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Thread: Altar of Wishes: Weekly Faction Contest | This thread is pages long: 1 10 ... 16 17 18 19 20 ... 24 · «PREV / NEXT» |
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Fofa
Famous Hero
Famous? Me?!
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posted July 08, 2007 02:01 AM |
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Quote: 3. There are not enough entries for this round. If we don't have more entries untill the 11th of July, we will be in a problem, and won't be able to finish the round.
About how many do we need? (Sorry for asking a stupid or perhaps obvious question.)
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Creator of the Guild and Prison towns for ICTC.
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GenieLord
Honorable
Legendary Hero
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posted July 08, 2007 09:15 AM |
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Quote:
Quote: 3. There are not enough entries for this round. If we don't have more entries untill the 11th of July, we will be in a problem, and won't be able to finish the round.
About how many do we need? (Sorry for asking a stupid or perhaps obvious question.)
Atleast 2 more.
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DragonLord3000
Known Hero
Romanian flamethrower
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posted July 08, 2007 10:41 AM |
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how do i insert images?(sorry for asking this)
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hot peppers are an ilusion.they do not exist.
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GenieLord
Honorable
Legendary Hero
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posted July 08, 2007 04:36 PM |
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Quote: how do i insert images?(sorry for asking this)
1. Click on the marked button:
2. Insert the images' adress there.
Do you know how to get the images' adress?
If it's an picture from the internet, right click on it, click on "properties" and the adress is there.
If it's a picture from your own computer, upload it. You can use the simplest uploading site: Imageshack.
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DragonLord3000
Known Hero
Romanian flamethrower
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posted July 08, 2007 08:59 PM |
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The pirates
Everyone ever to have crossed the seas of Ashan feared that one day they may stumble upon these thieves of the seas.The word"pirate" itself conjures vivid images into one's mind.Images of terror and murder,for they always leave no prisoner from what or from who they encounter.
Level 1:
Sea turtle-Savage turtle
Attack:2 3
Defense:4 5
Damage:2-3 3-4
Hp:13 15
Init:6 7
Speed:4 5
Abilities:None
Level 2:
canibal-canibal chieftain
Attack:4 6
Defense:2 3
Damage:2-5 4-5
Hp:12 18
Initiative:6 7
Speed:6 5
Abilities:Canibalize:When activated the creature ignores both enemy and friendly units and attacks the nearest creature inflicting+50% damage
Level 3:
Canoneer-City sieger
Attack:8 9
Defense:7 6
Damage:5-8 6-9
Hp:22 26
Initiative:7 8
Speed:4 4
Abilities:Can attack city walls
Level 4:
Bucanner-Black Bucanner
Attack:6 10
Defense:7 8
Damage:11-12 12-15
Hp:40 50
Initiative:6 7
Speed:6 7
Abilities:Fear attack-the pure sight of these devils of the seas can cause even the most braveest of soldiers to pannick and run
Level 5:
Siren Siren princess
Attack:10 12
Defense:6 7
Damage:14-15 15-17
Hp:60 66
Initiative:8 10
Speed:5 5
Abilities:Sleeping voice:When these ladies sing they can cause their enemy to fall asleep on the battlefield and not be aware of the surroundings.
Level 6:
Flesh stealer-Meat grinder
Attack:20 22
Defense:17 18
Damage:19-21 22-26
Hp:75 95
Initiative:9 10
Speed:8 8
Abilities:Armor piercing-Each attack ignores 30%of the enemies defense
Level 7:
Spawn of the deep-Leviathan
Attack:25 30
Defense:22 26
Damage:40-50 60-60
Hp:180 260
Initative:8 9
Speed:10 11
Abilities:None
Heroes: Pirate Lords
Racial skills:
Piracy-Each battle the player has won gives him a percentage of the enemies finances in gold.
Corupt-The hero has a chance of persuading the enemy creatures to join his ranks:Basic-5%
Advanced:15%
Expert:25%
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hot peppers are an ilusion.they do not exist.
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GenieLord
Honorable
Legendary Hero
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posted July 09, 2007 10:23 AM |
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Quote: Corupt-The hero has a chance of persuading the enemy creatures to join his ranks:Basic-5%
Advanced:15%
Expert:25%
Taking Hostage: The hero can choose an enemy creature to take as a hostage. If he succeeds, the hostage won't be able to fight on the combat. If you won the combat (the enemy is dead), you can take the hostage to your army. If the enemy killed you and won the combat, he will be able to get his hostage. You can take only one hostage per a combat.
