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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Perfect Laboratory
Thread: The Perfect Laboratory This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 01, 2007 10:09 AM

Quote:
I suggest Battlecopter and Gryocporters shoud have Mechanical and Ranged ability. It is shoots with a cannon! And they must have got Flyer ability! Amybody heard about a helicporter, what do not do flying? No? Then why the Battlecopter and Gyrocporter do not have got Flying ability?!


gyrocopter was the original design. they are lighter and faster than helicopters. the only thing faster is an autogyro (if anyone has seen "You only live twice" you'll know what i'm wittering on about)
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 01, 2007 10:12 AM

Quote:
Quote:
I suggest Battlecopter and Gryocporters shoud have Mechanical and Ranged ability. It is shoots with a cannon! And they must have got Flyer ability! Amybody heard about a helicporter, what do not do flying? No? Then why the Battlecopter and Gyrocporter do not have got Flying ability?!


gyrocopter was the original design. they are lighter and faster than helicopters. the only thing faster is an autogyro (if anyone has seen "You only live twice" you'll know what i'm wittering on about)


but why they do not fly? And why they do not shoot?
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 01, 2007 10:27 AM

i think baklava thought that we should use a bit of common sense.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 01, 2007 02:43 PM

Quote:
Why not do this... using the creature line up that was first proposed by Baklava as a back-blue-print, challenge the creative memebers of the fourm to come up with filling it with their own design (stats, abality, strength, weakness, etc) on how such creature should be. Also might want to take in account the factional ablity of upgrading mechanics (regardless how that system might be) in your creature line up.

This way, its easier and better to see the overall design of what each person is aiming for, instead of arguing over each every little thing.

Great, let's do that. The aim IS to make a perfect gnome town after all. Then we can just decide which ideas are best and that would be it...
Since stats and other technical issues aren't my specialty, the more people help, the better.
Quote:
but why they do not fly? And why they do not shoot?

They fly. I just thought I don't have to write that because it's so bloody obvious
Quote:
It is shoots with a cannon!

No it doesn't, it doesn't HAVE a canon to shoot with That thing in the front is... I have no idea what it is but it isn't a canon It's too small for one
Quote:
I have a simple problom with your town:
How's it going to look like?

It's going to be a huge room with houses in it?!
And sience when people live inside a labratory?
And If it will be a room, how can the camera look on it from the insdie, if there's no movement place?

And what will be the buldings?
A different kinds of test tubes?!


This is a very strange town, in my opinion.

Aye, it's strange...
I thought it would be best for it to be a vast building, and everything would be in it, you got that right. Some sort of a bunker-like building, basically like this one:

but with more stuff like chimneys, observation towers, platforms etc. On the inside, it would be like a giant hall with some stairs, early elevators, roof windows, test tubes, stuff like that. Building look would vary greatly since gnomes make buildings purely for purpose, and don't have their own distinctive type of architecture as art.
The camera wouldn't go around the room but would rotate from the center of it, while zooming in and out and moving around a little at times.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted January 01, 2007 03:05 PM

Another question:
What's the town terrain?

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 01, 2007 03:17 PM

I hate you
Well since the gnomes are located between the dwarves and humans, henceforth between ice and grass, I thought it would make sense that their terrain could basically be grass with a little snow here and there... But that wouldn't be prominent in the town anyway since it's a vast building.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted January 01, 2007 03:34 PM

Quote:
I hate you
Well since the gnomes are located between the dwarves and humans, henceforth between ice and grass, I thought it would make sense that their terrain could basically be grass with a little snow here and there... But that wouldn't be prominent in the town anyway since it's a vast building.


You have a good reason.
I'm sorry any way, I'm just trying to help.
And I spent a lot of time with Alc, so...


Sounds a little strange terrain to me...
It think it's should be underground faction.
And then you have a terrain and it's does your town great!
Because to don't have to have a huge room!
You can use the cave's walls and floor.
All the text tubes, the elivators and everything fits amazingly to the caves.
It sloves all the town's probloms!

