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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My ideas for a pirate faction
Thread: My ideas for a pirate faction
Ggnarl
Ggnarl


Hired Hero
Taxpayer
posted October 24, 2006 01:36 AM

My ideas for a pirate faction

Pirate Town – Colony

Colors: Black & White
Symbol: Skull & Crossbones
Hero Class: Privateer
Native Terrain: Sea
Worship: Mixture, as inhabitants come from a mix of cultures
Core Philosophy: “What’s Mine is Mine, and What’s Yours is Mine!”

Story:
The colonies started of as small Haven fishing settlements in the Barrier Islands. Orcs, in their escape of slavery, conquered the colonies, but soon abandoned them. Harpies and sirens, both creations of the wizards, who had escaped with the orcs, chose to remain behind. Another secret of the academy mages, how to make gunpowder, was also brought to the colonies.
After the orcs departed, the weakened colonies made easy prey for pirates. The pirates quickly realized the potential for gunpowder and their thirst for sulfur became insatiable. The pirates also gained alliance with the siren and harpy populations of the colonies, who had been cast out. As the reputation of the pirate colonies spread, outcasts from across Ashan converged in the islands. Humans, dwarfs, elves and dark elves alike have found a home in the colonies

Level 1:
Crewman/Boatswain – mariner with mop for weapon/upgrade to oar

Mercenary (cost 1 gold per day), Navigators (improve movement rate over sea)

Level 2:
Buccaneer/Swashbuckler – cutlass/upgrade to cutlass and pistol
 
Mercenary (cost 2 gold per day), Enraged, upgrade: Ranged Attack (4 shots), No Melee Penalty, Reload (Activated ability. Must take 1/2 turn to reload pistol after every shot before firing again)

Level 3:

Harpy Wench/Harpy Madam
Mercenary (cost 4 gold per day), Large Creature, Flying, Attack and Return, upgrade: No Retaliation

Level 4:
Mortar/Cannon – simple mortar/ship’s cannon
 
Mercenary (cost 8 gold per day), Large Creature, Ranged (8 shots), Stationary (cannot move), No Melee (always fires a shot), upgrade: Line of Fire (like Magic Attack for mages)

Level 5:
Siren/Siren Seducer - mystical woman with lyre

Mercenary (cost 16 gold per day), Ranged (3 shots), No Melee Penalty, Alluring Song (Ranged attack does no damage, but instead causes unit to move toward Siren, moving ½ its max distance and losing 0.25 initiative. No effect on creatures immune to mind-control), Caster (12 sp, Weakness, Ice Bolt), upgrade: Caster (16 sp, Weakness, Ice Bolt, Raise Dead), Entrancing Song (like Alluring Song, but unit loses 0.5 accumulated initiative and uses full movement)

Level 6:
Cutthroat/Sword Master - pirate in more refined clothing with rapier

Mercenary (cost 32 gold per day), Disarm (on an attack without moving, has a chance to disarm a unit, preventing that unit from attacking on its next turn), Double Attack, upgrade: Armor Piercing (enemy’s defense rating has no effect)

Level 7:
Sea Serpent/Leviathan

Mercenary (cost 64 gold per day), Large Creature, Flood (once per battle can flood the arena with water, slowing down all non-flying, non-sea-native units. Flood lasts one turn for each Sea Serpent in stack; 1½ turns for each Leviathan), Sea Creature (initiative and speed drastically increased on flooded arena), No Retaliation, upgrade: Swallowing Attack (Leviathan has a chance to swallow creature, damaging it, but also removing it from the battlefield until the Leviathan’s next turn. Cannot swallow Large Creatures)

Mercenary: all colony units are mercenaries and, while in a hero’s army, require daily payment (paid at beginning of turn). If their payment is not met, unpaid units will desert (units selected at random). Units in towns/garrisons are not paid.

