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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Racial skill dependent structures on map
Thread: Racial skill dependent structures on map
crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted January 24, 2007 02:25 PM

Racial skill dependent structures on map

Hullo all!
I think it's some times very tedious and for some factions almost impossible to have to go back to town to make necessary changes, as upgrading a wizard artifact or changing favourite enemy.
I believe we need Magic structures outside of towns where heroes can use their racial abilites for their own benefit. Owning these structures will give a small boost to said abilities. Should be implemented in the next

Academy
The structure Arcane Forge lets visiting Academy hero build artificer equipment. Hero will gain +2 Spellpower until the end of next battle. Hitpoints restored by Consume Artefact is increased with 5% for owners Academy heroes (cumulative with all Arcane Forges).

Dungeon
The structure Altar of Elements supports the Elemental Chains ability (no town necessary!) and increases the Elemental Chain damage with 5% for owners Dungeon heroes (cumulative). Visiting Warlock gains +2 Knowledge until the end of next battle.

Haven
The structure Training Grounds lets visiting Knight upgrade troops according to his/her skills in Training. All troops under owners Haven heroes command do an extra 5% damage in retaliation strikes(cumulative). Visiting Knight gain +2 Attack until the end of next battle.

Inferno
The structure Infernal Loom grants all Inferno heroes a 5% boost in their Gating abilities (cumulative). Every week there is a chance a random Inferno creature is available for hire. Visiting demon Lord recieves +2 Defence until the end of next battle.

Necropolis
The structure Shrine of the Netherworld increases Necromancy with 5% for owners Necromancer heroes. Visiting Necromancer can transform living troops level 1-4 to skeletons (skellie archers if hero has that ability), level 5-7 to spectres and dragons to skeleton dragons. Visiting hero also gets +2 attack until the end of next battle.

Sylvan
The structure Avengers Guild lets visiting Rangers change their favoured enemies, all owners Rangers get a 5% higher chance to inflict critical hit (cumulative) and visiting Ranger recieves +2 Attack until the end of next battle.

Fortress
The structure Runic Shrine allows visiting Dwarven hero to learn magic runes from the first(two spells), second and third (one spell each) Runic Circle.
Further there is a 10% chance the Greater Rune ability only costs as a normal rune (cumulative) for owners Runemages. Visiting Runemage recieves +2 Knowledge until the end of next battle.

So, what say ye about this?
Or... did somebody else already write a similar post? I tried to look for one but couldn't find it.
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted January 24, 2007 02:29 PM

first, welcome back crepus, second, seems good, although are the names supposed to be the names of the buildings in the towns?

and if we did have these buildings outside the towns, who wants to waste resources and build one? answer no 1

sorry
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kalirush
kalirush

Tavern Dweller
posted January 26, 2007 03:15 PM

I think you're right- but especially for the Rangers and Wizards. And ESPECIALLY Rangers, who really would like to have their favored enemy tweaked more often.

Maybe if there were more opportunities to tweak it, their ability would suck less...

Julia

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted January 27, 2007 05:09 PM

Ted:
You'd still want the buildings in your towns, as the structures would be quite easy to take over by other players (as you won't be able to leave creatures to defend it).
Further the external structure adds more to your heroes abilities than you'd get if you only had the structure in town, and most towns have add-on structures to their buildings to make them even more powerful. For example, paying for upgrading Haven troops will be more expensive in the external structure since you in town build the Hall of Heroes (unless you're an economical nincompoop ). In Fortress you get two more, and more powerful runes in town.
Another reason to build them in your town is that you don't know early in the game, if you're on a map you haven't seen, whether there are any external structures for you. Haven, Sylvan and Academy need the structures to be able to use their abilities, Dungeon need it to let creatures do chaining.
But yes, I gave the external structures the names of the in-town ones, save Necropolis where the Shrine of the Netherworlds fit better to the function of the building than the Pillar of Bones did.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 27, 2007 06:45 PM

Hmm the idea is not bad. However it's an unnecessary complication for the RMG(I have yet to see dwarven rune shrines in RMG) so I would propose something simpler yet not as logical:
To allow some things to change even when the hero is far from town. Of course that's not meant to work with all factions but with some to reduce the annoying micromanagement.
For instance,

Sylvan: Building an avanger's guild allows choosing favoured enemies but you can change them at any time(provided you have killed the two populations of the ones you wish to select). Now it is tiring to use but also a pain because you can't always know if you'll meet the base unit or its upgrade.

Academy: Once you built a mini artifact, it's stats increase retroactively according to how much your knowledge increases. It would be unfair to make them on the adventure map but you shouldn't have to dismantle and remake them to achieve the results you deserve.

The others are more or less easy to use and require just having the racial skill and maybe construct a special building.

Otherwise I'm all for more features and spicing up gameplay as long as that can be well implemented and does not fill the map with redundant locations.



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