And It will be like a secret labratory...
How does it sound to you?
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted January 01, 2007 04:36 PM

secret lab a bit boring/simple/plain so might need a re-think there, and if there terrain is grass with a bit of snow, what happens in spring, the snow melts and then you get a waterlogged town, so it gets turned in to naga, but you could use the terrian as mud, it would be msimpliar then snow, with a hint of grass
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 01, 2007 04:58 PM

maybe it could be a normal woody terrian, but with little steam vents, holes with explosions coming out of it, oddly coloured grass from chemical spills, and every so often you have a geyser erupt and a gnomes ontop of it.

meh, your choice.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 01, 2007 10:07 PM

The in-between of the Iceland and Grassland would in fact be the Tundra terrain that we have textures for in HoF. I'm not sure I see Gnomes like particularly suited for living in Tundra, but it could work.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 01, 2007 10:08 PM

I'm quite against having a third underground faction... If there ain't enough space there for dwarves and dark elves, we'll just get chaos by adding gnomes...
Quote:
and if there terrain is grass with a bit of snow, what happens in spring, the snow melts and then you get a waterlogged town, so it gets turned in to naga

Snow also melts here in Serbia but we haven't turned into naga yet...
Quote:
maybe it could be a normal woody terrian, but with little steam vents, holes with explosions coming out of it, oddly coloured grass from chemical spills, and every so often you have a geyser erupt and a gnomes ontop of it.


Well that's the idea, but with a little snow around.

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actionjack
actionjack


Promising
Famous Hero
posted January 01, 2007 10:52 PM
Edited by actionjack at 22:53, 01 Jan 2007.

I am making my list of creature line up and factional ablility, and feel its shaping pretty nicely.  Will try to finish it when possible.  (not sure if want or need to add the creatur stats....)

Anyhow.. on the town's look...
I feel a shallow undergound factory look is suiting to the gnomes.  So on the outside, will be a small grassy hill (like the habbit's Shire), but with lots smoking vents and pipes and chimney sticking out.  

On the inside, will be a large hole out area, with tall Chimenys sticking everywhere (like those industry age factorys), and lots random walk ways, as well as lots factories and workshop all accross the place.  Will see lots smokes, lots bubbling test tubes, and often small explosions and lighting bolt accross the place.

NOTE:  They are not really deep underground.    

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 01, 2007 10:58 PM

so what your suggesting is a shallow underground bunker. i wonder how many gnomes survive one of their inventions in that?

i'm thinking of it pratically. if the gnomes have got where they are, it must have gone through trial and error quiet alot, so chemical spills, little bits and peices of cogs and gears, a mine that a rabbit steps on, would be on the surface. the gnomes will still be there, so explosions and stuff are test sites, and steam vents and the such like.
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actionjack
actionjack


Promising
Famous Hero
posted January 01, 2007 11:51 PM

Quote:
so what your suggesting is a shallow underground bunker. i wonder how many gnomes survive one of their inventions in that?

i'm thinking of it pratically. if the gnomes have got where they are, it must have gone through trial and error quiet alot, so chemical spills, little bits and peices of cogs and gears, a mine that a rabbit steps on, would be on the surface. the gnomes will still be there, so explosions and stuff are test sites, and steam vents and the such like.


I like your picture, bixie... but it really didn't describe much of the living condition of the Gnomes.  There are two views, the town view (whats going on inside) and the map view (how it look on the map).  

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actionjack
actionjack


Promising
Famous Hero
posted January 02, 2007 06:30 AM bonus applied by alcibiades on 07 Jan 2011.
Edited by actionjack at 06:32, 02 Jan 2007.

