1  




Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url], to discuss Heroes 5, go to [url=http://heroescommunity.com/forumdisplay.php3?FID=1]Temple Of Ashan[/url].

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