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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes of Might and Magic 6
Thread: Heroes of Might and Magic 6 [ This thread is 9 pages long: 1 2 3 4 5 6 (7) 8 9 ]
einomida
einomida


Known Hero
posted July 21, 2009 10:50 AM

Quote:
And I don't get this idea about the sphinx - how can THIS EXACT statue can move? the gargoyle - yes, but a sphinx...?


Maybe because it`s a fantasy game and a sphinx doesn`t have to be a statue.

MattII - most of the names are too complex  and and don`t tell much about the creatures unless you are very familiar with mythological Egyptian beasts.

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Oz
Oz


Adventuring Hero
Preparing
posted July 21, 2009 12:29 PM

Well as far as an egyiptian faction goes, I made a H3 lineup based on Bastion.

Lvl 1.
Beetle-Scarab
Fairly weak creature with static damage.

Lvl 2.
Crocodile-Amut
Unupagraded a slow moving tank, while the Amut(lion body, crocodile head) has over medium speed, and a little less defense, and hp.

Lvl 3.
Nomad-Nomad Bandit
Fast riders providing movement bonus on sand terrain, Bandits have no retal.

Lvl 4.
Sun Keeper-Sun Priestess
Weak casters with ranged attack and cat heads, Keepers cast cure, while the upgrade casts bless. Ofcourse in H5 system there are multiple spells available. They also teleport, but it doesn't matter much cause they're still kinda slow and you'll use them for casting anyway, unless you're really desparate to block an archer and it's hard to manover between obstacles.

Lvl 5.
Elephant-War Elephant
Tank unit, upgrade attacks walls.

Lvl 6.
Tomb Servant-Tomb Guardian
Jackal headed black statues, with golden swords. Upg. has two swords and as such double attack. Good stats, kind of like Nagas.

Lvl 7.
Sphinx-Sphinx Riddler
A weaker top flyer, and the upgrade doesn't change this one much but adds the ability "Riddle" which kills creatures based on how far is the enemy's moral/luck from the max+1. Ofcourse there is only like 20% chance for this to trigger.

I know there are many walkers in my lineup(5), and there are two flyers one of which is also the stand alone caster/ranger of the group, but I think this is still good.
Maybe Scarabs could they be rangers too, but they'd either burrow attack and come back(with obviously not that much speed), or throw snow which is the better method soo...
Or Nomads could also have bows with very limited ammunition, and short range, no melee penalty.

ALso the sphinx was a mythologycal creature not a statue to begin with, but just like there are statues of manticores and dragons, there was a sphinx statue too. It's just happened to be gigantic, while the myth wasn't that famous.

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Wight
Wight


Adventuring Hero
posted July 21, 2009 01:39 PM
Edited by Wight at 15:36, 21 Jul 2009.

Quote:
Quote:
And I don't get this idea about the sphinx - how can THIS EXACT statue can move? the gargoyle - yes, but a sphinx...?


Maybe because it`s a fantasy game and a sphinx doesn`t have to be a statue.

I know it's a fantasy game BUT if the sphinx isn't a statue it just won't be a sphinx! I mean sphinx is the name of a concrete statue. If this so called sphinx isn't a statue then it must have another name. Of course it IS a fantasy so you can call the archangel a sphinx if you want to but it just won't be a true Egypt - if you change some names and facts it may remain almost the same but THE sphinx is more that an ordinary statue.
This is my opinion of course but I think if someone want to create an egyptian faction it will be more realistic if it's like the real Egypt ALTHOUGH it's a fantasy game

btw - I just got this idea:

There are 8 factions as you probably know(including the dwarfs and the orcs) but there is plenty of candidates for new factions. There cannot be so much factions so these candidates may be sub-factions
The sub-factions(s-fac) won't have a campaign and will have only four creatures each with only one upg.:

Zealous s-fac(heaven s-fac):

terrain: grass
known as: fancy fanatics
associative color: white
sub-hero: Devotee
creatures:

tier 2: Deacon > Archdeacon(immune to low morale)

tier 3: Monarch(shoot, bless spell on) > Anchorite(shoot, cast bless once per combat)

tier 4: Abbot(zealotry) > Archimandrite(zealotry, enraged)

tier 5: Diocesan(shoot, caster(spellbook=bless, endurance, haste) > Àrchbishop(shoot, no ranged penalty, no melee penalty, enraged)

