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Heroes Community > Heroes 7+ Altar of Wishes > Thread: "Gameplay Suggestions"
Thread: "Gameplay Suggestions"
whinie_the_b...
whinie_the_behemoth


Adventuring Hero
grrrrr!
posted January 28, 2004 12:46 AM

"Gameplay Suggestions"

Yep, this is yet another suggestion topic. I see there are quite a few clever suggestions overall but to me they are a bit scattered all over the thread so I thought I would create a new topic where we can gather them so they are easier to be find and criticise. It`s a good time to do it since the development of the game is at it`s early stages. I intend this thread to be mostly about gameplay features, but feel free to post anything that in your opinion affects gameplay. You could post a suggestion about weather for example, or a about a new creature as it would affect the balancing of the game.

I`ll start with a few topics:

What kind of turn based? would silmutaneous turns improve gameplay?
What kind of terain? Since the game will be in 3d there are more options available. Is it going to affect battle? Will some types of terain like snow affect the way some creatures move in it? Will an uphill position give an advantage to archers? Will obstacles or hills affect the line of sight? Will the soldiers be able to crouch behind bushes and trees?
Will weather affect the morale or other statistics like in warlords battlecry?
How about the heroes role in the battlefield? How about creatures gaining xp? Will speed make heroes and creatures take more actions?

I know those topics have been discussed before but I think it`s good to put them together in one thread which will hopefully appear under the H5 overview. I noticed that the developers can yet disclose much information about the game in order to make an open discussion, so with such a thread we can give them an idea of what is desired gameplay-wise and let them use their judgement of what to implement. Again, feel free to post any suggestions you have.

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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted January 28, 2004 01:31 AM bonus applied.

What kind of turn based? would silmutaneous turns improve gameplay?

Maybe in multi-player. As an option you can turn off.

What kind of terain? Since the game will be in 3d there are more options available. Is it going to affect battle?

Maybe since I heard the battle screen might be in 3D, and scrollable. Though I wouldn't want to turn it into a Shogun -type thing

Will some types of terain like snow affect the way some creatures move in it?

Do you mean creatures native to snow? And what do you mean different types of snow? There was snow and Ice in H4, but I can't remember offhand what difference there was if any between them.


Will an uphill position give an advantage to archers?

Might all become a bit complicated. I'd personally prefer it just to be based on distance as before

Will obstacles or hills affect the line of sight?

Obstacles did in H4, so I don't see why they should leave it out. Made sense to me.


Will the soldiers be able to crouch behind bushes and trees?

Maybe some types. I don't see a Black Dragon playing hide and seek with the enemy archers.

Will weather affect the morale or other statistics like in warlords battlecry?

It should maybe effect movement, but it would be too random to include it's effect on morale. That's why you bother to visit the morale structures on the map.

How about the heroes role in the battlefield?

Think it should be as per H4. Made you concentrate on both might AND magic heroes, like it says in the title, rather than just spells spells spells.

How about creatures gaining xp?

Saw this on another discussion about 'leaders'. But I'm not sure. Would have to play it to know whether I liked it.

Will speed make heroes and creatures take more actions?

I don't think it should. That's what spells like Cat Reflexes are for.
____________

To err is human, to arr is pirate.

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted January 28, 2004 03:59 AM
Edited by alcibiades at 12:12, 29 Jun 2009.

Welcome Back, Whinie_the_Behemoth

Nice to see that you are posting again.
I agree that many of the suggestions you have made are derived from some of my older threads, which I can notice just by looking at a few of them. It is a good idea to place these suggestions all in one topic, because it is easier for me to gather more of the current ideas and suggestions and to send them to Ubisoft. So, this is a call to the members of the Heroes Community who think they have good ideas, to post the outline of it in this thread, so Fabrice doesn’t have to read the whole thread. Also, post new ideas here, too, and if you are posting an outline from an a thread, please include the original thread’s link.
As for posting them under the Heroes V Overview, I will assemble some of the best (and probably most wanted) suggestions that are posted in here.
The following are my suggestions:

Will towns being placed atop hills or mountains affect the radius that the town provides?

I was hoping for this to occur in Heroes IV, because it would be more strategic to construct a town on top of a mountain so that you would have a better view of the land. The same goes for mines, lookouts, etc.

Heroes in Combat – Yes or No?