Racial Ability: Piracy – receive booty of gold and resources from creatures killed by Colony units. When attacking other players, this booty is taken from their stores.
Beginning Piracy: For each creature killed in battle, receive 5% of creatures cost in gold (0% of resources)
Advanced Piracy: Receive 10% of creature cost in gold, 25% of creature resource cost
Expert Piracy: Receive 15% of creature cost in gold, 50% of resources
Ultimate Piracy: Receive 20% of creature cost in gold, 75% of resources
Abilities:
Revelry: All colony creatures gain +1 morale and initiative after each successful battle initiated by the hero. If a full day passes with no battle won, the bonus is reset.
Pillaging: With this skill, a pirate can pillage a captured town, receiving 50% of gold/resource cost of destroyed buildings. A bonus based on army size plus, dependant on Piracy ability, 10%, 20%, 30% or 40% of town’s buildings will be pillaged. After a town is pillaged, it cannot be pillaged again until another player takes the town.
Famous Pirate: Daily cost of army is halved
Ultimate Ability: Scourge of the Seas – You have gained such a reputation you are known as the “Scourge of the Seas.” Mercenaries are begging to join you and will work for free. (Requires Seafarer, Spoils of War, Call to Battle)All units in hero’s army work for free and colony recruitment costs are halved while hero is in town

Seafarer: (requires Navigation, Tactics, Revelry) Hero can board/disembark from a ship without losing a turn. Hero loses 25% of remaining movement points.
Note: If hero at sea lands with 70% of his movement points remaining, he will have 70-25=45% of his normal land-based movement points available. Works similarly for boarding. Also note that if the hero has less than 25% of his movement points available when he embarks/disembarks, he will have no remaining movement points.
Call to Battle: (requires Recruitment->Aura of Switfness, Famous Pirate) Hero gains Summon Creatures spell and can summon colony creatures without using spell points. Instead, each creature summoned is paid one day’s salary. Also, with this spell, colony creatures can be returned to the town at one day’s cost. Each non-colony creature summoned requires one spell point.

This faction is geared towards seafaring, excelling on maps with lots of water, but would be less useful on maps with little or no water. The colony daily creature costs make large armies difficult to manage and could be particularly challenging on resource poor maps. Privateer heroes will earn more gold than other heroes, so colony troops in the other hero class’s armies would present a greater challenge.

Further ideas:
I haven’t established any of the creature stats yet, but I did have in mind that crewman would be worse than peasants (I’m thinking damage 0 to 1 ) but would be free to recruit, their only cost being the daily 1 gold. Boatswains would have a minimal fee, perhaps 10 gold, with slight improvements. Sulfur would be an important resource in this town, given its use in gunpowder, and therefore would be produced by the resource silo. The units should be a mixture of the races of Ashan – humans, both types of elves and possibly even dwarfs. I could envision elf crewmen/boatswains, human buccaneers/swashbucklers, dwarf cannoneers and dark elf cutthroats/sword masters. The harpies I see as the weakest fit, but there is a need for a flier and I couldn’t come up with anything better.

My appologies if I've infringed upon anyone's ideas. I read some of the Stronghold concepts after I came up with this and realized there were some similarities. I also had a number of images I wanted to incorporate, but I couldn't figure out how to add them to the post.

Let me know what you think!
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted October 24, 2006 03:43 AM

Quote:

Further ideas:
I haven’t established any of the creature stats yet, but I did have in mind that crewman would be worse than peasants (I’m thinking damage 0 to 1 ) but would be free to recruit, their only cost being the daily 1 gold. Boatswains would have a minimal fee, perhaps 10 gold, with slight improvements. Sulfur would be an important resource in this town, given its use in gunpowder, and therefore would be produced by the resource silo. The units should be a mixture of the races of Ashan – humans, both types of elves and possibly even dwarfs. I could envision elf crewmen/boatswains, human buccaneers/swashbucklers, dwarf cannoneers and dark elf cutthroats/sword masters. The harpies I see as the weakest fit, but there is a need for a flier and I couldn’t come up with anything better.
quote]

In that case they will be excellent cannon fodder in the game
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Ggnarl
Ggnarl