The higher the creature's tier, the smaller the chance to succeed when taking it as a hostage.
Basic Taking Hostage: The chances to succeed are 30%-5X[Creature's Tier] (you can't take 6th level and 7th level creatures as hostages)
Advanced Taking Hostage: The chances to succeed are 40%-5X[Creature's Tier]
Expert Taking Hostage: The chances to succeed are 50%-5X[Creature's Tier]
Ultimate Taking Hostage: The chances to succeed are 65%-5X[Creature's Tier]
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GenieLord
Honorable
Legendary Hero
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posted July 09, 2007 12:00 PM |
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For the last time, I need suggestions for a race for the next round.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted July 09, 2007 12:13 PM |
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halflings!
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Love, Laugh, Learn, Live.
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TDL
Honorable
Supreme Hero
The weak suffer. I endure.
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posted July 09, 2007 12:21 PM |
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no halflings... no no... the most illogical being that was settled in heroes series... unless they are a neutral, i would not correspond
imo, there can be a variety:
norse
nomads
lizardmen
nagas
some with more or less a fixed theme rather than an exact race (regarding the creature lineup):
h3 dungeon (i personally would like something like it - that is the most reasonable idea as the town would serve as a perfect counterpart for academy's lineup type - most units are magician creations, whereas here they could be overlord slaves, pawns and stuff)
personally, i would vote all for h3 dungeon renovation as it was always one of the factions that attracted the most attention
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 09, 2007 01:09 PM |
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Quote: For the last time, I need suggestions for a race for the next round.
I'd say Illithid, aka. Mindflayers. They are cool creatures and would make a solid base for a return for some H3 Dungeon creatures.
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What will happen now?
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crepus
Adventuring Hero
Nuclear Power Plant
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posted July 09, 2007 11:58 PM |
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Quote: For the last time, I need suggestions for a race for the next round.
And I say...
INSECTOIDS
Because I like'em crispy critters...
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Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.
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Fofa
Famous Hero
Famous? Me?!
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posted July 10, 2007 03:15 AM |
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Quote: For the last time, I need suggestions for a race for the next round.
I'd like to see a half-elf faction.
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Creator of the Guild and Prison towns for ICTC.
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actionjack
Promising
Famous Hero
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posted July 10, 2007 10:24 PM |
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I will try to put up my by later today.
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GenieLord
Honorable
Legendary Hero
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posted July 11, 2007 12:32 AM |
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Quote: I will try to put up my by later today.
If have about 10-12 hours to finish it.
Good luck.
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actionjack
Promising
Famous Hero
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posted July 11, 2007 06:46 AM |
bonus applied. |
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Q: How do you get Pirates on to dry land?
A: You give them a Flying Ship.
In seeking to escape from the traditional Sea Pirates, Sky Pirates are my solution.
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Sky Port
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(Sky Pirate)
Associated colors: Blue, Black Yellow, White
Core Philosophy: Pillage, Plunder, and to the Sky!
Country/Kingdom: None
Capitol: La-Pureta
Key symbols: Cloud, Skull, Blade
Race Description: Human Bandits who took the to Air. Also ally/master to certain creatures of the cloud.
Worships: They are Godless. However, they have strong tie with the Dragon of Air, as well as Lady Luck.
Theme and Style:
Pirates, Romantic.
Geography:
Their main Hideout, La-Pureta, reside high above the sky, on a giant floating gem. It is surrounded by Sea of Cloud. And there, many strange aerial (sea like) creature live.
History/ Lore/ Plot Line:
The Sky Ships were first invented by the Gnomes, a strange combination of Arcane Magic, Floating Gems, and Mechanics. However, like much of other Gnome Inventions, it never really gTake Offh. It was until Pirate Lord, Sir Von RonKaruff the III, also know as Golden Hook, gborrowh the blue print design of a sky ship from the Gnome, and made several gmore practicalh improvements to it, did the true Sky Ship fly. With this new Toy (as Golden Hook would call it), he was able to conduct several surprise raids to many kingdoms. This was a great success, as no one was ever prepare for Pirates to be coming from the air. Golden Hook was able to amass a great fortune, a large Amada of Sky Ships, and establish his empire high up in the Cloud Sea.
