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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Vision of HOMM6
Thread: My Vision of HOMM6 This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 17, 2007 02:01 PM

Hmmm without having read everything in detail yet I must second that 13 factions are a lot - not that the actual number matters, as long as all of them are justified. What one should keep in mind is that Heroes 5, more than any previous chapter of the game, underscored the fact that the difference between the factions come not as much from their line-ups than from the Hero mechanics.

Sure, it's delightful to have different themes, because there's a lot of eye-candy involved in creature and town design, which makes it exciting. But on the bottom-line, there is only so much variety you can do over the creature development - whether the creature is called Gold Dragon, Black Dragon, Emerald Dragon, they pretty much work in the same way. In the end, each faction is going to end up with a range of creatures of which some are flyers, some are tanks, some are shooters, and some are casters, and we can only do so much variation within that theme.

Therefore, I think the crucial thing in adding new factions is to add variety through racial skills, which is perhaps the most game-breaking feature in Heroes 5, and the one that makes the biggest difference between each faction. For me, I would rather see the addition of a new Hero class to each faction than addition of a handful of factions, because new Hero classes with new Class skills will mean a doubling of the game approaches, whereas the new creature-lineups will offer less than that.

And then, of course, some new game features to expand the gameplay within the current frames.

As for factions, personally I think Haven / Sylvan / Academy / Dungeon / Necropolis / Inferno / Fortress (Dwarves) / Stronghold (Orcs) / Naga - Swamp / Conflux will offer a quite satisfactory variety in the themes. Trolls and Centaurs might do, but I'm not sure Trolls would really add anything to the Orc theme ...
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted September 17, 2007 02:25 PM

I think the Centaur Faction is the most promising of the towns IMHO. Just by reading about the creatures, the reason why they formed that faction and so on. Wel they give me tohe good forest, mystical feel. Something righteous, calming and good about them. I think they would be a good choice for a faction. I dont mind the look of the orc aligned centaurs, but they lack the real look of the centaurs as the ones in this faction which are more like the centaurs i know and love. Centaurs with mohawks like those from H4 is one of the best looking
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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 17, 2007 02:44 PM

Well, two racial skills per a race could be nice and innovative idea.
I mean, one racial skill is might skill and the other is magical skill. It will give the feeling that each faction has a mighty and magical side. I'll start working on it and will finish the history.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 17, 2007 03:09 PM

Sure, feel free also to draw inspiration here if there's anything you can use, that was a slightly different approach, but I think in most cases one can extract either a might or a magic class to compliment the existing classes from these suggestions.
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kingdon1975
kingdon1975


Adventuring Hero
I really am the Godfather
posted September 18, 2007 11:12 AM


I like the idea of different god's for each new faction.Also these factions being from the
other lands on the heroes world map like GenieLord said,but Ithink there should be a bit of
travel in campaigns to the other HOMM5 lands.Some as attacks and some as a calling for allies,
so we will still get to see some(I'm not saying all,we don't wanna divert to much attention
from these wonderful new factions and lands)of our favorite HOMM5 factions+we get to see some
of our Pet Dragons
This will keep the HOMM story on track,for once and help thicken the plot.
Also in multiplaying,there should be all the new HOMM6 factions(ofcourse)and all the HOMM5
factions,I would hate to see them go altogether.
Just my thoughts,maybe not important,I'm not even an adventuring hero yet
____________
"better are wounds from a friend than kisses from an enemy"

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kingdon1975
kingdon1975


Adventuring Hero
I really am the Godfather
posted September 18, 2007 11:15 AM

YEE HAA

That last post just bumped me up to adventuring hero.
Maybe my thoughts will stand a bit more ground now
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"better are wounds from a friend than kisses from an enemy"

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 18, 2007 02:00 PM

Quote:
YEE HAA

That last post just bumped me up to adventuring hero.


We can quickly fix that.

*brings out the big eraser*
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kingdon1975
kingdon1975


Adventuring Hero
I really am the Godfather
posted September 18, 2007 02:58 PM

Quote:
Quote:
YEE HAA

That last post just bumped me up to adventuring hero.


We can quickly fix that.

*brings out the big eraser*

Yeah I'm sure you guys can
Infact I was gonna put up a conspiracy thread because I'm sure
I became an adventurer the other day with just over 50 posts
and the next day I was hired hero again(and I havn't been smoking anything)woops,now I've
put my foot in it
____________
"better are wounds from a friend than kisses from an enemy"

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 18, 2007 09:54 PM

Guys, less with the spamming.