AJ¡¦s Conceptual Gnome Faction

Woot.. after long long Hours... its done!  Of couse, won't say its perfect, as I am not very good with numbers, and blance is still need to be test/discusses, but I like the overall outcome.  Gnome is always a intriging race, and the creature list that baklava start with open lots imagintive doors.  Anyhow.. here is my version.

-------------------------------------------------------------------
AJ¡¦s Conceptual Gnome Faction.


Gnome Laboratory



Creature Line Up

Lv1.  Clock Work Beetle / Gear Work Beetle
Lv2. Mechanic/ Engineer
Lv3.  Stone Thrower / Siege Hurler
Lv4. Gyrocopter / Battlecopter
Lv5. Alchemist / Arcanemist
Lv6. Armor Wagon / Steam Tank
Lv7. Clock Work Giant / Steam Knight

Keys
(AA) Active Ability
(PA) Passive Ability
* Upgraded Ability
+ Blue Print Upgrade Ability

Note:  All values are give for example purpose, and can surely be change for better balancing.


Lv1.  Clock Work Beetle / Gear Work Beetle
Attack: 1 / 2
Defense: 2 / 3
Damage: 1-1 / 1-2
Hit Points: 3 / 4
Speed: 6 / 7
Initiative: 10 / 9
Growth: 16
Cost: 25 / 40
Ability:
Mechanical: (PA)
Unlimited Retaliation: (PA)

*Climb Walls:  Able to climb over walls and obstacles.  (similar to a flyer) (PA)

+Reactive Strike:  When doing an attack, after enemy retaliated, attack again. (PA)
+Shelter Covering:  Increase its Def by 4, but reduce its speed to 1, and can not retaliate.  (also can un-shelter again) (AA)


Comment:
Basic level 1 unit, build more for defense than offense.  Best use to tie down the pesky enemy archers, and stay in the enemy back line (even when its in siege).  Its good counter attack ability allow it to do decent damage to all who try to prey them off.  
---------------------------------------------------------------  


Lv2. Mechanic/ Engineer
Attack: 1 / 2
Defense: 2 / 3
Damage: 1-2 / 1-3
Hit Points: 14 / 14
Speed: 5 / 5
Initiative: 8 / 8
Growth: 12
Cost: 45 / 60
Ability:
Repair:  Restore HP to mechanic units. (AA)
Assemble:  Allow them to assemble Mechanic Kit in Hero¡¦s bag. (AA)

*Remote Operate:  Target an ally Mechanical creature and improve its stats (say by 25%) for duration.  This end in a turn, or if Engineer got attacked. (AA)

+Big Wrench:  Improve Repair skill, and increase melee attack¡¦s damage. (PA)  
+Rocket Dart:  Allow to fire Rocket Darts in battle (but only 1 shot). (PA)


Comment:
Oblivious not an attacker unit.  Weak in most every way.  However, it function more as a support unit to the mechanics, especially with the repair and remote operate ability.  Also can do a very limited range attack when upgraded with Rocket Dart, and the assemble is a great ability when use right, especially when split them into several stacks, allow them to call use several mechanic kits in a turn, and use Remote Operate to make them better use.
---------------------------------------------------------------  


Lv3.  Stone Thrower / Siege Hurler
Attack: 5 / 6
Defense: 2 / 3
Damage: 2-6 / 2-8
Hit Points: 15 / 18
Speed: 5 / 4
Initiative: 8 / 8
Shots: 5 / 7
Growth: 8
Cost: 120 / 180
Ability:
Mechanical: (PA)
Shooter: (PA)
Hurl Projectile:  Stone Thrower can shoot out different Projectiles from Hero¡¦s bag. (AA)

*Siege Attack: Allow Siege Hurler to target and attack castle walls. (PA)  

+Scatter Shots: Gain Scatter Shot ability. (AA)
+Power Punch:  Doing a better melee attack.  (AA)


Comment:
The core range attacker of the faction, and one of the main offensive attacker.  Its Hurl Projectile ability make it more essential in use with Hero¡¦s Ability.  Can also do well to defend itself in melee if needed, with the Power Punch upgrade.  
---------------------------------------------------------------      


