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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New idea: Captives.
Thread: New idea: Captives. This thread is 3 pages long: 1 2 3 · «PREV
Gerdash
Gerdash


Responsible
Famous Hero
from the Animated Peace
posted November 21, 2003 10:10 AM
Edited by alcibiades at 16:27, 13 Jun 2009.

djive:
Quote:
Normally, the expected consequence of killing an enemy leader or hero would be a morale boost, not the other way around.
what i tryed to emphasize was the word 'surrendered' when i was talking about enemy nobles. last paragraph in
http://www.geocities.com/beckster05/Agincourt/AgBattle.html:
'In response, to the ensuing panic, Henry ordered the killing of the prisoners. The English men-at-arms refused, probably not so much on moral grounds (killing an equal after their surrender was dishonorable) as financial. They stood to lose the ransom from the prisoners. As a result, 200 archers were given the job as they were tough, professional soldiers outside the bounds of chivalry.'

in a game like homm the nobles would surely refuse to kill surrendered nobles on moral grounds and would consider the financial issues less than secondary. i can foresee some people protesting now, so i will explain in advance that imho homm is not a brutal killing game but an idealistic and honorable game-world.

Quote:
Enemy heroes are often seens as ruffians, villains or fools by the other side. The normal case if a holy priest kills an enemy vampire leader would be rejoicing and thankfullness.
true, when we consider a priest--vampire relationship, the surrendered vampire would most probably be burned and the ash spread in the wind (and ensured that no worm or maggot escapes) so that it cannot resurrect, no matter what the rules of chivalry. this has nothing to do with the rules of chivalry though, but it's about hereticism rather.

Quote:
3. On ransoms. if a holy man was held ransom I think it was often the church that paid.
...etc. this might very well have been true. but i expect that in the game the player will have to play all the ransoms anyway. unless we have some population happiness statistic.

Quote:
4. I don't think you need to build a prison to keep prisoners. There will be cells to hold prisoners anyway. However, if you want "high security" cells then it could be an add-on build.

so i guess we completely agree on prisons being part of castle. i also remember that a better expression for it could be 'castle dungeons' and i have heard that in some languages you could almost say that the words for 'castle' and 'prison' are closely related. also, the way the town screen is layed out atm, the one that is sieging the castle already controls the prison.

Quote:
5. Losing levels is tricky. Are you going to remove learnt secondary skills? Are going to keep track of other possible random bonuses the hero gained at the level-up?

why? you could make them loose random skills and bonuses. it's a torture after all.
the point about loyalty is interesting, though. in the homm3 armageddon's blade scenario some humans (the smith and some other dude) were tortured into loyalty to the devil, as far as i remember. this is more or less what i based the reasoning on. but it does look reasonable that there might be some danger of betrayal. maybe this could be a special ability of e.g. the inferno town. and maybe the undead could turn the enemy hero undead instantly (maybe with some exp loss).




Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.

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