Esspecially from you Alc!

I think that the Trolls really don't add anything to the game.  It would be different without the dwarves though.
____________
How exactly is luck a skill?

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xerox
xerox


Promising
Undefeatable Hero
posted September 18, 2007 10:53 PM

Dwarven Fortress was the worst and town, idea and biggest mistake in the HoMM history...
Serious, 6 dwarf units, i mean 12, soon there is 18....
Please remove fortress in HoMM 6... if they want fortress, then make the REAL FORTRESS!
(sorry but i cant see how people could ever want an dwarven faction...)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 19, 2007 10:34 AM

Well, tastes differ. I like the Fortress pretty much - ok, I could have gone w/o the Bear Rider (make it just a bear) and perhaps the Thane (make it back to Thunderbird) - but still, I like the concept. And I respect Nivals decission to make some factions very varied (Sylvan, only 3 Elven units) and some factions very focused (Fortress, 6 Dwarven units).
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Duncan
Duncan


Famous Hero
The Pathfinder
posted September 19, 2007 12:24 PM

Quote:
(sorry but i cant see how people could ever want an dwarven faction...)


Insprired by LOTR I guess. I also couldn't believe it at first. In the previous series there were only dwarves and battle dwarves under the elf faction, now they have a faction of their own.

Good thing they didn't also create halfling/hobbit faction separately!

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted September 19, 2007 12:49 PM

I like the Fortress town alot and like its norse influence with runes and snow (dont forget the salty pork and mead!) They also worship Arkath and fire. The Fortress need to stay! If its so bad with 6 dwarves (I really dont mind it, if someone got replaced etc Its something missing), well Alc had some good ideas up there. Make the tier 3 units just bears and instead of warlords etc, rocs, thunderbirds and firebird could fit in just fine. They who get replaced could be neutrals. But think this of as last resort. I like it as the Fortress is now
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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 19, 2007 04:59 PM
Edited by GenieLord at 19:16, 21 Sep 2007.

I decided to try making some racial skills for some of the new factions. Ofcourse they would be much better if I worked on each one separately, but this is what we have. Look at the concepts and the ideas, the small details can be changed easiely.

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

Keeper (Centaurs' Mighty Hero):
Primary skill: Defense
Secondary skill: Knowledge

Mighty Racial skill: Plant
Chieftian's unique skill. Allows him to Choose a location on the battlefield that a special plant will grow in. The plants give the Centaurs around them unique bonuses.

Basic Sprout:
The Chieftian is able to plant a Parasinion on the battlefield. The Parasinion is a small healing plant. After a round, it will grow to be an obstacle, and will heal the Centaur troops around it by 5X[Hero's Knowledge] Hit Points.

Advanced Sprout:
The Chieftian is able to plant a clovers field on the battlefield. The size of the field is 2X2. It's not an obstacle, creatures can step on it. The Clovers field gives the Centaur troops around it +2 luck.

Expert Sprout:
The Chieftian is able to plant a Claradium, a large carnivorous plant. It's an obstacle on the battlefield. It grows up quickly, so there's no need to wait a round. It attacks every non-centaur troop standing next to it. It has 10 iniatiative and 15X[Hero's Knowledge] Damage.

Ultimate Sprout:
All the Chieftain's plants have 1.5 of their regular effect.

Chieftian (Centaurs' Magical Hero):
Primary skill: Spell Power
Secondary skill: Defense

Magical Racial skill: Forest Protection
Chieftian's unique skill. Allows him to create a magical gate on the battlefield, that gives defensive bonuses for every centaur stack that passes throughout it, and penalties for every enemy stack that passes throughout it.

Basic Forest Protection:
The gate is 2 tiles long. It gives a bonus of 0.5X[Hero's Defense] Defense and [Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.25X[Hero's SP] Defense for every enemy stack that passes throughout it.

Advanced Forest Protection:
The gate is 2 tiles long. It gives a bonus of 0.6X[Hero's Defense] Defense and 1.5X[Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.3X[Hero's SP] Defense for every enemy stack that passes throughout it.

Expert Forest Protection:
The gate is 3 tiles long. It gives a bonus of 0.7X[Hero's Defense] Defense and 2X[Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.35X[Hero's SP] Defense for every enemy stack that passes throughout it.