Its been 30 years since the Passing of Golden Hook, the Pirate King. Each of the Captains is now in bitter war with each other, as they all hope to find the Golden Hookfs great treasure, and claim the title as the new Pirate King.
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-Creatures-
Lv.1 Bomber Balloon > Blast Balloon
Lv.2 Skipper Crew > Sky Sailor
Lv.3 Sky Pirate > Buccaneer
Lv.4 Streaker > Blade Fin
Lv.5 Air Man > Icarus
Lv.6 Captain > Pirate Lord
Lv.7 Cloud Whale > Laputa
Lv.1 Bomber Balloon> Blast Balloon
Attack: 2 > 3
Defense: 1 > 2
Damage: 1-3 > 1-4
Hit Points: 5 > 6
Speed: 5 > 5
Initiative: 9 > 10
Shots: 0
Mana: 0
Abilities:
-Flying
-Mechanical
-Floater: This creature cannot be harm by ground melee units, but suffer 40% more damages from Shooter and Flying creatures.
-Bomber: This creaturefs attack damage all creature around it (3x3 square)
-Strike and Return (U):
-Exploding Blast (U): When this creature is destroy, it deal a X fire damage to all creature around. (2 tile radius)
Description:
Strategic Use:
Use more as a Scouting creature. If can reach a tightly close enemy group, than its AoE damage will give it a worthy run. As it can not be harm by ground units, this is a great way to distract enemy, and to draw range fires. However, watch out when it is destroy, as it might hurt ally creature nearby as well.
Lv.2 Skipper Crew > Sky Sailor
Attack: 1 > 2
Defense: 2 > 3
Damage: 1-2 > 2-4
Hit Points: 6 > 9
Speed: 5 > 5
Initiative: 9 > 9
Shots: 0
Mana: 0
Abilities:
-Crew Ship: Crew this creature to one of the Sky Shipfs compartment (can be done during the tactical phrase). That Compartmentfs effeteness increase by
-Repair: (U)
Description:
Strategic Use:
A very weak lv2 unit, not suitable for combat. Their biggest use is their ability to crew shipfs compartments, that greatly enhance the compartmentfs use. Best if crew the Turrets, making them a shooter unit. Also recommend to have 2 to 3 different stack of Sailors, so can crew different compartments.
(See more about Sky Ship Compartments in the Sky Ship section)
Lv.3 Sky Pirate > Buccaneer
Attack: 5 > 6
Defense: 4 > 4
Damage: 3-6 > 3-8
Hit Points: 18 > 20
Speed: 6 > 6
Initiative: 9 > 9
Shots: 0
Mana: 0
Abilities:
-Pillage: Hero gain (10x number of creature in the army at the end of battle) Gold at the end of the battle. Max of 500 Gold per battle.
-Taunt: (Active Ability) Target a Living creature (enemy or friendly), for a turn, increase targeted creaturefs melee attack by 20%, but decrease its speed and defense by 20%.
-Sword Play (U): On attack, this creature have 50% chance of No Enemy Retaliation. In the next turn, if the attacked creature attack the Buccaneer, it will Retaliate first before the attack. (EX. Buccaneer attack a Paladin, and roll success, so that it did not get retaliated. The Paladin than attack the Buccaneer, but Buccaneer would retaliate first before suffering Paladinfs hit)
Description:
Strategic Use:
The Fighting Army of the Sky Piratefs army. They are a very good melee fighter, especially if get into a one-on-one situation with an enemy melee creature. Taunt first, follow by attack that is back up with Sword Play ability make them more dangerous. But they are still valunerbale to ranges, and initial attacks.
Lv.4 Streaker > Blade Fin
Attack: 7 > 9
Defense: 5 > 6
Damage: 6-12 > 6-18
Hit Points: 26 > 30
Speed: 7 > 8
Initiative: 12 > 12
Shots: 0
Mana: 0
Abilities:
-Large Creature (2x1)
-Air Swimmer: This creature can move over any obstacles, but can not fly over units or walls.
-Feeding Frenzy: When any creature dies near this creature (2 tiles away), it increase its attack by 2, initiative by 1, and Def reduce by 2, for one turn.
-Blade Fin: (U): When this creature move, it damage all creature along its path (that it next to it when it move pass) by 50% of its attack damage.
Description:
A Shark-like creature that live in the cloud. Look very close to the Shark in the sea. It does not actually fly, instead it swim across the air (by magical means). Thus is can not move vertically very high, but must stay close the a surface (in the sky, it would be layer of cloud, on land, it would be the ground).
