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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Vision Of Ashan - complete ideas for expansion
Thread: My Vision Of Ashan - complete ideas for expansion This thread is 3 pages long: 1 2 3 · NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 17, 2006 08:00 PM
Edited by alcibiades at 02:20, 30 Mar 2007.

My Vision Of Ashan - complete ideas for expansion

We have during the last weeks talked a lot about ideas for upcomming expansions and what they might include in form of new Towns, new Spells, and other improvements.

I will in this threat present a complete vision of how they could upgrade and expand the game within the frames set of the first version, version 1.0. By this I meen, that I will:

* Respect and work within the frame set of the continent map and the History, including the Myth Of Creation and the Calendar.

* Respect the current cities, and not work with any major changes within these.


___________________________________________________________


The most basical facts all this will be based on is the mention of three new races in the Myth of Creations: The Dwarves, The Naga and The Orcs. The Myth of Creation, as from the official source, has been sited various places in this forum, and can also be seen here:

Myth Of Creation

I will start by presenting my three proposals for new towns, Heros and creatures: The Dwarven Fortress, The Orc Stronghold and The Naga Sanctuary.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 17, 2006 08:11 PM bonus applied.
Edited by alcibiades at 21:06, 17 Jun 2006.

The Dwarven Fortress


We know from the Myth, that the Dwarves serve Arkath, The Dragon Of Fire. The Dwarves seem to be related to the element Fire and Forging. I envision the Dwarven kingdom to be placed on the lava planes of the north.

Country: Grimheim.
Capital: Thor Myrdahl.
Core Filosophy: Order will leed to prosperity for all.
Alignment: Lawfull Neutral.
Arch enemy: The Orc stronghold.
Colors: Either Silver and Navy Blue or Gold and Red. See comments later.
Magic schools: Read upcomming posts on magic.

Hero: The Dwarven Defender





Units:










Comments:
The Dwarf city was the first city I made, and it shall be no secret that I originally intended this city to be a mountain/icy city rather than a forge/fire city. Thus, there is some confusion on, for instance, the colours related to this city, and the units. One might easily replace the Thunderbird with the old favorite The Efreeti to strengthen the fire relation of this city. I will leave this to the imagination of the reader for now. Both the Thunderbird and the Efreeti are classical and good units, and neither of them desserve to be left out. The Thunderbird might go back with the Orc/Barbarians - however, I had other plans for those, when I placed the Thunderbird here.


_____________________________________________________________



The Orc Stronghold


We know from the Myth, that the Orcs are renegate creatures from the Wizard countries that fled north and East. They might be alligned with barbarian tribes on the planes of Ranaar.

Country: Ranaar.
Capital: Stonehelm.
Core Filosophy: Survival of the fittest - the strongest prosper.
Alignment: Chaotic Neutral.
Arch enemy: The Dwarven Fortress.
Colors: Blood Red and Buff.
Magic schools: Read upcomming posts on magic.

Hero: The Barbarian





Units:










Comments:
Obviously closely related to the Heroes III stronghold, one might easily replace the Vulture with the Thunderbird. Personally, I think the Vulture fits much better with the filthy/beastial theme of the Orcs/Barbarians, but then, the Thunderbird IS a classical creature.


_____________________________________________________________



The Naga Sanctuary


The Idead of a Naga town was very strange to me. However, we know from the Myth that the Naga formed a race related to the Water Dragon. From this, I did some research, and found that Warchraft III had a Naga race. This was an attempt to import the ideas of this race into Heroes V.

Country: Irisus Sea?.
Capital: Karthal.
Alignment: Neutral.
Arch enemy: None.
Colors: Pale blue and Greenish Blue.
Magic schools: Read upcomming posts on magic.

Hero: The Sorceress





Units:








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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 17, 2006 08:17 PM
Edited by alcibiades at 11:30, 25 Jun 2006.

The Magic System


The addition of new towns will require some changes in the magic system, simply because all the "combinations" of magic schools was used with the original 6 towns. Rather than thinking new schools into the game, what I did was I upgraded the excisting ones by adding new spells, and by relating each town not to 2, but to 3 schools. This makes sense, because as it is, each town does in fact get spells from 3 or even all 4 schools.