Ultimate Forest Protection:
The gate is 3 tiles long. It gives a bonus of 0.9X[Hero's Defense] Defense and 3X[Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.4X[Hero's SP] Defense for every enemy stack that passes throughout it.

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


Wanderer (Nomads' Mighty Hero):
Primary skill: Attack
Secondary skill: Defense

Mighty Racial skill: Settler
Unique Wanderer's skill. Allows him to settle on a chosen place in the adventure map (building a tent). Settleling will allow the hero to regain some mana points, recruit some creatures from the closest town and to exchange resources (like a marketplace).

Basic Settler:
The Hero is able to settle once per every two weeks. When he settles, he is able to regain 10 mana points, recruit 20% of the creatures in the closest town and to exchange resuorces.

Advanced Settler:
The Hero is able to settle once per 10 days. When he settles, he is able to regain 20 mana points, recruit 35% of the creatures in the closest town and to exchange resuorces.

Expert Settler:
The Hero is able to settle once per a week. When he settles, he is able to regain 30 mana points, recruit 50% of the creatures in the closest town and to exchange resuorces.

Ultimate Settler:
The Hero is able to settle once per four days. When he settles, he is able to regain 40 mana points, recruit 65% of the creatures in the closest town and to exchange resuorces.

Soothsayer (Nomad's Magical Hero):
Primary skill: Spell Power
Secondary skill: Attack

Magical Racial skill: Furtune Teller
Unique Soothsayer's skill. Enables the Soothsayer to know when bonuses/penalties of good/bad luck or morale are going to trigger.

Basic Furtune Teller:
The Soothsayer can see when is the next time that each of his troops will have good luck or morale.

Advanced Furtune Teller:
The Soothsayer can see when is the next time that each of his troops will have good/bad luck or morale.

Expert Furtune Teller:
The Soothsayer can see when is the next time that each of his troops and the enemy's troops will have good/bad luck or moral.

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

Countess (Nagas' Mighty Hero):
Primary skill: Attack
Secondary skill: Spell Power

Mighty Racial skill: Bribe
The Countess can bribe neutral creatures on the adventure map, that would like to advoid the battle. The creature will join the Conutess, for a certain amount of gold.

Basic Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.4

Advnaced Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.5

Expert Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.6

Ultimate Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.8

Matriarch (Nagas' Magical Hero):
Primary skill: Spell Power
Secondary skill: Knowledge

Magical Racial skill: Whirlpool Summoner
The Matriarch can summon a whirl pool to the battlefield. It stays in the battlefield for two turns. The Whirlpool causes damage to the creatures on it, reduce their speed and pools mana and shots into it.

Basic Whirlpool Summoner:
A small whirlpool (1X1) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -2 speed (creatures in the tiles around it has -1 speed), they suffer 5X[Hero's SP] damage, casters lose 2 mana and shooters lose 3 shots.

Advanced Whirlpool Summoner:
A medium whirlpool (2X2) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -2 speed (creatures in the tiles around it has -1 speed), they suffer 10X[Hero's SP] damage, casters lose 3 mana and shooters lose 4 shots.

Expert Whirlpool Summoner:
A large whirlpool (3X3) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -2 speed (creatures in the tiles around it has also -2 speed), they suffer 12X[Hero's SP] damage, casters lose 4 mana and shooters lose 4 shots.

Ultimate Whirlpool Summoner:
A large whirlpool (3X3) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -3 speed (creatures in the tiles around it has also 3- speed), they suffer 15X[Hero's SP] damage, casters lose 4 mana and shooters lose 4 shots.

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Incognation
Incognation

Tavern Dweller
posted September 19, 2007 05:23 PM

Heroes

I don't know how often this subject has ben touched upon, but i'd love to see two hero classes per town, like in heroes 3. When players had that option you could really shake up your game, picking a might (alchemist) hero while playing tower or a caster for stronghold, it gave aech army and a game a unique feel and made each game something new.
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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 19, 2007 05:40 PM

Quote:
I don't know how often this subject has ben touched upon, but i'd love to see two hero classes per town, like in heroes 3. When players had that option you could really shake up your game, picking a might (alchemist) hero while playing tower or a caster for stronghold, it gave aech army and a game a unique feel and made each game something new.

I agree with you. It's nice to see another side of every faction, and much more enjoyable. I hope that might and magic heroes will return on HOMM6. What I would love to see as well is a different racial skill for each one of them. A mighty racial skill and a magical racial skill.

