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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New Creature Ablity You would like to see
Thread: New Creature Ablity You would like to see
actionjack
actionjack


Promising
Famous Hero
posted July 10, 2006 07:49 AM
Edited by actionjack at 07:50, 10 Jul 2006.

New Creature Ablity You would like to see

So what kind of new Creature Ablity You would like to see, or be interested to see?  

Keep in mind that this will be about ablity, and less important as to what creature (new or old) would get it.  

few that I had in mind include..

Net: Bring down a flying creature, so that creature's movment will no longer consider as flyer for the duration of few turns.  Also reduce the speed of any creature that is netted.  

Web: A bit similar to net.  Creature in web will be reduce in their movement and initialtive.  Effect will be over if they move out of the web spot.

Defensive Stop:  Enemy creature need 2 extra speed to move into the square around this creature.

Scatter: At random chance, when attack in melee, will run away (similar to frightful presence), loosing all the initiative build up at this point, but avoid the hit.
 

(and if you want to put up new creatures that would go with that, there are few other threads where you can put it, thought it is also welcome here, as long as the ablity is the focus)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 10, 2006 09:45 AM

Hello Actionjack, welcome back!

I think new abilities are always welcome, because it's the keystone to offering variation between the units. I have tried to come up with some myself when we discussed the possibilities of new creatures - some were only old abilities come back (lucky, unlimited shots, lightning strike, strength, toughness, piercing armor, devouring, petriphy, long weapon) while others would be new abilities. Some of my favorites would have to be:

Build Tunnel: This was an ability tied to a Dwarven Unit (the Tunneleer) that allowed him to dig tunnels under city walls that would fit small-size creatures (Dwarves). This would add a fun strategic element.

Charge: The charge ability could be related to a lot of creatures. It will allow the unit to charge into combat, doing increased damage, but suffering reduced deffensive abilities.

Defensive Chain: The Defensive Chain was one of my favorites - it was tied to the Dwarven Protector, and allowed this unit to split into a chain, thus garding creatures behind it. Very good for tactical play imo.

Grab: I tied this up on the Dragon Constructo (Dragon Golem) but it could go with other units as well. Something like the Treant ability, it would allow the unit to grab a small unit and then on subsequent attacks do increased damage to this unit. Their should be a succes chance and an escape chance.

Filthy: This was implied as a racial ability for the Orcs, and another of my favorites. Filthy creatures are immune to diseases and poisons.

Infect: Somewhat in the line of the above, Infect would allow the creature to give the target a disease.

Consume Corpse: This ability would allow the Vulture to fead off dead enemies (or allies) and gain strength.

Carry Units: A handy ability for a town with few flying units.

Clairvoyancy: Would allow a caster unit to have a chance of counterspelling enemy spellcasting units.

Amphibeous: This was one of several water related abilities tied up with the Naga units. This centred about the idea of being able to summon water pools onto the battlefield, working as obstacles for units unless they have the Amphibeous ability. Funny tactical element.

Summon Water: In line with the above, this ability for the Naga Summoner is self-explanative.

Submerge: This ability would allow the creature not only to pass through water, but also hide in it.

Ensnare: Creature can throw a web to entangle enemy units and slow them.

Carapace: This was a property of the Dragon Turtle and Devourer, a turtle-like creature with a thick carapace, that would provide damage reduction. Also came as a spiked carapace, which would give damage return to attackers (like fireshield).

Ethereal Jaunt: Allowing a creature to enter the Ethereal plane, granting it incorporability for some time.

Invisibility: Similar to above, but with Invisibility, creature could not be targeted at all - however, this ability was dispelled by any offensive action of the creature.


These were just a range of cool abilities I think it would be fun to have in the game. Someone also came up with a Trample ability that was really cool.

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Feuerader
Feuerader


posted July 13, 2006 11:33 AM

Gas Giant - attached to Air Elemental. An activated ability which could turn the Air elemental to become Large creature, granting it some extra hitpoint, attack, defence, slightly reduce its initiative, and more importantly, the elemental becomes a tornado and damage everything in its way while moving (no flying, but ignore obstacle).

Earth Dive - attached to Earth Elemental. Allow the earth elemental to be assimilated by the earth beneath its feet, hide for some time, and then strike an enemy. Similar to Battle Dive, but goes underground and do not go to random spot after hitting.

Cursing - attached to Spectre Dragon. Their attacks give out random curses, ranging from Weakness, Vulnerability, Slow to Suffering and Confusion. All at Advanced level.

Photosynthesis - attacked to Treants and Ancient Treants. They can self regenerate over turns, regardless of their actions. More regeneration bonus i given when in defence stance.