The Wheel Of Magic

The centre of it all lies in the following deceptively simple figure. This is simply a diagram that shows how the 4 magical schools relate to each other: Light vs. Dark and Summoning vs. Destructive. On the wheel, you will see the 8 cities placed, and furthermore, in the centre, the Sanctuary. The Sanctuary has a special place in all this due to its neutrality, and all the following will not quite relate in the same way to this town. This will be explained below.



Here, bright yellow symbolizes Light Magic, dark purple is Dark Magic, orange is Destructive Magic and teal is Summoning Magic.

The Towns are not placed at random. Each town lies on the junction of 3 magical schools: These are the Schools of this town. Notice furthermore, that alignment is included in this diagram: Good is at the top, Evil at the Bottom, Law at the left, and Chaos at the Right. Notice how the opposing towns lie on opposite edges - Haven vs. Inferno, Academy vs. Necropolis, Sylvan vs. Dungeon and Fortress vs. Stronghold.

You may also notice, that some towns only belong to one school on the outer ring - the major circle - while others belong to two schools on the major ring. Similarly, some schools only belong to one school on the minor circle (the inner ring), whereas other belong to two. This does make a difference, because school in the Major circle are most important to the town, whereas schools in the Minor circle are less important - this will shine through in the Mage Guild - described below.


Magic Classes

Each School of magic has 4 classes - also known as Subschools. These are:

Light Magic: Blessing (M), Healing (c), Abjuration (c), Transformation (m).
Dark Magic: Cursing (M), Disease (c), Mind Control (c) and Transmutation (m).
Destructive Magic: Fire (M), Air (c), Earth (c) and Water (m).
Summoning Magic: Calling (M), Summoning (c), Conjuration (c) and Elemental/Illusion (m).

No town except the Sanctuary may specialize in all 4 classes within one school. Each school has 2 common classes (marked (c) above), available to all, even those who do not have this magical school as one of the schools (thus, Haven does not have Dark Magic, but a night can still master Disease (Master Of Pain) and Mind Control (Master Of Mind)). One class is exclusive to those who have the school in the Major ring (marked (M)) and the last is exclusive to those who have the school in the Minor ring (marked (m)). Only the Sorceress of the sanctuary can master all 16 classes, all other heroes can maximally master 11 classes (3 from each of their three available schools, and 2 from the fourth).


Mage Guilds

The number of spells in the game have been increased, and therefore, the number of spells in the mageguild. Each town will have 4 spells of levels 1 and 2, 3 of levels 3 and 4, and 2 of level 5. The Academy is special, because the library will provide 1 spell more of each level, and the Sanctuary is also special, because the Sanctuary, when the Alter Of Balance is built, will have 4 spells of each level 1-5.

A town can only have spells from one of its 3 schools in the mage guild. Thus, Inferno will never have any Light magic spells. Furthermore, the distribution of spells will depend on whether the town has 1 or 2 schools in the Major circle. Towns with only 1 school in the major circle will focus strongly on that school, and will receive more spells of this school, and less from the other two. On the other hand, towns with 2 schools in the Major circle will focus evenly on these two, but only pay very little attention to the third school in the Minor circle. The spell distribution of each town is shown below (each square represents 1 spell-slot, level 1 in bottom, level 5 in top; split squares meens 50 % chance of each).




Spells

Each school has a total of 24 spells, 5 each on level 1-4 and 4 on level 5. It still requires basic, advanced and expert skill in school to learn level 3-4-5 spells. It does not require mastery of a class to learn the spell from a class - thus, even Knights can learn fire spells, even though this is their forbidden class, they just can't master it. Similarly, they can learn Dark Magic spells, if they have the required level of Dark Magic, even though they are opposed to this school.

On each level, there is one spell relating to each class. The fifth spell is special, it might relate to one of the classes, but generally will not receive the special benefits from mastery of the particular class. Spells that have the class description in Italics after the spell NAME (not in the description) will be susceptible to Mastery bonus. Mastery bonus meens Mass effect for Light and Dark Magic, bonus feature (freezing, stunning etc.) for Destructive Magic and increased effectiveness for Summoning Magic. Please notice that most spells, even those that do not receive mastery bonus, belongs to a class - this is listed in the spell description, and will have importance for the Sorceress only.

Adventure magic is special - any hero can learn an adventure magic spell, if he has the required level. Each town receives one adventure magic spell of each level.










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Feuerader
Feuerader


posted June 18, 2006 04:03 AM
Edited by Feuerader at 09:23, 18 Jun 2006.