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lfernandes
lfernandes


Hired Hero
posted September 20, 2007 03:22 PM

1) I do like the idea of a Fortress town, being it a highly defensive town, just as the dwarves in H5 or the Swampy faction in H3... But placing DWARVES as DEFENSIVE just... do not seem right! I mean... How come that a north-mythology based faction would be defensive? They worship the war, for Odin-sake! That's an afront to Heimdall, Thor, Loki and also to the spirit of the Jarls, Berserkers and Hurskalrs! In my opinion, if they wanted a dwarven faction, it should be attack based, not defensive... and if they wanted a defensive faction, it should not be dwarven... . I would take them out or modify them for a possible H6...

2) I do think your units and factions ideas are fine, GenieLord... with one exception... I think the Beholder is always a bit... under-estimated... not only from you... H3 did it as well and so did H4... Come'on... I played Dungeons & Dragons and the first, unique, only and last time my group and I fought a Beholder was really, I mean... REALLY a dramatic situation... I don't know how much you know about beholders, but just some facts... It has 11 eyes, beying ten + the central one, It floats over a type of gas and everything dies when it passes... Also each one of its eyes has a different spell it can cast as it wishes! I think this unit should be level 6 or 7... not ... 3?!?! Despite that, I think the others are Ok... There are, obviously some enhances that could be done... but they are OK...

3) But... units, units, factions, factions... What about Strategy? I think H6 should add more tactical / strategical / administration elements, rather than new factions or units...

By tactical / strategy / admin elements I mean battlefield changes, for example:

a) H4 'First Strike' thing;

b) Split Stacks during battles (why not!?);

c) More and more and even more curse / bless / terrain modification spells... H4 was nice and I think H6 should enhance from that... These types of spells only enhance strategy... and give more and more possibilities for battle...

d) Shooters shouldn't be able to shoot freely... H4, again, was Ok with that, and you could hurt your own units by shooting through... But also I do think it shouldn't be so easy (maybe except for flyers) to get near them... Also, I don't think that there's any point in having a stack of 1 unit blocking 1k of Archers, for example... This is senseless and I think it should be worked around...

e) Flying units are too them limited in my opinion... Why can't you attack from the air? Why every unit can retaliate against them? Why do dragons, for example, have to be near to attack, once they have breath attack? I think this could be improved...

f) Computer should be smarter... Even when playing a multiplayer game the creeps will be controlled by them and I think the AI of the game should be improved...

g) Seaborn creatures should be added... I just think that, Heroes never did good use of the great quantity of sea legends around the world... Also Sea battle should be improved... maybe with Cannons on the ships or other types of weapons... diferent weapons for each faction... Also in the ship-to-ship battlefield there should be water tiles... Come'on! It was ridiculous to fight a Siren or a Sea Monster in another ship like H4!!! AND it is also really bad (maybe even worst) not to have seaborn creatures in H5! In my opinion, a whole new battle system should be developed to be used in sea battles... Also, I think that every faction should be granted a small set of Sea units that could be built only when town is close to the sea...

h) I think that heroes on the battle field is a nice, fair idea... buuutt... it wasn't that good in H4... In my opinion this concept should be explored and improved, no discarded...

i) More and diferent siege weapons and even artillery weapons...

j) Gun-Powder units (Whats the problem? What would a musqueteer do against an Angel???)

k) More and more and more adventure spells... The Summon Creatures (from town) is great... in H4 there was a 'Mire' spell... But they are so few! In my opinion there should be a lot more...

l) Skills should play a more decisive role in Heroes... In my opinion... I don't know how it could work, but... for example, if you have Logistics, you should REALLY walk more... Enlightment should aid you in learning MUCH MORE than it actually does and etc... Also only 1 main and 3 especiallization per skill is too few... H4 had 1 main skill, 3 secondary and each of those 4 could be increased to Basic / Advanced / Expert / Master / GrandMaster!!!!! Of course the learning courve should be different…

m) 'Fog of war' should be brought back!

n) Having Heroes back on the battlefield would mean that, just like H4, they would be able to walk alone... and so would creatures...

o) Some non-Military units should be added... Such as Trade Carts, Trade Ships, Scouts, Oracles, Diplomats, etc...

p) H4 Nobility and Mining should be brought back... Also you should be able to interact more with the town... It's too bad you only build and hire on it...