Hired Hero
Taxpayer
posted October 24, 2006 10:53 AM

Thought of a new idea:

Boatswains get Parry ability - add attack and defense values together when defending agaist enemy retaliation
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alcibiades Online
alcibiades

Hero of Order
and Light
posted October 24, 2006 11:08 AM

I'm not quite sure how I see this town fit into the general theme of Heroes 5 ... Again, it's a little bit too much of a get-to-gether of creatures with no real connection. The idea of mercenaries is interesting, but how should this work in more detail - I'm thinking, if you have no more gold, and the units dissert you, are you then standing with no army at all? If that's the case, it seems to be very ... risky playing this faction, if you are in some way cut off from your income (weak of the festival!?).

I love the motto.

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Ggnarl
Ggnarl


Hired Hero
Taxpayer
posted October 24, 2006 01:21 PM
Edited by ggnarl at 13:24, 24 Oct 2006.

Quote:
I'm not quite sure how I see this town fit into the general theme of Heroes 5 ... Again, it's a little bit too much of a get-to-gether of creatures with no real connection. The idea of mercenaries is interesting, but how should this work in more detail - I'm thinking, if you have no more gold, and the units dissert you, are you then standing with no army at all? If that's the case, it seems to be very ... risky playing this faction, if you are in some way cut off from your income (weak of the festival!?).


This would be part of the challenge of the race, for sure. To balance, creature costs would be less than other comperable creatures (for example, free crewmen). The piracy ability should establish a strong source of secondary income, but of course percentages will need to be tweeked to make sure it's not over/underpowered. Another challenge for the player will be deciding when to camp in town to avoid army payments and when to roam about the map and with which creatures. I made some of the abilities to hopefully help with this. Call to Battle would allow the hero to acquire all his army at the last second, then send them all back after they've done their job. As for Week of Festivals, I didn't think of that! Perhaps Mercenaries don't get paid that week either? And, even though I didn't mention it above, heroes would never lose their last unit.

As far as the faction not fitting into the HOMM5 theme, I have no excuse Cannon and pistols are a bit to 18th century, I know, but what else would sulfur be used for than gunpowder? I was just having fun making up a faction. And I disagree about the creatures not fitting together, aside from the harpies. They all have a pirate/nautical connection as I see it.

Quote:
I love the motto.


Thank you, kindly

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alcibiades Online
alcibiades

Hero of Order
and Light
posted October 24, 2006 02:16 PM
Edited by alcibiades at 14:16, 24 Oct 2006.

I must admit that I did not read all of your post, I simply had no time for it. Please allow me to ask one more question - when your army disbands you, will they return to town and be available for re-enlistment? If that was the case, it would help things along, because you wouldn't risk to just lose your entire army into nothing. Of course, you'd still be pretty f*cked if your main hero suddenly had no army because they all returned to town.

Another way to control things would be to put a restriction that said that you could never have an army that cost more than your daily income in upkeep. I know that some income sources are none-permanent (gold mines etc.) and some things can happen (Week of Festival), but that would be the hazard of the town. On the other hand, it would make sure you didn't hire a lot of creatures just to have them all wander away after one week because you had no gold reserve to pay the army upkeep.

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Ggnarl
Ggnarl


Hired Hero
Taxpayer
posted October 24, 2006 05:39 PM

Quote:
I must admit that I did not read all of your post, I simply had no time for it.


It's all good

Quote:
Please allow me to ask one more question - when your army disbands you, will they return to town and be available for re-enlistment?


I had certainly conscidered that, however I haven't thought up the best way to realize it. Should they return to the dwelling they were purchased from? What if it's not in your possesion any longer or if it was an external dwelling? Probably it would work best to either send them back to the nearest dwelling or scatter them evenly across all dwellings. If the deserters were picked up out of external dwellings or off the adventure map and you don't have those particular dwellings in your towns, I suppose it's tough luck

Quote:
Another way to control things would be to put a restriction that said that you could never have an army that cost more than your daily income in upkeep.