Strategic Use:
A offensive charge-in unit. It have very good attack, especially with Feeding Frenzy, and move pretty fast and far. Downside is the lack of def. If have room to move on, can better use the Blade Fin ability to damage multiple unit, with out actually attacking or fearing retaliation.
Lv. 5 Air Man > Icarus
Attack: 12 > 16
Defense: 14 > 14
Damage: 10-18 > 10-18
Hit Points: 50 > 55
Speed: 6 > 6
Initiative: 10 > 11
Shots: 0
Mana: 12 > 14
Abilities:
-Flyer
-Caster (Haste, Deflect Missile, Lighting Bolt)
-Fast Repair: This creaturefs Repair only take half of a turn.
-Elevate: (Active Ability) This creature fly up higher into the air. For the duration of 3 turns, this creature cannot attack (but can still do other action, such as cast spell, defend, use ability, and move). When move, it does not occupy a tile (meaning there could be a unit under it). While in this mode, it can not be attack by ground unit, and range and fly unit have 50% chance of missing. At the end of duration, this creature fall back to earth and would suffer (25+ number of Creature in the stack) Earth damage. (if the space is occupied, will automatically move to the next closely free tile)
-Solar Wing: (U) This creature regain 2 Mana back each turn when set to Defense Mode.
-Burning Fall: (U) If this creature use the Elevate ability, than when it fall back to ground, it would damage all creature that it occupied the same space (below it), as well as all around(3x3) with X Fire damage.
Description:
Artificer who are in charge of the flotation and maintenance of the ship. They have artificial wings attach, useful to repair the out-haul of the ship, as well as use in battle.
Strategic Use:
A caster type with a good defense. While their stats are not so great, its offensive power come from it spell, and its defense from its Elevate ability, which help get it away from Harm. The Solar Wing replenish your Mana, allow you to cast more. Better, Elevate and use the Solar Wing to regain your mana. But as it would harm yourself too when you fall, it not all that safe. Also it does not have any Shooting shots. Its repair ability should not be overlook too.
Lv.6 Captain > Pirate Lord
Attack: 25 > 25
Defense: 18 > 22
Damage: 15-25 > 15-30
Hit Points: 90 > 100
Speed: 5 > 6
Initiative: 9 > 9
Shots: 0
Mana: 0
Abilities:
-Large Creature
-Captain the Crew: Able to crew the Sky Ships components. When crew this way, it increase its effeteness by 75%.
-Navigation: Increase the movement of your sky ship (Hero in the adventure map) by 1% for every 1 Captain onboard. (Max of 15%)
-Calculated Defense: (Active Ability) Select a Friendly creature and an enemy creature. For the duration (increase with number of Captain the stack), the selected friendly creature gain +40% more def against the enemy creature.
-Commanding Attack: (U)(Active Ability) Select a Friendly creature and an enemy creature. For the duration (increase with number of Captain the stack), the selected friendly creature gain +30% more attack against the enemy creature.
-Hook Arm: (U) This creatures attack will reduce the Speed and Imitative the attacked creature by 20% for 3 turns. It can be stack.
Description:
Strategic Use:
A decent melee unit that can aid in buffs. It is best to crew them up in a Turret first, and when enemy come near, exit, and engage in melee battle.
Lv.7 Cloud Whale > Laputa
Attack: 27 > 30
Defense: 25 > 28
Damage: 20-35 > 25-40
Hit Points: 260 > 320
Speed: 4 > 5
Initiative: 7 > 7
Shots: 0
Mana: 0
Abilities:
-Large Creature (2x3)
-Flyer
-Lumbering: When moving, this creature takes 1 extra speed to turn.
-Jet Stream: This creaturefs attack can target foe that are up to 3 tiles away, and it deal air damage to all creature within the path of this attack.
-Whale Song: All creatures that stays next to this creature gain Regeneration ability.
-Crushing Path (U): This creature can move to location, regardless if any creature is blocking the way. Any creature blocking the way (occupying the tile of its path), will be push aside, reduce its build up initative to 0, and suffer X damage. This apply to Castle Wall as well.
Description:
A huge whale-like creature that live in the Cloud Ocean. Often mistake for an Island in the Sky, it is said that even cities were build on top of it.