q) There is a very old game called Deadlock - Planetary Conquest and its sequel (which seams much more like an expansion), Deadlock II - Shrine Wars... This game has some great concepts that could be used from it. One of them is a diplomacy system. I’m not suggesting that it would be copied, bur based on it… Besides, there is an interaction at some level with the towns…

r) I think more resources should be added… In H3WoG, there was Mithril that could be used to upgrade mines and external dwellings… I think this concept should be explored… Also food for example… Or maybe an specific resource for each town… I don’t know… only suggestions…


Well That’s all folks… for now …

____________
For the king, for the land
For the mountains!

For the green valleys
where dragons fly

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 20, 2007 04:03 PM
Edited by GenieLord at 16:05, 20 Sep 2007.

Quote:
1) I do like the idea of a Fortress town, being it a highly defensive town, just as the dwarves in H5 or the Swampy faction in H3... But placing DWARVES as DEFENSIVE just... do not seem right! I mean... How come that a north-mythology based faction would be defensive? They worship the war, for Odin-sake! That's an afront to Heimdall, Thor, Loki and also to the spirit of the Jarls, Berserkers and Hurskalrs! In my opinion, if they wanted a dwarven faction, it should be attack based, not defensive... and if they wanted a defensive faction, it should not be dwarven... . I would take them out or modify them for a possible H6...

On HOMM and on many other games Dwarves have always been defensive units, and it's hard for me to imagine them as offensive units. I guess this is a matter of taste only.

Quote:
2) I do think your units and factions ideas are fine, GenieLord... with one exception... I think the Beholder is always a bit... under-estimated... not only from you... H3 did it as well and so did H4... Come'on... I played Dungeons & Dragons and the first, unique, only and last time my group and I fought a Beholder was really, I mean... REALLY a dramatic situation... I don't know how much you know about beholders, but just some facts... It has 11 eyes, beying ten + the central one, It floats over a type of gas and everything dies when it passes... Also each one of its eyes has a different spell it can cast as it wishes! I think this unit should be level 6 or 7... not ... 3?!?! Despite that, I think the others are Ok... There are, obviously some enhances that could be done... but they are OK...

There are many versions on the Beholder. There is no "good version" or "bad version", it's just the differences of how people see things. I see the Beholder as a level 3 shooter, not as a level 6/7 caster.

Quote:
3) But... units, units, factions, factions... What about Strategy? I think H6 should add more tactical / strategical / administration elements, rather than new factions or units...

By tactical / strategy / admin elements I mean battlefield changes, for example:

a) H4 'First Strike' thing;
I've always hated that. Seriously, the iniative system is much better to decide which creature attack when. If you want a creature to attack first, let it have a high iniative.

Quote:
b) Split Stacks during battles (why not!?);

For one unit, okay. I even wrote that on masterpost as an once-per-battle-ability for a first level creature. But for all the creatures and without a limint? The battles will never end, you will be able to split your creatures over and over... It will be very annoying, don't you think?

Quote:
c) More and more and even more curse / bless / terrain modification spells... H4 was nice and I think H6 should enhance from that... These types of spells only enhance strategy... and give more and more possibilities for battle...

I would like to hear suggestions.

Quote:
d) Shooters shouldn't be able to shoot freely... H4, again, was Ok with that, and you could hurt your own units by shooting through... But also I do think it shouldn't be so easy (maybe except for flyers) to get near them... Also, I don't think that there's any point in having a stack of 1 unit blocking 1k of Archers, for example... This is senseless and I think it should be worked around...

Again, a matter of taste. I think that the shooters are pretty well balanced as they are. Remember, they get penalties for shots and melee attacks, and they can be blocked quite easily...

Quote:
e) Flying units are too them limited in my opinion... Why can't you attack from the air? Why every unit can retaliate against them? Why do dragons, for example, have to be near to attack, once they have breath attack? I think this could be improved...

If they will be able to attack from the air, the tanky units will be mostly unnecessary, and the game will be less interesting without them.

Quote:
f) Computer should be smarter... Even when playing a multiplayer game the creeps will be controlled by them and I think the AI of the game should be improved...

I agree.

Quote:
g) Seaborn creatures should be added... I just think that, Heroes never did good use of the great quantity of sea legends around the world... Also Sea battle should be improved... maybe with Cannons on the ships or other types of weapons... diferent weapons for each faction... Also in the ship-to-ship battlefield there should be water tiles... Come'on! It was ridiculous to fight a Siren or a Sea Monster in another ship like H4!!! AND it is also really bad (maybe even worst) not to have seaborn creatures in H5! In my opinion, a whole new battle system should be developed to be used in sea battles... Also, I think that every faction should be granted a small set of Sea units that could be built only when town is close to the sea...

