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Heroes Community > Tournament of Honor > Thread: INTERIM POST B - Clans
Thread: INTERIM POST B - Clans This thread is 5 pages long: 1 2 3 4 5 · NEXT»
vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 27, 2004 08:17 AM

INTERIM POST B - Clans

This thread will be posted for discussion on clan related topics.  What basics have been set so far:

Both heroes3 and heroes4 players will be participating in the same clans.  How?  I cannot reveal that until clans' opening.  

Due to peer pressure (whining) each clan will have 3 members instead of 4.

9 Philosophies:
Angelic
Heroes III Start with Castle Town  
Heroes IV  Start with Haven Town

Barbarian
Heroes III Start with Stronghold Town  
Heroes IV  Start with Stronghold Town

Chaotic
Heroes III Start with Dungeon Town  
Heroes IV  Start with Asylum Town

Demonic
Heroes III Start with Inferno Town  
Heroes IV  Start with Necropolis Town

Military
Heroes III Start with Fortress Town  
Heroes IV  Start with Stronghold Town

Naturist
Heroes III Start with Rampart Town  
Heroes IV  Start with Preserve Town

Necroma
Heroes III Start with Necromancer Town  
Heroes IV  Start with Necropolis Town

Rogue
Heroes III Start with Random Town  
Heroes IV  Start with Random Town

Scholar
Heroes III Start with Tower Town  
Heroes IV  Start with Academy Town

So basically the philosophies (at least at the beginning) are based on town alignments.  Keeping it simple, and reducing editing issues, this makes it a lot easier than adding artifacts everytime etc...
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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 27, 2004 08:23 AM

Artifacts, Upgrades & Powers(New)

The system is still land-based, in that artifacts will be available on every land taken, some weak, some useless, others somewhat decent, but none are 'gamebreakers'.  

Upgrades have 4 levels:
2 adjacent lands owned - Level 1 upgrade
4 adjacent lands owned - Level 2 upgrade
8 adjacent lands owned - Level 3 upgrade
16 adjacent lands owned - Level 4 upgrades

The upgrades are solely based on creature/unit bonuses.  (eg. usually -- level 1 upgrade gives a certain number of aligned level 1 creatures waiting to automatically join near town etc...)

Powers:
A new addition-- it is a reward for activity.  Whether a win or a loss for the clan, every 3 clan wars finished by a clan grants them a philosophy-specific power.  These are very unique, and can be saved or used at any time.

Also note that there is no limit to how many clans be in one philosophy, and even if all clans were in one philosophy, the clan system is designed to work normally.

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wanderer
wanderer


Known Hero
Mercenary on Azure's Kingdom
posted February 27, 2004 01:30 PM

really interesting but somehow wouldn't there be too many clan wars which will be done.. just like that .. to get that "upgrade" ves? ya know what I mean.. some clans maybe will just accept the war nomatter the result just for that upgrade...
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veni vidi vici

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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted February 27, 2004 05:02 PM

thats the whole point
he said its a award for the active
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slayer
whos your daddy and what does he do?

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted February 27, 2004 06:40 PM

Quote:
Due to peer pressure (whining)
gee ves.. we were just pointing out the obvious
4 teamed clan didnt go so well when higher activity and ppl more dedicated.. why should it now? there was always a forfit involved..
.. btw, may i suggest that 1 forefit=war cancel
Now that 3 players in a clan, things should be more strict
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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted February 27, 2004 07:36 PM

to make it simplier:

-----if one member of a clan won 1 game in the current war , but his team lost the war (2-1) i'd suggest that player to receive some extra toh pints, not much, just to encourage his "devotion" for team.

explanation : being 1 round , 3 games, some players would think twice if they will play the third game in case the score is 0-2 at the time being ("hmm, will be tough anyway, is it worthy to risk another point loss for nothing ? i'd prefer to forefit,it's safer"

about the forefit, the fault belongs entirely to the player who didnt make it to respect the set up time and deadline, not both sides.

maybe a penalty for a forefit, lets say, half points of a loss against the player he should play, and game victory for the opposite side . i'm speaking pretty much for a 2-0 situation.


---- for bonuses i'd sugesst nothing can involve free experience such as : treasure chests, learning stones, dreamteachers etc. they would break the balance of the first week which is , most of the time, decisive.


---- one problem ...pending to find a solution for :
forced games

first rule that came in my mind is one team should not play again with same team within a month.

all the game must be forced , in  order to eliminate preferences for a so-called weaker clan, or more "entertaining" one to play with




summary : many words ,just 3 issues but i think the general rules are of same importance with the war rule , if not even more, and must be very clear






have a nice day



P.S. i had alot of work to do last month, but i'll be here when the season will start, full throttle, don't worry

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted February 27, 2004 07:47 PM

someone who does not stick with personal ideas like....