Quite a large debate, so all of my opinions won’t be posted here. I think there should just be duels – hero to hero. We saw this in Heroes IV in some campaigns such as the True Blade Campaign where it was 1 on 1. Now with the extended battlefield, it could be possible for the heroes to fight each other, and the creatures to fight each other. The heroes would have two responsibilities; they could cast spells, or fight the other hero. Defeating the other hero means the creatures lose all the bonuses the hero provides. So, the question is, help your own army, or deplete your opponent’s.

Diversify towns

The number of buildings able to be built in Heroes IV decreased significantly from Heroes V. While this is troubling, and I am hoping for it to be rectified, I would like to propose another idea: Seeing as Nasty isn’t active anymore, I would like to propose the idea on his behalf.
The idea was to have a town with two sectors, the inner and outer town. The inner town is where the hero, and the larger, stronger creatures dwelled, and this is where most of the important occurrences took place. The outer town was home to the weaker creatures, and was less heavily defended. In sieges, if the outer town fell, it didn’t mean the inner town did. The inner town had structures like the city hall, and if the inner town fell, the town truly was defeated. It provides a sense of a castle being a true castle, not just a single garrison, two garrisons also makes towns harder to capture. All credit to Nasty for the idea. http://www.heroescommunity.com/viewthread.php3?FID=5&TID=8496&pagenumber=5

Line of Sight

Another old discussion that has resurfaced. I was slightly disappointed with Heroes IV’s implementation of this feature, in that trees did not influence the Line of Sight. In my first battle, I hid my creatures behind some trees, only to discover that they could still get hit. I think it would be more logical if creatures hid behind trees or boulders, they would not affected by ranged attacks or spells which require LoS.

The Hero Experience Table

I thought that, toward the later levels, the gaining system became unbalanced. As another problem, after battle, even in WoW, the experience gained after battles were not shown. This was a definite negative. Also, it would be nice to see how much experience your hero needs to reach the next level without having to look at the table. This way, it would be easier to determine if it was a good time to go to the Tree of Knowledge or not.

Interactive Landscape

Inserting normal landscape features like a mountain, bog, warren, valley, and crag, and making them interactive. There are adventure map properties, combat map properties, and map editor properties. There are about 2 unique features for each of these parameters. The interactive landscapes will appear in combat, so if you are near a fort, then you will fight at a fort in combat.
http://heroescommunity.com/viewthread.php3?FID=5&TID=10496

Alignments and Spell Schools

Will the spells still be grouped with their alignments?
Will alignments still be present? In my opinion (I’ve stated this many times before) the close interrelation between castles in Heroes IV prevented any more from being added in the expansion. That and time constaints. If these two obstacles are overcome, it would be safe to say there are going to be new town/s in the expansion.

Battlefield Auxiliaries

The presence of war machines, first aid tents, ballistas, catapults, etc. eluded us in Heroes IV. While two returned as creatures many were missed. Even in Heroes I, there was a ‘hero tent’ so to speak, where the options became available. These sideline options aren’t available now, and the method of beating down a castle gate is now the new way. I would rather for the catapults to return as war machines, but still retain the element of knocking down the castle gate.

Improving Castle Looks

In Heroes IV, the symmetrical castles were a step back from the magnificent and varied castles of Heroes III and II. Though the Heroes I castles looked quite similar to each other, more was expected from Heroes IV. I would like to see the varied towns of Heroes II & III return, but also keep the terrain that the town was situated on. It looked a bit obscure having a Fortress town in the desert.

Specialist Heroes

‘Specialist Heroes’ will be based upon one primary skill, and can only learn the secondary skills within that skill. For example, a scout would have scouting as the primary skill, then would be able to learn pathfinding, seamanship, and stealth. The specialist hero cannot learn skills outside of the scouting primary skill. This may lead people to believe that it would be too easy to fully develop a specialist hero. This is not so, only some specialist heroes may partake in combat, but all experience gained must be done so from adventure map objects. The specialist heroes involved in combat must accompany the hero, therefore never receive the experience themselves. This makes the process quite balanced so that the specialist heroes do not in fact gain levels too quickly.
http://heroescommunity.com/viewthread.php3?FID=5&TID=9704
(I think this the better of my two ideas)

That is all from me for now, because these are just my most wanted and which I think would benefit the series most concerning gameplay. If more members would like to provide ideas and an outline, I strongly encourage you to do so.

Edit: The Table of Contents is on the second page.




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 Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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