Possible, but please leave modern weapons out of HOMM. This is a medival world.

Quote:
Quote:
i) More and diferent siege weapons and even artillery weapons...



j) Gun-Powder units (Whats the problem? What would a musqueteer do against an Angel???)

Read what I wrote a sentence above.

Quote:
k) More and more and more adventure spells... The Summon Creatures (from town) is great... in H4 there was a 'Mire' spell... But they are so few! In my opinion there should be a lot more...

Again, tell us your suggestions. I agree there should be more, but maybe we should be more focused? The only ones I feel missing are the "view...(towns, heroes, artifacts, etc.)" spells.

Quote:
l) Skills should play a more decisive role in Heroes... In my opinion... I don't know how it could work, but... for example, if you have Logistics, you should REALLY walk more... Enlightment should aid you in learning MUCH MORE than it actually does and etc... Also only 1 main and 3 especiallization per skill is too few... H4 had 1 main skill, 3 secondary and each of those 4 could be increased to Basic / Advanced / Expert / Master / GrandMaster!!!!! Of course the learning courve should be different…

They have a very decisive role on the game, as I see it.

Quote:
m) 'Fog of war' should be brought back!

I don't know which "Fog of War" are you talking about, but there is "Fog of War" hero ability. Maybe that's what you're looking for.

Quote:
n) Having Heroes back on the battlefield would mean that, just like H4, they would be able to walk alone... and so would creatures...

Again, a matter of opinion. Many liked this option, many hated it.

Quote:
o) Some non-Military units should be added... Such as Trade Carts, Trade Ships, Scouts, Oracles, Diplomats, etc...

Possible.


Quote:
q) There is a very old game called Deadlock - Planetary Conquest and its sequel (which seams much more like an expansion), Deadlock II - Shrine Wars... This game has some great concepts that could be used from it. One of them is a diplomacy system. I’m not suggesting that it would be copied, bur based on it… Besides, there is an interaction at some level with the towns…

Originality is very important for Ubisoft and Nival, and besides, think about copyrights.

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

I think you might find this thread very interesting, obviously you liked a lot of the HOMM4 features.

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lfernandes
lfernandes


Hired Hero
posted September 20, 2007 04:41 PM

As a matter of fact, my whole post was a bunch of ideas... The main point was that I expect more strategic enhancements rather then only new factions or units...

Just some comments on your quotes (Not gonna comment all):

Quote:

There are many versions on the Beholder. There is no "good version" or "bad version", it's just the differences of how people see things. I see the Beholder as a level 3 shooter, not as a level 6/7 caster.



-- You are right... it IS a matter of opinion...

Quote:
3) But... units, units, factions, factions... What about Strategy? I think H6 should add more tactical / strategical / administration elements, rather than new factions or units...

By tactical / strategy / admin elements I mean battlefield changes, for example:

Quote:
For one unit, okay. I even wrote that on masterpost as an once-per-battle-ability for a first level creature. But for all the creatures and without a limint? The battles will never end, you will be able to split your creatures over and over... It will be very annoying, don't you think?


--Depends... it would take a greater change to the entire battle system so it would work right...

Quote:
c) More and more and even more curse / bless / terrain modification spells... H4 was nice and I think H6 should enhance from that... These types of spells only enhance strategy... and give more and more possibilities for battle... I would like to hear suggestions.


-- H4 has a good bunch of it, as I mentioned... My suggestion wouldn't be so important... The whole point is that these kinds of magic spells really change tactis / strategy, rather then only destructive spells... Just some ideas: RAIN (Evoke rain on battlefield, which will improve effects of water spells; RAISE DEAD (this spell should be able to be used on ANY corpse, rather than only your own units); LAVA RIVER (Summons a river of lava from the ground, which will hurt anyone on its way and after summoned, will remain as an obstacle on battlefield), AGAIN, these are just some possibilities that came to mind now...

Quote:
e) Flying units are too them limited in my opinion... Why can't you attack from the air? Why every unit can retaliate against them? Why do dragons, for example, have to be near to attack, once they have breath attack? I think this could be improved...
If they will be able to attack from the air, the tanky units will be mostly unnecessary, and the game will be less interesting without them.