Strategic Use:
Really hard to kill, with its massive amount of hp. However, is also really slow, and hard to move. The jet Stream allow it to attack at further distance, making it like a Turret. While its damage is not so impressive, the Crushing Path allow it to do another type of damage, while moving to position. Not to mention the advantage in castle siege (but assuming can get up there first).
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-Racial Skill-
Sky Sailing
The Sky Pirate Heroes (Captain/Admiral) are master of navigating and battling with their ships. The Sky Ship play a large role in battle.
>Basic Sky Sailing: Hero can add 2 upgrades to his/her ship.
>Advance Sky Sailing: Hero can add 4 upgrades to his/her ship.
>Expert Sky Sailing: Hero can add 6 upgrades to his/her ship.
A battle with Sky Pirates would be carry out a bit differently from traditional battle. In Battle, you would see the side sky ship floating at the sky piratefs side (covering the starting rearrange area). Its deck would be 2 tiles wide, and with several planks leading down, kind similar to the Ship Battles.
The ship can be upgraded and added with several compartments and parts, that increase its effectness in adventure map or in battle. It depend on Herofs Racial Skill level to determine how many upgrades can be made. To Upgrade, one must be part at the Town, or take up one full day if upgrade in the field. Upgrades would also cost Gold, Wood, and Stone.
Certain ship upgrades can also be Crewed, which allow you to put in your creature that have the Crew ability. This would increase the effectness of that compartment (increasing its damage and such) depend on how many creature you put in, also allow you to have manual control over it. (An Un-crewed offensive compartment will attack at random) However, they can not move or take other action in duration (but they can exit that compartment any time), and they can still be damage and killed.
Ships Part and Compartments can also be damage and destroy (much like War Machines), as well as be repaired. One interesting factor is when facing a opposing Hero, they can field the Catapults against the Sky pirates, which can fire and damage the Ship (usually 2 or 3 shots to destroy a compartment) Else, the usual damage from creatures can do the same too.
Ship Upgrades
Turrets: Turrets can be crewed, increasing its damage. (depend on number of creature in the stack). Up to only 3 Turrets can be upgraded per ship. There are also several different type of Turret to choose from.
-Arrow Turret: Deal range damage to enemy.
-Cannon Turret: Deal range damage to enemy. Attack from Cannon covers 2x2 tiles, and better damage, but at slower reloading.
-Harpoon Turret: Deal range damage to enemy. On successful attack, it also reduce the Speed of the target creature, and ground flying foes.
-Link Chain Turret: Deal range damage to enemy. On Successful attack, it also reduce the initiative of the target enemy.
-Thunder Rod: Hero can cast Lighting Bolt once per battle. Can be crewed to increase it damage, and can be upgraded to cast Chain Lighting.
-Air Control Tower: Increase the Speed of all Flying Unit under your control.
-Boarding Deck: Increase the Speed of all control creatures by 1 at the start of the battle.
-Shield Deck: Increase the Def of all ally creatures against range damages when they stay within the Deck space.
-Carpenterfs Deck: Repair certain damages of the Ship.
-Captainfs Chamber: Hero regain 2 Mana per turn in battle, and 1 Mana per day. Can be upgraded 3 times.
-Float Gem: Allow Hero Active Ability, Lift Off, to be use in battle. When Lift Off, the Ship will float a distance away from ground, and can no be harm by any of the ground melee units, but the ship also can not attack in mean time. This last up to 2 turns (with 3 turn cool down), per each Float Gem upgraded, and up to 3 Gems can be upgraded.
-Wind Gem: Allow Hero to Fly once per week during adventure map. Can upgraded 2 time.
-Sail: Increase the Movement speed of Hero during adventure map by 5%. Can upgraded 3 times.
-Birds Nest: Increase the Scouting Range of the Hero on adventure map.
-etc.
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Theme Strategy:
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wooo.. finally finish. While I had more already finish week before (the creatures), but got distracted those few days by Poxnora, and finishing up the racial skill on the last few hour was no easy task... hopefully it is still understandable.
One thing I didn't have enought time to do is a example picture of how the Sky ship would look, and in battle. Well, just imagin the ship battle, than take that ship, and put it on land, floating, and with many turrets on the side. There.
Anyhow, for suggesting the next race.... How about Forggets? Frog people that live in swamp, with association to other Toad/Lizard/Snake/Inscet creatures. My 2 Cent.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted July 11, 2007 08:31 AM |
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and i haven't finished mine...
i'm going to have to drop out if this round of the contest
____________
Love, Laugh, Learn, Live.