Teleport gib - attached to Devils. Allow it to instantly teleport to a location and instantly annihilate a stack standing on the spot. (You'd know what Im talking if you've played Doom, lol)

Teleport Ambush - attacked to Devils and Arch Devils. If they perform an attack after they teleport a distance more than 2 tiles long, the target would be surprised and cannot retaliate, and the attack would ignore defence. (the real stuff)
____________
*vomit*

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 13, 2006 12:49 PM

Quote:
Gas Giant - attached to Air Elemental. An activated ability which could turn the Air elemental to become Large creature, granting it some extra hitpoint, attack, defence, slightly reduce its initiative, and more importantly, the elemental becomes a tornado and damage everything in its way while moving (no flying, but ignore obstacle).

Earth Dive - attached to Earth Elemental. Allow the earth elemental to be assimilated by the earth beneath its feet, hide for some time, and then strike an enemy. Similar to Battle Dive, but goes underground and do not go to random spot after hitting.

Cursing - attached to Spectre Dragon. Their attacks give out random curses, ranging from Weakness, Vulnerability, Slow to Suffering and Confusion. All at Advanced level.

Photosynthesis - attacked to Treants and Ancient Treants. They can self regenerate over turns, regardless of their actions. More regeneration bonus i given when in defence stance.


Love these.

Quote:
Teleport gib - attached to Devils. Allow it to instantly teleport to a location and instantly annihilate a stack standing on the spot. (You'd know what Im talking if you've played Doom, lol)

Teleport Ambush - attacked to Devils and Arch Devils. If they perform an attack after they teleport a distance more than 2 tiles long, the target would be surprised and cannot retaliate, and the attack would ignore defence. (the real stuff)


Sounds quite powerfull - especially the Teleport Gib thing? I'm not quite sure I understand that one correctly ...

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted July 13, 2006 08:51 PM

Yes, that first one sounds absurdly powerful...
____________

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Feuerader
Feuerader


posted July 14, 2006 11:35 AM

Quote:
Quote:
Gas Giant - attached to Air Elemental. An activated ability which could turn the Air elemental to become Large creature, granting it some extra hitpoint, attack, defence, slightly reduce its initiative, and more importantly, the elemental becomes a tornado and damage everything in its way while moving (no flying, but ignore obstacle).

Earth Dive - attached to Earth Elemental. Allow the earth elemental to be assimilated by the earth beneath its feet, hide for some time, and then strike an enemy. Similar to Battle Dive, but goes underground and do not go to random spot after hitting.

Cursing - attached to Spectre Dragon. Their attacks give out random curses, ranging from Weakness, Vulnerability, Slow to Suffering and Confusion. All at Advanced level.

Photosynthesis - attacked to Treants and Ancient Treants. They can self regenerate over turns, regardless of their actions. More regeneration bonus i given when in defence stance.


Love these.

Quote:
Teleport gib - attached to Devils. Allow it to instantly teleport to a location and instantly annihilate a stack standing on the spot. (You'd know what Im talking if you've played Doom, lol)

Teleport Ambush - attacked to Devils and Arch Devils. If they perform an attack after they teleport a distance more than 2 tiles long, the target would be surprised and cannot retaliate, and the attack would ignore defence. (the real stuff)


Sounds quite powerfull - especially the Teleport Gib thing? I'm not quite sure I understand that one correctly ...


Well... the Teleport Gib thing is just a joke. You'll know what I was talking about if you played the first-person shooting game Doom. (the classic series I and II) It's just a joke anyway, lol.
And the Teleport Ambush, maybe the ignore defence thing is quite powerful, perhaps it could be anything like 50%. But I just think that an ambush wouldnt allow the victim to prepare so I reduce it to 0.
____________
*vomit*

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 14, 2006 01:01 PM

Well, defence is not only preparation, but also armor strength and so on. But still, I follow you, it could be nice to give the Devil some sort of bonus. First off, I made myself a small mod to give them a decent movement so they can move across the field, which I think they should be able to since they teleport.

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Kwon
Kwon

Tavern Dweller
posted July 14, 2006 08:04 PM

I'd like to see aging back in Homm5.

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actionjack
actionjack


Promising
Famous Hero
posted July 14, 2006 10:07 PM
Edited by actionjack at 22:08, 14 Jul 2006.

how about ...

Brimstone Gate
For Arch-Devil.  When this creature teleport, it will damage all non-demonic creature that is  appear next to with X fire damage.  

The fire damage won't be that great, but it give additional bonus, to move-attack.  Also allow it to damage multiple targets (if you teleport in to a center of a crowd)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 14, 2006 10:25 PM

Not bad. I don't remember how this looks in the new game, but at least in Heroes III there was that explosion-like animation when the Devil teleportet.

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