First of all, Ive to say, this is incredibly, utterly fantastic! I especially like your idea of magic school, combining the features of H4 and H5.
However, theres something Id like to point out,
I notice that you got a spell "Aura of Fear" in your Dark Magic, one tier higher than Confusion. I think these two spell overlapped with each other, because Confusion can render the target to not be able to retaliate also. If I got master of mind and expert dark magic mastery, which means that none of the enemies can retaliate against ALL of my troops, while Aura of Fear only works on one. I suggest you modify the effect of either spell.
And the second thing is that I found out you introduced several "blessing" spell to the Dark Magic. Well, thats not a big problem, but I think dark magic would better stick to its "cursing" orientation instead of inserting all "evil" spells to it.
Banishment does not live up to its circle 5 status as it can only deal with Inferno with their gated stacks, thus give this spell a very severe limit.
Guardian Angel and Ressurrection both ressurect creatures which I think is overlapping.
And Invisibility... well what if I make my only stack invisible and then attack enemies with only my hero? This is not quite balanced.
I myself could not find any official resources regarding the existence of Nagas in the H5 universe except the document you attached. Does the document have any official status?
For the Orc faction, I don't think the Berserk ability is worthy to be used on the battlefield (by me at least) as it gives only 10% bonus but greatly reduces my troops defence, and then they got a "Berserk sickness". Although these figures can change, but that means that Ive to use several levels to upgrade this ability so that it becomes a merely "fair" skill. If I've to modify it, Id probably make it have no defence loss (or 25% and 0% with Defensive Intuition), no Berserk sickness (this makes the Orcs become a disadvantage when in long battle) but the Berserk creatures will become out of control (pretty like Berserker in H4) and the ultimate ability grants the player to control the Berserk unit as well as no intiative loss.
Quickening Spellcast is a great idea... Id however like to see a more "sea-oriented" one to match its theme, but yours isnt bad at all.
____________
*vomit*

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actionjack
actionjack


Promising
Famous Hero
posted June 18, 2006 08:12 AM

Great stuff.  

I love the newly added Racial ablities.  I think it is one of the great feature of H5, as it give each race and its hero more defining ablity that they can tailor their army and playing strategy to.  

Since I already commented about the Dwarf faction before, won't go much more here, but the Defensive ablity is just great.  Just an idea, maybe can use a Mechanial flying unit (can be as a mech bird, or like a gyro balloon type).  Also would be good to see a more defenisve unit there, with ablity like Aura of Magic Resistance and/or shield allies type of ablity.  

On orc.  Very good.  Berzerk might need a bit more power up, but its similar to what I am thinking too.  I always wanted Orc to have more "field-map" ablity, such as faster movement or hinder movement, making the more of a guerilla-fighter of hit and run.  I will still try to pen my version of Orc army as well... if ever...

On Naga.  I like the Quicken ablity, but still not sure how it would work.  What about a double cast ablity?  Allow you to cast two spell at once on your turn (at the extra cost of inituative or mana).  Also a nice ablity to add would be enable the hero to cast a defensive/supportive magic, while in the tactic phrase.  On units... well.. the pic didn't show up at the moment...

Kudos to great creative developing work.  

(oh, and one minor suggestion... all that picture just makeing loading time for the page very long.. maybe would need to make a text version?)    

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 18, 2006 12:58 PM

Thanx for the feedback, that's always appreciated! And sorry for the pictures, we had a server crash, which is why they didn't upload properly - hopefully, that's solved now.

Quote:
First of all, Ive to say, this is incredibly, utterly fantastic! I especially like your idea of magic school, combining the features of H4 and H5.
However, theres something Id like to point out,
I notice that you got a spell "Aura of Fear" in your Dark Magic, one tier higher than Confusion. I think these two spell overlapped with each other, because Confusion can render the target to not be able to retaliate also. If I got master of mind and expert dark magic mastery, which means that none of the enemies can retaliate against ALL of my troops, while Aura of Fear only works on one. I suggest you modify the effect of either spell.


That's right ... I didn't reckon that - I think I'd say that confusion might be a bit too strong as it is now. I think I recall it says there is a chance that some of them won't retaliate, or something like that ... Can't remember the specific numbers, but I'd probably change it to be like the good old forgetfulness spell.