Lv4. Gyrocopter / Battlecopter
Attack: 5 / 6
Defense: 6 / 8
Damage: 5-8 / 6-12
Hit Points: 20 / 32
Speed: 8 / 7
Initiative: 10 / 9
Growth: 5
Cost: 275 / 350
Ability:
Mechanical: (PA)
Large Creature: (PA)?
Flying: (PA)
Strike and Return: (PA)
Drop Projectile:  Gyrocopter can shoot out different Projectiles from Hero¡¦s bag. (AA)

+Whirling Blade:  Add Whirling Blade to the copter, damaging all enemy and allie creature that is 1 tile next to it. (PA)
+Dummy Flare:  Have 50% of suffer no retaliation and 25% of evading attacks.  (PA)


Comment:
The Only flyer of the group (beside beetle that can climb wall).  Weak in damages, but mostly rely on the Drop Projectile for offense.  The upgrades and Strike and Return allow it to better dodge and stay out of the danger zone.  Battlecopter has more armor, but slower and less speed.  
---------------------------------------------------------------  


Lv5. Alchemist / Arcanemist
Attack: 12 / 14
Defense: 14 / 16
Damage: 8-18 / 10-20
Hit Points: 50 / 60
Speed: 4 / 5
Initiative: 8 / 9
Shots: 3 / 4
Growth: 3
Cost: 550 / 750
Ability:
Shooter: (PA)
Rocket Mortar:  Range attack do explosive damage in a 2X3 tile. (PA)
Toss Flask:  Allow them to Toss different type of Flask from Hero¡¦s bag.  Range of 5 tiles. (AA)

*Random Potions:  Allow to throw a Flask with out need of it to be in Hero¡¦s bag.  But its effect are random. (AA)

+Mana Battery:  Alchemist will increase the mana capacity of the Hero, and provide some X amount of mana to hero each turn in battle. (PA)
+Assemble:  Allow them to assemble Mechanic Kit in Hero¡¦s bag. (AA)


Comment:
Another support type of unit.  While can do good range attack, its limited shots stop it from being too useful (ammo cart would be helpful).  Its best usage is in throwing the flask or random potions, which allow it to do pretty powerful attacks at a short distance (but watch out when use the random, as you might throw a Bio potion to the enemy that heals them, or unwanted explosion that harm self).  This make them decent in both long and short range.---------------------------------------------------------------  


Lv6. Armor Wagon / Steam Tank
Attack: 16 / 20
Defense: 28 / 26
Damage: 8-16 / 10-20
Hit Points: 160 / 180
Speed: 6 / 6
Initiative: 7 / 7
Growth: 2
Cost: 1050+ 2Wood+1Stone  / 1350+ 2Wood+1Stone
Ability:
Mechanical: (PA)
Large Creature: (PA)
Large Shield: (PA)
Armor Transporter:  Allow Armor Wagon to carry an ally small creature.  If is carrying a creature, will have the Drop ability to drop off carried creature.  Can be use after movement.  (AA)

*Overcharge Engine:  Miss one turn after active this ability.  On the next turn, will increase its speed by 2, and gain rider¡¦s charge¡¦s effect on its attack (reduce enemy¡¦s def per tile traveled) (AA)

+Ram Head:  Allow it to attack Castle Walls.  Also act like Shield Bash. (AA)
+Blast Shield:  Reduce damages of Explosive and Fireballs and Breath for the Steam tank and all ally 1 tile next to by 75%.  