-- I don't think so... Again, I think that changes would have to be made to the entire Battle system...

Quote:
g) Seaborn creatures should be added... I just think that, Heroes never did good use of the great quantity of sea legends around the world... Also Sea battle should be improved... maybe with Cannons on the ships or other types of weapons... diferent weapons for each faction... Also in the ship-to-ship battlefield there should be water tiles... Come'on! It was ridiculous to fight a Siren or a Sea Monster in another ship like H4!!! AND it is also really bad (maybe even worst) not to have seaborn creatures in H5! In my opinion, a whole new battle system should be developed to be used in sea battles... Also, I think that every faction should be granted a small set of Sea units that could be built only when town is close to the sea... Possible, but please leave modern weapons out of HOMM. This is a medival world.



-- Ow... that's ok... medieval world? With greek Colossi and Gun-powder Gremlins??? And the cannon was very well used by the french during the 100 years war, and also the chinese used it as well... I don't see any problem, as long as its not too overpowered (I don't expect to see an Atomic Bom in HoMM) ... Only the Armaggedon spell already does the job quite nicely...

Quote:
k) More and more and more adventure spells... The Summon Creatures (from town) is great... in H4 there was a 'Mire' spell... But they are so few! In my opinion there should be a lot more...

Again, tell us your suggestions. I agree there should be more, but maybe we should be more focused? The only ones I feel missing are the "view...(towns, heroes, artifacts, etc.)" spells.



-- Again, these are only loose concepts... VISIONS (From H3 could be back), MIRE (from H4 should be back), FLIGHT, DISGUISE... And these are not new things...

Quote:
m) 'Fog of war' should be brought back!
I don't know which "Fog of War" are you talking about, but there is "Fog of War" hero ability. Maybe that's what you're looking for.



-- I'm talking about hiding the map if you don't have an unit / mine / creature / town on it, as it was in H4...

Quote:

Originality is very important for Ubisoft and Nival, and besides, think about copyrights.



--I just mentioned this other game because of the concepts... I don't think that it should be copied as-is, but this game has, for example, as I mentioned, a Diplomacy system... Why can't heroes have a one as well?

Quote:

I think you might find [url=http://heroescommunity.com/viewthread.php3?TID=18590]this[/url] thread very interesting, obviously you liked a lot of the HOMM4 features.


I do like the strategy / rpg on H4... But not the factions nor the baby-toy looks of most of the units... They all seemed ... Childish...

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 21, 2007 07:11 PM

Warlord (Trolls Mighty Hero):
Primary skill: Attack
Secondary skill: Defense

Mighty Racial Skill: Slavery
Unique Warlord's skill. Allows him to enslave a friendly creature, so its attack will be much higher, but its morale will be lower. Ogres and Cyclopses are already slaves, so they cannot be affected by that.

Basic Slavery:
The chosen enslaved creature has +33% attack and -3 morale.

Advanced Slavery:
The chosen enslaved creature has +50% attack and -2 morale.

Expert Slavery:
The chosen enslaved creature has +65% attack and -2 morale.

Ultimate Slavery:
The chosen enslaved creature has +70% attack and -1 morale.

Seer (Trolls Magical Hero):
Primary skill: Attack
Secondary skill: Spell Power

Magical Racial Skill: Energy of Wrath
Unique Seer's skill. Allows him to use the energy of the Troll's Wrath to increase his own magical powers. The creature gets bonuses for every melee attack or shot on his creatures, for every spell casted by the enemy.

Basic Energy of Wrath:
The Seer gets +0.5% Spell Power for every attack or shot on his creatures, and +1.5% Spell Power for every spell casted by the enemy.

Advanced Energy of Wrath:
The Seer gets +1% Spell Power for every attack or shot on his creatures, and +2% Spell Power for every spell casted by the enemy.

Expert Energy of Wrath:
The Seer gets 1.5% Spell Power for every attack or shot on his creatures, and +3% Spell Power for every spell casted by the enemy.

Ultimate Energy of Wrath:
The Seer gets +2% Spell Power for every attack or shot on his creatures, and +4% Spell Power for every spell casted by the enemy.

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I have no idea what kind of racial skill might Mindflayers have.
I'm adding the racial skills of the Nagas, Centaurs, Nomads and the Trolls to the master post.
Waiting to hear the feedback of Alcibiades.

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