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nickkkk
Known Hero
Necro fan since 1988
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posted July 11, 2007 09:01 AM |
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what about the lizardmen? I already made a list of them.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 11, 2007 11:59 AM |
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Quote: Q: How do you get Pirates on to dry land?
A: You give them a Flying Ship.
In seeking to escape from the traditional Sea Pirates, Sky Pirates are my solution.
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Sky Port
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(Sky Pirate)
Wow, ActionJack, what can I sasy? Once again, you set the standard for innovation in this contest! If it was not for the fact that Academy already has floating towns, I would call this brilliant, as it is, it is still a very refreshing take on a theme which for me easily ends up being rather monotonous.
On a particular note, you deserve credit for actually making me believe in the thing with the floating ship during combat. The idea of having portable fortifications have been discussed before, without proper succes (the closest possibly being Daystar's mechanical Yeti faction which I still like), but this would actually work, I believe. I especially like the fact that the ship can be manned and that it can be targeted by catapult, and lift off to avoid that - brilliant. There are a couple of things that need to be worked out - what happens if the Pirates choose to stay on the ship? Can enemies board the ship - and under which conditions? Also, the thing with the ship being floating once a week on adventure map is a no-no, it will simply skew the ballance too much.
About the unit line-up, I will say: It suffers a bit from the usual problem with this kind of faction - it easily ends up concisting of 4 or 5 heroes-4 pirate-like units (you know, black hat, sabre, laces on cuffs etc.). I think you have done a fair attempt at spicing it up, but I still think levels 2, 3 and 6 are a bit too close. On a more functional note, I'm afraid that the faction will suffer from too many defensive and/or supportive units. Several units have repair ability, which is a good example, and the idea of having the units manning the ship is also kind of a deffensive attack style, which perhaps is a bit at odds with the theme - but on the other hand, it might also offer for a refreshing play style. It deffinitely will call for a lot of ballancing I think.
On a more unit-specific note, the floating baloon is gonna be a problem if ground-units cannot target it, simply because this is going to offer an unfair advantage against neutrals. Making it capable of floating for only a certain couple of rounds might help out on this. I love the idea of incorporating the Ikaros - I'm not sure he exactly fits into the theme, but the story of Ikaros is one of my favorite Greek myths, and I think the abilities you put on the units wonderfully reflect the spirit of the story.
All in all, I must say, that once again, you have gotten the absolutely best of a theme which is very difficult to succeed with in my eyes.
____________
What will happen now?
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GenieLord
Honorable
Legendary Hero
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posted July 11, 2007 05:56 PM |
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Summarizing Post - The Fifth Round
This round has been definitely the hardest one so far, maybe the hardest one in the entire contest.
Why? Becuase the pirates is a very monochromatic race. There's one clear classic direction, and almost nothing else to do.
I expected to see many similar entries.
So you had an extra challenge here: to be creative, innovative and unique.
Some of you succeeded, and one of you did it pefectly.
I didn't appreciate classicalism at all, on this round, but I did appreciate innovation.
The Bay, by Golemcrafter:
Very nice classic pirates faction. The abilities could be more interesting (especially the hero's special abilities), but they are okay, maybe a bit overpowered. I think this faction fits HOMM4 very well, rather than HOMM5.
Positive:
+The creatures line up is good (part of it is missing, though)
+Nice creatures' abilities.
+The creatures are well balanced.
Negative:
-The faction is incomplete. 1st level and 2nd level creatures are missing, there isn't racial skill and history.
-Not innovative enough.
The Wharf, by Tenaka:
Out of the classic pirates faction, this is the best one-it still feels innovative. Good job. I specially liked your creatures line up. It fits the pirates theme very well.
Positive:
+Very good history.
+Excellent creatures line up.
+Intresting abilities.
+The faction is balanced.
+Nice racial skill.
+The town sounds very interesting. Good magic buildings.
Negative:
NONE.
Roguetown, by bixie:
Brrr... I didn't understand at all the direction of this faction. It confused me. Anyway, it's a pretty creative entry.
Positive:
+Nice history.
+The faction is pretty creative.
Negative:
-Doesn't have one theme, that the creatures follow.
-The creatures are overpowered.
The Pirates, by DragonLord3000:
There's just a creatures line up here and racial skill. That's it.
Positive:
+Nice creatures line up.
Negative:
-There's almost no material.
-Some of the creatures are overpowered.