Comment:
The tanker of the bunch.  One of the best defense and hit points all around, allow it to withstand punching hits, while providing cover support to ally creatures.  But also mean its attack are only fair (however, overcharge engine will provide a very powerful punch if needed).  The Armor Transporter ability could also provide safe cover to get weaker unit to where you want them to be.  Best use when traveling with an Engineer.
---------------------------------------------------------------


Lv7. Clock Work Giant / Steam Knight
Attack: 27 / 30
Defense: 27 / 30
Damage: 40-65 / 40-65
Hit Points: 240 / 260
Speed: 6 / 6
Initiative: 9 / 9
Growth: 1
Cost: 3000+1M+2Wood+3Stone / 4000+2M +2Wood+3Stone
Ability:
Mechanical: (PA)
Large Creature: (PA)
Crushing Grip:  This deal no damage, but reduce target enemy¡¦s Def by X% for a turn, and reset its init. (AA)

*Toss Projectile:  can shoot out different Projectiles from Hero¡¦s bag.  However, only have a attack range of 4 tiles (different from Hurl Projectile) (AA)

+Drill Punch:  Miss one turn.  On the next attack, will ignore X% or target¡¦s Defense. (AA)
+Fail Punch:  A short-range attack that can attack at 4 tiles away. (AA)


Comment:
Strong and powerful, as expected of level 7 creature.  Very good attack, especially with more upgrades, as well as good defense.  Its main drawback is its lack of speed and movement.  Toss Projetile and Fail Punch will help it cover more attack range.  Its Crushing Grip will also be good for combo attack, give the follow up attacker better damage.

Also I want to step away from the Dragon Golem as I found them not look good in H4, and dislike all level 7 to almost all be Dragons.  A Clock Work Giant will look more like a large robotic humanoid figure, with two large arms for punching.  Steam Knight would have more armor covering.
---------------------------------------------------------------  




Factional Ability

Blue Prints
Gnomes can develop Blue Prints in their Inventor¡¦s Guild.  Blue Prints offer several different type of improvements to their creature, as well as increase the choices of what type of Gnome Devices that can be made.  Each Blue Print take a day of research, and is limited by Inventor¡¦s Guild¡¦s level.  


In Mechanic Creature Upgrading, there are two type, one is creature specific (the active or passive ability, noted by a (+) in the above creature stats), another is Universal.  The Universal upgrade improve stats, and can be apply to all Mechanical creatures, but act much like a double edge sword, in that it will increase something at cost of decreasing something else (or doing harm to self).  

Universal Upgrade:
-Extra Plate:  +Armor, -Speed.
-Spring-loaded Gears:  + Init, - Def
-Explosive Tip:  +Damage, but 50 to 25% chance of damage self.
-Extra Oil Can:  +1 Speed when move in straight line, but have 25% chance of self explosion (doing extra damage to self) when being attack.  

Both creature and universal upgrade does not need to be add on, but are simply applied to newly develop creatures.  (they will also add a little extra cost to the units)


Merging
When merge of two stacks of same creature, but different upgrades (produced in different time), will take the Downgrading Merge Rule, meaning will merge to the lowest developed creature¡¦s stats.  (So say you have two stack of Steam Knight, have was made after development of Drill Punch blue print, and one not.  So when merge, the new stack of Steam Knight will lost its Drill Punch ability).  It can be upgraded back again when in town.  

Also can build a special building in town, as well as a hero ability, will have the Upgrade Merge Rule, in which will merge to that of the most developed¡¦s stats.  



Bag o Tricks ¢ø Gnome Devices
Gnome Devices are special tools and ammo that a Gnome Hero could carry in this pack.  The pack, or Bag o Tricks, is a separate inventory, and can store 3 to 5 (depend on its ability level) items.  The Gnome Heroes, as well as the Engineer and Alchemist units, can access and use the Mechanical Kit and/or Flask that are in the bag, while some of the mechanical units can use the Projectiles.  Gnome Hero can throw a flask anywhere on the battle field (with effect similar to that of spells), while Alchemist creature only have limited range.  A Gnome Hero can Assemble a creature (much like summon) with Mechanical Kit anywhere 1 tile next to its commanding creatures, but Engineer units can only assemble them next to them.  