Forest s-fac(sylvan s-fac):

terrain: grass
known as: the wilds
associative color: dark green
sub-hero: Forester
creatures:

tier 2: Wolf > War wolf(enraged)

tier 3: Wolf rider(summon wolfs(summoned creatures=40%*wolf riders)) > Wolf master(summon war wolfs(summoned creatures=40%*wolf masters))

tier 4: Deer(enraged, jousting) > Armored deer(25% magic proof, jousting)

tier 5: Forest guardian(enraged, shooter, caster=endurance and cleansing, heal wolfs and riders) > Forest warlord(enraged, shooter, no ranged penalty, no melee penalty, unlimited retaliation, no enemy retaliation)

That's all for now!
So what do u think

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Oz
Oz


Adventuring Hero
Preparing
posted July 21, 2009 02:37 PM

Again, Sphinxes are not buildings, or mythical creatures made of stone. They have lion body, and human heads(egyyptian version), some of them include wings, and various changes.
The Great Sphinx of Giza is just a statue of this mythological monster.
http://en.wikipedia.org/wiki/Sphinx

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Wight
Wight


Adventuring Hero
posted July 21, 2009 03:10 PM

"Agreed", as my friend, Zehir, always say I guess I just haven't understood you very well... Anyway, I think your idea is very good if you make little corrections in the creature's names

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Oz
Oz


Adventuring Hero
Preparing
posted July 21, 2009 03:19 PM

Thanks, and I'm glad you understood.
What corrections would you suggest exactly?

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MattII
MattII


Legendary Hero
posted July 21, 2009 04:32 PM

Quote:
MattII - most of the names are too complex  and and don`t tell much about the creatures unless you are very familiar with mythological Egyptian beasts.
They're Egyptian, they're genuine mythological, the names stand. So what if they're badly known, they'll draw peoples attention to them, which will mean that people will go and look up what they mean.

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Oz
Oz


Adventuring Hero
Preparing
posted July 21, 2009 04:53 PM

Yeah but it could easily be annoying and disturb many people cause they don't like the new things, and hate to get used to strange names.
It took me a good amount of time before I got used to Rakashe Raja and stopped calling them Nagas, or those blue four armed lions.
I support simple names, and by this I mean everything that I heard atleast once without reading any history/wiki/fantasy.

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MattII
MattII


Legendary Hero
posted July 21, 2009 04:59 PM
Edited by MattII at 17:29, 21 Jul 2009.

Quote:
Yeah but it could easily be annoying and disturb many people cause they don't like the new things, and hate to get used to strange names.
That's where you and I differ then, because the moment I read the name of a creature I don't know I'll go away and look it up to see what it was. I will accept though, that a couple of the names could use some work, Nehebkau particularly, but I'll leave it up to you to suggest new ones.

Wight, that forest-faction lacks something. here's mine:
1) Fae - Faerie / Brownie
2) Faun - Piper / Satyr
3) Boar - Boar Rider / Warboar
4) Centaur - Centaur Ranger - Centaur Warrior
5) Dryad - Druid / Healer
6) Dainn - Qilin /Peryton
7) Dendroid - Elder Dendroid - Evergreen Dendroid

Now I'll admit there's still work to do around tiers 3-5, but this at least is the basic setup.

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einomida
einomida


Known Hero
posted July 21, 2009 07:16 PM

Now, I have nothing against mythological names (because I`m a history freak), but I`m saying that putting too manyunknown mythological names into one faction isn`t very practical because people get confused and not all want to go to wikipedia to see what this creature actually is.
Simple names like Paladin, Shaman are self-explanatory and some names like Nightmare and Dryad have already been established by older games. I`m not saying you can`t put these names in (like the new Rakshashas in HoMM V - is there such a beast in real life mythology?), but there shouldn`t be too many of them.

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MattII
MattII


Legendary Hero
posted July 21, 2009 08:01 PM

Well I'm sorry, but there are no other names for those creatures that I'm aware of. You want different names, you think them up.

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Wight
Wight


Adventuring Hero
posted July 22, 2009 02:41 AM
Edited by Wight at 02:59, 22 Jul 2009.

Will someone tell me WHO created the Rakshasa Rani/Raja/Kshatra, cuz you started to mention it too often and I became very curious

@Matt It may lack something but it must have only four creatures - it's a sub-faction... but I have another idea:

tier 2: Wolf > War Wolf

tier 3: Nymph > Dryad

tier 4: Deer > Armored deer

tier 5: Forest master > Forest overlord

It's just because there cannot be so much factions in heroes. I can count 12 - 13 factions and more from the ideas, I have read...