Sky Port, by actionjack:
It might look far, or even impossible, but one day, we will see a creation of actionjack which is not excellent.
This is definitely the most innovative entry for this round. The theme is great, and it's well executed. I liked every part of it. Well done, actionjack. Again.
Positive:
+Excellent Theme. Feels magical. It appears on a few Japanese animation ("Manga") movies.
+Interesting history. A timeline would add a lot.
+Great creatures (especially their descriptions). Very creative.
+Creatures abilities are awesome. They have tacial uses.
+Amazing racial skill. I can imagine it in the game.
+Incredibly innovative and creative faction.
Negative:
NONE.
Winners Declaration:
First place: Sky Port, by actionjack. He wins 2 points and a QP.
Second place: The Wharf, by Tenaka. He wins 1 point.
Well done for everyone.
For the next round:
Well, we will have overall 7 round. As you probably undertstand, this is the last round before the final round. I wanted to give you something fun this time. So the race is one of H3 Dungeon's races. It can be Beholders, Troglodytes, Mindflayers, etc. Every one of those dark and creepy races.
The 6th round will be ended in the 1st of August.
Good luck.
Master post will be updated soon.
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actionjack
Promising
Famous Hero
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posted July 11, 2007 08:23 PM |
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Quote:
Quote: Q: How do you get Pirates on to dry land?
A: You give them a Flying Ship.
In seeking to escape from the traditional Sea Pirates, Sky Pirates are my solution.
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Sky Port
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(Sky Pirate)
Wow, ActionJack, what can I sasy? Once again, you set the standard for innovation in this contest! If it was not for the fact that Academy already has floating towns, I would call this brilliant, as it is, it is still a very refreshing take on a theme which for me easily ends up being rather monotonous.
On a particular note, you deserve credit for actually making me believe in the thing with the floating ship during combat. The idea of having portable fortifications have been discussed before, without proper succes (the closest possibly being Daystar's mechanical Yeti faction which I still like), but this would actually work, I believe. I especially like the fact that the ship can be manned and that it can be targeted by catapult, and lift off to avoid that - brilliant. There are a couple of things that need to be worked out - what happens if the Pirates choose to stay on the ship? Can enemies board the ship - and under which conditions? Also, the thing with the ship being floating once a week on adventure map is a no-no, it will simply skew the ballance too much.
About the unit line-up, I will say: It suffers a bit from the usual problem with this kind of faction - it easily ends up concisting of 4 or 5 heroes-4 pirate-like units (you know, black hat, sabre, laces on cuffs etc.). I think you have done a fair attempt at spicing it up, but I still think levels 2, 3 and 6 are a bit too close. On a more functional note, I'm afraid that the faction will suffer from too many defensive and/or supportive units. Several units have repair ability, which is a good example, and the idea of having the units manning the ship is also kind of a deffensive attack style, which perhaps is a bit at odds with the theme - but on the other hand, it might also offer for a refreshing play style. It deffinitely will call for a lot of ballancing I think.
On a more unit-specific note, the floating baloon is gonna be a problem if ground-units cannot target it, simply because this is going to offer an unfair advantage against neutrals. Making it capable of floating for only a certain couple of rounds might help out on this. I love the idea of incorporating the Ikaros - I'm not sure he exactly fits into the theme, but the story of Ikaros is one of my favorite Greek myths, and I think the abilities you put on the units wonderfully reflect the spirit of the story.
All in all, I must say, that once again, you have gotten the absolutely best of a theme which is very difficult to succeed with in my eyes.
Thank you for the good words, Alc.
While this round is over, I still want to reply to you, as it is the polite thing to do
Yes, portable fortifcation is a great way to put it.
Yes, Enemy will be able to Board the ship and attack the compartment on the ship (3 or 4 landing Board).
Yes, the balance might be hard to ally them to fly. Maybe make it only half of the movement speed. Afterall, surprise air raid from un-imaginable place is what Air Pirate are known for.
Yes, it is suppose to be very deffensive/supportive. The Ship should be your main source of offensive power. Of couse, differnt army combination would grant differnt results.
Yes, as you put it, the Baloon is a but unbalance. While would be easily taken down by Heroes battle, is too unfair against naturals. How about just 50% chance to evade from melee attack? Or something that Icrus have would do too.
Irc was fun to do.
Thxs for the review, hope to see some of your entry too.
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Thxs Genielord for the QP...
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