All Gnome Device can be stack if they are of same device, and have an amount count.  Each use will use up 1 of it.  Gnome Device is produce and crafter in Gnome towns, but only when there is a blue print are made for them.  


Mechanical Kit
-Clockwork Beetle:  Assemble to create a stack of (15-30) Clockwork Beetle on battle field.
-Bomber Bee: Assemble to create a stack of (5-15) Bomber Bee on battlefield.  Weak in Armor and attack, but have a Self-Detonate Ability that does a 3x3 tile blast damage.
-Battle Droid: Assemble to create a stack of (1-5) Battle Droid on battlefield.  A stat similar to Hydra, in good attack and def, but slow.
-Gyro Blade:  Assemble to create (1-3) stacks of Gyro Blades on battlefield.  Gyro Blade have good attacks and fast speed, but almost no armor.  

Projectile
-Spike Ball:  Doing good damage to a single target.  Also lower their imitative for a bit.
-Flaming Shot:  A decent damage to a single target.  Will leave the spot it hit on flame, that last for 2 turn or so.  Any creature on it will receive damage.  
-Explosive Bomb: Do explosive damage of 3x3 tiles.  
-Mine: A mine that will remain on the battle field until it got step on or battle end.  When step on, do similar effect as the explosive bomb.

Flask
-Electro Battery:  Deal chain lighting damage to enemy
-Tar Balloon:  Create a Tared area of 3x2.  All creature in or passing over it will be reduce in speed and init.  Effect last for 1 to 2 turns.  
-Flaming Cocktail:  Create a Flame area of 2x3.  All creature in or passing over it will be damage.  Effect last for 1 to 2 turns.
-Acid Flask: Deal damage to one enemy, and also reduce its Defense for some duration.  
-Bio Potion:  Heal a friendly allie living unit.


Special Town Buildings

Inventor¡¦s Guild Lv1:  Allow development of 5 Gnome Devices or Mechanical Upgrades Blue Prints.  Each additional level of Inventor¡¦s Guild build allow 2 additional blue prints be research.  Max upgrade level for Inventor¡¦s Guild is 6.  

Moding Garage:  Allow Merge Upgrades when is performed in town:  When two stacks of creature merge, will automatically upgrade to the more advance version free of charge.

Workshop Lv1:  The place where Gnome Device are crafted.  Provide 3 Gnome Device of all Blue Printed Device to purchase per week.  Additional workshop level will provide 1 more device for purchase.  (So if you have blueprint of Acid Flask and Spike Ball, and Workshop level of 5, you would buy 7 of each per week).  Upgrade max to level 10.


Factional Hero Ability
-Basic Arcanmistreering:  Allow to carry up to 3 items in Hero¡¦s Bag-o-Tricks.
-Advance Arcanmistreering:  Allow to carry up to 4 items in Hero¡¦s Bag-o-Tricks.  Also increase the effect of Flask and Mechanical Kit.
-Expert Arcanmistreering:  Allow to carry up to 5 items in Hero¡¦s Bag-o-Tricks.  Also increase the effect of Flask and Mechanical Kit.

Ultimate:  (uncertain yet)

Special Hero Ability

Double Toss: Allow Hero to throw two flask in one turn.

Handy Crafter:  Allow Hero to craft the gnome device while on map. (but at double the cost)

Projectile Mortar:  Allow Hero to fire Projectile as well.  

Upgrading Merge:  Allow Upgrade Merge when merging creatures.

Extra Storage:  Allow Hero to carry 1 more item in Hero¡¦s Bag-o-Tircks.

Quick Assembler:  When Hero is in town, will increase the crafting of Gnome Device by 1.  



Overall Comment About the Faction:
The theme strategy I aim for is more customization choices.  There are lot options on how to best fine tune and develop your personal prefer creature line up, through creature upgrading and what Gnome Device to carry.  Of course, when face with limited resource, it is hard to have it all, which mean player need to make choices on what to best develop, and this choice might be different when in different map or facing different enemy.