Quote:
And the second thing is that I found out you introduced several "blessing" spell to the Dark Magic. Well, thats not a big problem, but I think dark magic would better stick to its "cursing" orientation instead of inserting all "evil" spells to it.

Banishment does not live up to its circle 5 status as it can only deal with Inferno with their gated stacks, thus give this spell a very severe limit.

Guardian Angel and Ressurrection both ressurect creatures which I think is overlapping.

And Invisibility... well what if I make my only stack invisible and then attack enemies with only my hero? This is not quite balanced.


To take these one at a time:
- Which blessing spells in Dark Magic are you referring to?
- Banishment is not the most powerfull spell, no, because it only has a fairly narrow range for gated and summoned troops - that's also summoned elementals AND a summoned Phoenix. I know it's not the best spell of the four, but I think that's fine - not all spells has to be equally powerfull. And for a Demon Lord, I reckon it can be quite devastating.
- Guardian Angel and Resurrection both ressurects, yes, but there is a difference: You cast Guardian Angel on the troup before it attacks / gets attacked, and then if some of the stack gets killed, they resurrect themselves. You use Resurrection on the stack after some of the units got killed. They are similar, yes, but each have a use.
- Invisibility ... well, you might do that, but it IS dispellable. You can do the same with the blind spell. Cast blind and slow the creature, then attack it and blind it and attack it and blind it and so forth. I don't think this is that much of a problem.

Quote:
I myself could not find any official resources regarding the existence of Nagas in the H5 universe except the document you attached. Does the document have any official status?


I got the information in that document (the Myth Of Creation) off this site. I think it's also on the Age Of Heroes site. I think it has official status.

Quote:
For the Orc faction, I don't think the Berserk ability is worthy to be used on the battlefield (by me at least) as it gives only 10% bonus but greatly reduces my troops defence, and then they got a "Berserk sickness". Although these figures can change, but that means that I've to use several levels to upgrade this ability so that it becomes a merely "fair" skill. If I've to modify it, Id probably make it have no defence loss (or 25% and 0% with Defensive Intuition), no Berserk sickness (this makes the Orcs become a disadvantage when in long battle) but the Berserk creatures will become out of control (pretty like Berserker in H4) and the ultimate ability grants the player to control the Berserk unit as well as no intiative loss.
Quickening Spellcast is a great idea... Id however like to see a more "sea-oriented" one to match its theme, but yours isnt bad at all.


I concur, basic Berzerk is probably too week. Might wanna change bonuses to be something like 20% / 30 % / 40 % / 50 % or even 25 % / 50 % / 75 % / 100 % (the latter is probably grossly overpowered) - but of course, game testing would need to find a balance for that.

And I didn't focus as much on the sea relation with the Nagas because that'd be too narrow and useless an ability. Instead, I focused on the magic-sorcery theme, as I think this will make much more sense during gameplay.

______________


Quote:
Great stuff.

I love the newly added Racial ablities. I think it is one of the great feature of H5, as it give each race and its hero more defining ablity that they can tailor their army and playing strategy to.

Since I already commented about the Dwarf faction before, won't go much more here, but the Defensive ablity is just great. Just an idea, maybe can use a Mechanial flying unit (can be as a mech bird, or like a gyro balloon type). Also would be good to see a more defenisve unit there, with ablity like Aura of Magic Resistance and/or shield allies type of ablity.


I think the Protector special abilities will do pretty well at that. Of course, one might add the shield alies ability, but that's already been used by the Squire.

Quote:
On orc. Very good. Berzerk might need a bit more power up, but its similar to what I am thinking too. I always wanted Orc to have more "field-map" ablity, such as faster movement or hinder movement, making the more of a guerilla-fighter of hit and run. I will still try to pen my version of Orc army as well... if ever...


As I said once ... I'm not too keen on the idea of giving special abilities on adventure map. It'll be very powerfull I think, and difficult to ballance.

Quote:
On Naga. I like the Quicken ablity, but still not sure how it would work. What about a double cast ablity? Allow you to cast two spell at once on your turn (at the extra cost of inituative or mana). Also a nice ablity to add would be enable the hero to cast a defensive/supportive magic, while in the tactic phrase. On units... well.. the pic didn't show up at the moment...