Quote:

Due to peer pressure (whining) each clan will have 3 members instead of 4.





almost forgets ...


i think that sentence is pointing something there ...in the outer space


it's simple : easier way to set/complete games -> more games -> more interest -> more activity and bonus for you : less whinning  CC e-mails time consumers
we are not so selfish, it's obvious










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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 27, 2004 08:31 PM

the 3 player thing is mostly because of the weaker activity.  If it was like what we had in season III & IV h3 ToH, it would have remained 4 per clan.

By the way, yes.. if there is even one forefit in a clan war, the clan war is closed.  The 6 players need to make their game, or not play!

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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 27, 2004 08:34 PM

there is also a rule already implemented, that if a clan plays another clan, win or lose they cannot play each other again until they have completed 3 other clan wars with other clans.  (its an old rule actually, just not used for last season's clans).

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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 27, 2004 08:37 PM

Reward for winning in a losing clan

Actually that is also important, because even if your clan loses, a 1-2 game will give that clan some prestige, while a 0-3 loss would give none.  So there is incentive.

Eg: A winning clan 3-0 (flawless victory) gets 10 prestige
A winning clan (with a loss) gets 8 prestige
A losing clan with a win gets 4 prestige
a losing clan 0-3 (total loss) gets 0 prestige.

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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted February 27, 2004 08:47 PM

Quote:
there is also a rule already implemented, that if a clan plays another clan, win or lose they cannot play each other again until they have completed 3 other clan wars with other clans.  (its an old rule actually, just not used for last season's clans).


most excellent news
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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted February 27, 2004 11:12 PM

Quote:
the 3 player thing is mostly because of the weaker activity.  If it was like what we had in season III & IV h3 ToH, it would have remained 4 per clan.

By the way, yes.. if there is even one forefit in a clan war, the clan war is closed.  The 6 players need to make their game, or not play!



so, if one of 6 players involved in a war is in a bad mood , everything is screwed up , even if the other 5 took things seriously?

it sounds not too fair to me, it's a bit frustrating for those who have played their games  , even more for the last remaining player who is expecting to complete the last game.

must be another solution to help the good side rather than the dark one.

a player must express before war starts his unavailability to avoid any further incovenience . once the war started should be only whether win or loss.

i still don't see it as a solution cancelling the war, it's not a realistic situation. live or die, not back-off like nothing happened, we must have casualties





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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted February 27, 2004 11:17 PM

in homm3 toh mapmasters, I remember peeps depositing some fee (ranking pts) to register. That is if you registered for the mapmasters and if you failed to play your game without any notice, you would get a point reduction. If you got your game done you did not lose any pts. And I remember %90 of the games getting played.

Maybe a similar system might be considered for clan wars.
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Blue_Camel
Blue_Camel


Famous Hero
posted February 28, 2004 12:45 AM

Quote:
By the way, yes.. if there is even one forefit in a clan war, the clan war is closed. The 6 players need to make their game, or not play!


this won't work too well.. let's say 2 out of the 3 games have already been played, and clan A is leading clan B 2-0.  the outcome of the war is already decided - no matter what the outcome of the final game, clan A will win.  But with these rules, the player who hasn't played yet on clan B can just purposely not play his game, in order for clan A not to get a win..

i guess you're saying that people won't do that because every 3 wars completed you get a special ability, but what if this win would raise clan A to Level 2?  I would think preventing clan A from getting to Level 2 would rank higher on clan B's priority list than getting 1/3 of a new special ability.

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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 28, 2004 12:53 AM

To blue_camel and Teacher, play those who are going to be mature then.  If all gaming is worrying about deceit and such, well then there can be no gaming at all.  

Minds have gotten too warped on who is going to trick whom.  Play & enjoy, or do not bother playing.  In season I through IV of homm3 ToH, this was never an issue... and that was with 8-10 players in a division.  You cant manage a war with 3 players?  hahaaaaa

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted February 28, 2004 12:58 AM

maybe you're right. i've become way too suspicious lately, due to some facts. hope they won't cloud our minds again, and will see only the beauty of the game. good luck !

in fact it's entertainment,  not police .




have a nice day

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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 28, 2004 01:45 AM

Remember always that the prestige point bonus even for a 1-2 losing clan, or the fact that finishing 3 wars grants a power should be incentive enough, without being too overkill.

In the end, what will make clans successful will be activity.

Lets move the discussion to the bonuses and other rule elements...

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted February 28, 2004 07:54 AM

Quote:
Lets move the discussion to the bonuses and other rule elements...
well, give us so we can bitvch on
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bpanik2
bpanik2


posted February 28, 2004 08:10 AM

hey guys, a couple questions here. 1st you say no limit on clans per philo which is cool do we play for a land too start on or are they assigned out at the begining? and your no play rule for all 6 is ok aswell so I urge players too pic your teamates wisely,might i suggest if its not too much work for you or whom ever you put in charge of it if you like it is that the wars be randomly drawn,like once a week or something,and post em on the main page this way theres no whining about email he said she said blah blah its on the main page didnt you look???? lol.bp
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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted February 28, 2004 08:28 AM

Clans mutually decide on what land they play for.  Its freedom of choice here.

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