In term of battle field strategy, I want the Gnomes to be more versatile, and not have their units not just conform to a single purpose.  Thus a range unit can also do certain melee attack, and visa versa.  Added to the usage of Gnome Devices, it make them suitable for many situations.  Also their attack often have a splash damage effect, and cover more areas.  While it lack flyers, it does have few creature ability to better make up for it.

Of course, no faction can¡¦t have only strengths.  Its Biggest weakness is Time and Resource.  Sure all the upgrades and devices sound great in use, but to get them, will take valuable time and resources, something often not found in a smaller map.  This make them very vulnerable to rushes, and a slower start to boot.  On battle field, most of their units are slow, and will often found themselves short of shots.

Overall, its design for those who like to turtle, and have better customize need to their creatures.      


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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 02, 2007 10:31 AM

WOW!

WOW!

WOW!

WOW!
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 02, 2007 12:51 PM

What bixie said...

However, from a quick review two things came to my mind:
1) Why should a "Strike and Return" Gyrocopter have the whirling blades ability. I mean he is not intended to stop near enemies, so it will damage the allies.

2) The Bio flask is quite useless because the Lab has only 2 living creatures, but it can heal enemies in "random potion". (or is this supposed to be used only as a balancing tool for the "Random Potion" ability?)
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 02, 2007 01:26 PM

this is why i think we should make it more pell-mell in creation. not full of completely mechanical units, otherwise it would be unfair, and some abilities would be useless.

i suggest that gnomes are cruel to animals, particularly farm animals. so for level3, instead of a stone thrower, have a pig with rockets on its back. it would make the faction have a feel that people want to play as, animal sadists.
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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted January 02, 2007 04:06 PM

Great work, actionjack!

@bixie
Nah - why would it be unfair to prohibit use of some abilities on most of units by making them mechanical? All of Necropolis' units are undead which prohibits using some abilities on them and it isn't "unfair".
Secondly - i don't like the idea of pig with a rocket launcher - maybe i just don't get this kind of humor or... dunno. And could you tell me why  you suggest that "gnomes are cruel to animals, particularly farm animals"? I've nevere read about cruelty of gnomes towards animals.

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actionjack
actionjack


Promising
Famous Hero
posted January 02, 2007 07:29 PM
Edited by actionjack at 19:33, 02 Jan 2007.

Quote:
What bixie said...

However, from a quick review two things came to my mind:
1) Why should a "Strike and Return" Gyrocopter have the whirling blades ability. I mean he is not intended to stop near enemies, so it will damage the allies.

2) The Bio flask is quite useless because the Lab has only 2 living creatures, but it can heal enemies in "random potion". (or is this supposed to be used only as a balancing tool for the "Random Potion" ability?)


I like answering questions....

1) Whirling Blade is more a defensive ability, to keep enemy from want to attack it much.  Granted it prob won't do great amount of damage, but such upgrade does add on some melee capability to them.  Also another strategy is to just park your Gyro at the key spots, and let them Whirle. (also whirling blade look painful)

And keep in mind all such blueprint upgrade are optional, and depend on your overall strategy and synagy.

2) Bio Flask is helpful.  Granted you only have 2 living creature, but those creature need to be heal too.  (And the Hero could use the flask on any of his creature too)  But the main use of them is when you have an army mix creatures from other factions, and Bio Flask could help in that.  (Also is considering make it do damage to undead units)

-----------------------------

And differnt people have differnt view.  I am sure there are lots people who like one thing, while many other also hated.  In the end of day, how can you tell whos right and whos wrong?

But that is why I had my previous suggestion, where encourage everyone to make their own conceptial Gnome faction and creatureline up (even just for fun of it).  Its not to say what is perfect and what must be in it, but just express on how you like your Gnome to be.  And more varity of idea is always helpful to inspire more ideas.  

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