I think double casting would be too powerfull. I think this idea is more in line of the game - the modification of Initiative use on spell casting is the same as the Sorcery skill, so this just give the Sorceresses an improvement of this skill. And I think it's fair to control it to give limits on as to which spells they can cast quickly - basically, they get the greatest bonus if they cast the same spell twice, and then it's better if they cast from the same class, or same school and so on.

Quote:
Kudos to great creative developing work.

(oh, and one minor suggestion... all that picture just makeing loading time for the page very long.. maybe would need to make a text version?)


Thanx. And sorry for the pictures, but as I said, the server was out of order. Hopefully it'll do better now.

I might also add a few comments on modifications in the existing game that might do small improvements later.

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Feuerader
Feuerader


posted June 18, 2006 01:22 PM
Edited by Feuerader at 13:26, 18 Jun 2006.

Quote:
- Which blessing spells in Dark Magic are you referring to?


I mean those "Vampiric Touch" or "Vampiric Embrace" spells. (I forgot if theres more, but the images are still cracked)
Quote:
- Banishment is not the most powerfull spell, no, because it only has a fairly narrow range for gated and summoned troops - that's also summoned elementals AND a summoned Phoenix. I know it's not the best spell of the four, but I think that's fine - not all spells has to be equally powerfull. And for a Demon Lord, I reckon it can be quite devastating.


Yes it could be very devastating, but for a circle 5 spell, I expect it to be more powerful and less limited. Just like Arcane Armour in the game we have now, it's not a bad spell at all, but as a circle 5 spell, everyone wants Conjure Phoenix when they finally got enough resources to bulid level 5 mage guild.

Quote:
- Invisibility ... well, you might do that, but it IS dispellable. You can do the same with the blind spell. Cast blind and slow the creature, then attack it and blind it and attack it and blind it and so forth. I don't think this is that much of a problem.


I still don't quite get it. With "dispellable", you mean the spell itself will die out after the duration, or can be dispelled by the enemy? The former, yes, but if the spell can last for several turns, then the techniques I mentioned above will work perfectly. The latter, well, how can your enemy dispel it when he cannot see it?

Quote:
- Guardian Angel and Resurrection both ressurects, yes, but there is a difference: You cast Guardian Angel on the troup before it attacks / gets attacked, and then if some of the stack gets killed, they resurrect themselves. You use Resurrection on the stack after some of the units got killed. They are similar, yes, but each have a use.


So Guardian Angel is like the one in H4, granting extra life to the creature stack? If so, I get it.

And two more things, does the quicken spell stacks with Sorcery skill? How do you find that table thing and those pictures for the descriptions of creatures? I searched Google for the pics but theres fonly few useable.
____________
*vomit*

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dantares
dantares


Hired Hero
posted June 18, 2006 02:58 PM

sorry, the link is not working..

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Nusaram
Nusaram


Hired Hero
posted June 18, 2006 09:37 PM

Man you are a pretty hard-working guy.I like the castles but in the strong hold there are too much orcs.Some people like the orc like stronghold.Like I said before I like the more kinds of creatures stronghold(with orcs ofcoures).But diffrent people like diffrent castles.

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actionjack
actionjack


Promising
Famous Hero
posted June 19, 2006 04:45 AM

Quote:
Man you are a pretty hard-working guy.I like the castles but in the strong hold there are too much orcs.Some people like the orc like stronghold.Like I said before I like the more kinds of creatures stronghold(with orcs ofcoures).But diffrent people like diffrent castles.


Differnt people like differnt things.  More differnt type of creature is good, but keep in mind that in 5, the town and its creature are more "Themed and Organized", so that an outline of that faction's social structure are more appearent.  Thus for town like Haven, Dungeon, and Sylvan, there are a creature of same race in there.  Inferno, Academy, and Necropolis seem more mix-mix, but they also seem to be more of a "magical army", where the Hero usually are the primary master.  

So, I guess its more of a personal perfernce, and can be argue that the Orc warlord would unit differnt race's monster to do his bidding... but for me, I will go with alcibiades and say should see 40% or more Orc units.  

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted June 19, 2006 06:35 AM

I need to make charts like that for my towns. Yours blow mine out of the water either way. . .

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 19, 2006 09:13 AM

Quote:
Man you are a pretty hard-working guy.I like the castles but in the strong hold there are too much orcs.Some people like the orc like stronghold.Like I said before I like the more kinds of creatures stronghold(with orcs ofcoures).But diffrent people like diffrent castles.