I think that the income pop-up on the resource bar could be used to show net gold income minus army costs. If you haven't enough gold income to support your current army, a warning dialog could pop up when you select end of turn. Of course, it probably would be too late by then But at least you could select which creatures to drop - which brings to mind that maybe there should be a way to send creatures back to their dwellings rather than just disbanding them all together. This could even be a useful thing regardless of faction. I hate it when I need to disolve a nice stack of troops to replace it with one only slightly better!

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Yann
Yann


Adventuring Hero
posted October 28, 2006 01:57 PM
Edited by Yann at 13:57, 28 Oct 2006.

Some of these ideas really do have potential. Keep up the good work Ggnarl.

Perhaps as a neutral set of creatures or as another human town that everyone seems to be craving (jk). Nival wouldn't add a pirate faction. As neutral creatures these ideas seem to be fine.
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weakofrabbits
weakofrabbits


Hired Hero
posted October 29, 2006 03:43 PM

a very well thought out faction however, i see little likelyness (sp?) in it coming to heroes it seems very confusing altough i did not read all of your post
____________
Indeed

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vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 29, 2006 04:11 PM

imo its very bad idea, all units are way too similar, pirates, as mentioned before, dont fit into ashan in any way with semi-modern stuff.

+ NO MORE HUUUUMANS.
____________
Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 30, 2006 07:01 AM

i have to agree, with two factions swamped by humans (haven and FCE) more humans is a bit much. but otherwise good.

try experimenting with other races. try and find stuff about Selkies because they have been used as pirates before. alternatively, make a race up yourself

Think, Say No To Humans
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Love, Laugh, Learn, Live.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 02, 2006 01:27 PM

I agree... but if the Faetures of Hereos Can fght like creatures, Alternative Heroes, Advenced Classes, is uqraded and in the Heroes 5, what is willl be the ecind hero type in the colony?

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Ggnarl
Ggnarl


Hired Hero
Taxpayer
posted November 02, 2006 01:27 PM

Thanks for the feedback, guys!

It was the seafaring side of Heroes that brought this faction to my imagination, and I think it fits with that side of the game as I feel in some aspects sea travel is kind of thrown into the game. For example, no sea creatures to fight, no sea-specific resources, swimming abilities, etc. Anyway, this faction doesn't answer all the issues I have with sea travel, but I feel it fits an underdeveloped niche of the game.

As far as not fitting with the level of technology present in the Heroes universe . . . well . . . Sorry about that. Might and Magic is known for having fun with that kind of thing, though. Even in Might and Magic 1 (the RPG) there was a spaceship packed with aliens and laser guns. (I'm only suggesting cannon/pistols, and the gremlins are already using muskets)

If you read my initial post, I was proposing a town of mixed races. All the units I suggested are mercenaries and outcasts coming from all over, all working for profit, not necessarily a common cause. I never intended it to be another human town!

Some other tweaks: Instead of units deserting if there isn't enough money in the treasury to pay them, they lose moral and the Revelry skill becomes ineffectual. All money will go to pay the army until there is enough to pay in full, so the treasury will remain at 0 until the player earns enough. No back-payments required.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 03, 2006 08:33 PM

The Mercenary thing is good, mabey that could be a building in the adventure map.
____________
How exactly is luck a skill?

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 04, 2006 07:25 AM

Quote:
The Mercenary thing is good, mabey that could be a building in the adventure map.


Easy: an island at the sea, with a palace at middle... like the Pirate Cove in the Heroes 4... but a palace in the middle...

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kookastar
kookastar


Honorable
Legendary Hero
posted November 04, 2006 05:22 PM

I really like the idea of a pirate faction

Here is one that was started during the ICTC, maybe you could use some of these ideas, maybe not heehee.

{this was a friend of mine's, he doesn't mind }

The Den


____________
uhuh

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 10, 2006 02:06 PM

the colony pirates will be the enemyes of the settlement orcs.
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