I think it goes pretty well with the idea of Heroes V to have multiple units of the same race. That's what they did for Haven, Sylvan and Dungeon, and I think it's a very nice touch up on the classical Heroes mixing of races. It makes sence from a real-world point of view - one race would usually make one faction, and one species could have various proficiencies, thus providing different units of that race - and it makes sense from a game-play point of view, because it makes the implementation of racial abilities much more interesting.

Anyway, I think the nature of the units itself is less important - this was my approach, if someone wanted to swap the Thunderbird for the Efreet, to make one less Orc unit and make it Ogre instead, to swap the Halfling and the Miner, or whatever it might come down to, that's less important in my point of view. For me, the fun thing is playing with the ideas and themes - and then it turned out that I really liked this new aspect of the magic system. That sort of developed along the way, but I'm quite proud of how it ended up, I think it makes very good sense in relation to the rest of the game, and I actually think this would add a lot to the game.

*comming up: Changes to excisting towns that might balance game better.*

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dantares
dantares


Hired Hero
posted June 19, 2006 03:13 PM

I still dun like the idea of using dragon golems, i always thought that dragon golems are stupid and not suitable for the migh and magic universe....

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Feuerader
Feuerader


posted June 19, 2006 03:31 PM

Quote:
I still dun like the idea of using dragon golems, i always thought that dragon golems are stupid and not suitable for the migh and magic universe....


How hard to satisfy everyone is
____________
*vomit*

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 19, 2006 05:00 PM

Other changes to existing game.

Changes to the Skill System

There are some problems with the skill system, as I see it, the most important one being the almost impossible requirements set for the ultimate abilities. Personally, I think a more reasonable solution would be to make requirements that lock 4 instead of the current 5 skills. Furthermore, one should be carefull not so set requirements that involve skills that the current Class will only have little or no use for. Especially, one should be carefull with skills like War Machines, that a lot of gamers (including myself) detest. One example at how it could reasonably be done is shown here (notice, that this is based on my assumption that Summoning Magic is actually made usefull, if nothing is changed, Summoning Magic is another skill that shouldn't be made mandatory for anyone!):



















This model is pretty much made by taking the existing skill trees and removing one of the requirements, with a couple of exceptions where new skills have been introduced to a couple of classes.



Changes to make towns more balanced

From a statistically point of view, the game is currently fairly well ballanced. There seems to be some missing proportionality between the cost of units and their power, as the developers have rated them through their power rating. An excellent example is the fact that an Arch Angel costs 4200 Gold whereas an Arch Devil costs 4666. The Black Dragon, which is obviously the strongest creature, costs 4500 Gold. The cost of the above mentioned units should be 4500, 4200 and 4800, respectively, an example that shows how the Inferno gets the worst of the deal. However, much of this levels out over other untis, for instance, the Nightmare is underpriced at 666 (instead of 800), giving the Inferno some economic space.

There have been much debate as to whether the Necromancers are underpowered, or their units should be swapped and the Death Knights introduced. Apart from the fact that Zombies are utterly useless in combat, statisticallly the Necromancers are pretty well off. One might argue that it would be nice to boost the Spectral Dragons and Wraiths with some cooler specials, and to get rid of the Zombie, but considering the huge amounts of skeletons possible, and the advantages being undead might give the units, it rather seem that it would be the Inferno that needed a power boosting.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 19, 2006 06:25 PM
Edited by Gnoll_Mage at 19:59, 19 Jun 2006.

Wow. A great read. I don't think such large changes really could happen, but yours are great ideas.


PS The cyclops description is missing?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 19, 2006 10:27 PM

Heh ... so it is. That's what happens when you use copy-and-paste. Might be I fix it one of the days.

And yes, such major changes as to what I propose with the Spell and Skill system, is probably not going to happen. Perhaps one day we can MOD it ... who knows. Would be fun!

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 19, 2006 11:21 PM

Congrats on that shiny new red star, it's well deserved!
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 19, 2006 11:27 PM

Thanx, that's appreciated as well. Many days work in this ... but it was fun. Perhaps now I'll find time to actually play the game again. *lol*

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 21, 2006 08:10 AM

Goot, va'a'a'ary goot.
I like the emphasis on the heroes, skills, and abilities.
After all, this is "heroes of might und magic".

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