Guys - Look what I found
http://en.wikipedia.org/wiki/Rakshasa

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MattII
MattII


Legendary Hero
posted July 22, 2009 03:00 AM
Edited by MattII at 03:23, 22 Jul 2009.

Rakshasa are demons or unrighteous spirits in Hindu and Buddhist mythology, the Rani/Raja/Kshatra part is just added in because they need upgrades.
Quote:
Guys - Look what I found
http://en.wikipedia.org/wiki/Rakshasa

Quote:
@Matt It may lack something but it must have only four creatures - it's a sub-faction... but I have another idea:
Um,yes right . I'm not sure about the Forest Master though, so I'll suggest:
2) Wolf - Dire Wolf (I know they're extinct, but this a fantasy game)
3) Fawn - Satyr
4) Boar - Warboar (boars with wood/leather armour armour)
5) Stag - Dainn (one of the stags of Yggdrasil)

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Xerdux
Xerdux


Bad-mannered
Famous Hero
posted July 26, 2009 08:31 AM
Edited by xerdux at 20:48, 26 Jul 2009.

Here is my basic idea for H6 Fortress.

Fortress
Home to the Dwarves of Grimheim

Once, the Dwarves ruled almost the entire northern hemisphere. But that changed as war came. The wars of Ashan seemed to never end, and the Dwarves retreated under the mountains.
But now the Dwarves have reawakaened under the flame of Arkath and have returned to the surface world to reclaim their old mountain fortresses. However, much of the former Dwarven kingdom is now held by Orcs of the north. Orcs that have allied with the demons. As the Dwarves have returned to the surface, many of them have begun to worship the elemental dragon of air, Sylath, again. The same deity that the Orcs have sacred.

The Dwarven army is very defensive and resilient. The normal upgrades are mainly offensive and follow Arkath while the alternnate upgrades are more defensive and follow Sylath.


1. Hillguard-Spearguard/Shieldguard
2. Dire Wolf-Fenris Wolf/Mountain Wolf
3. Ram Rider-Crusher/Pummeler (walker)
4. Rune-Priest-Flame Patriarch/Storm Keeper (caster)
5. Berserker-Einherjar/Thane (teleporter)
6. Roc-Firebird/Stormbird (flyer)
7. Fire Wyrm-Magma Wyrm/Crystal Wyrm (walker)

Lv1 Support. Hillguard
Hillguards are durable but slow Dwarf infantry. They say that the Hillguard becomes more resistant to damage as they walk long distances.
Shield March: Creature takes 10% less damage for each tile walked.

Lv1 Upgrade. Spearguard
Spearguards are the offensive variatons of the Dwarf infantry. Spearguards can create a wall with their long spears, reflecting any damage.
Shield March: This creature takes 10% less damage for each tile walked.
Spearwall: For each tile this creature walks, 3% of damage taken will instead be returned to the attacker.

Lv1 Alternate Upgrade. Shieldguard
The Shieldguard are masters of military defensive tactics. They have mastered a powerful formation to increase the survivability of all their nearby allies. Their Shields are also imbued with runes, creating a small barrier of magic resistance.
Shield March: This creature takes 10% less damage for each tile walked.
Defensive Formation: For every 15 creature, the defense of all nearby allied creatures is increased by 1.
Resistance Aura: Nearby allies take 10% decreased magical damage and have a 10% chance to completly resist a spell.


Lv2 Walker. Dire Wolf
The Dire Wolfs are native to the northern hemisphere of Ashan. Agile and quick, a Dire Wolf will never be counterattacked and they are know for their bloodthirst.
No Enemy Retailation: This creature is never counterattacked after a strike.
Bloodthirst: Each time this creature attacks, it will gain 2 Attack. Stacks up to 10 times. After 10 times, it will go down instead.
So first it builds up from 1-10 and after 10, it will slowly go down to 1 again.

Lv2 Upgrade. Fenris Wolf
The Fenris wolfs are the pack leaders of these arctic predators. With a howl to the skies, a Fenris wolf can call the entire pack.
No Enemy Retailation: This creature is never counterattacked after a strike.
Howl: Howls, summoning Dire Wolfs equal to 20% of the total stack. Can be used twice.
Bloodthirst: Each time this creature attacks, it will gain 2 Attack. Stacks up to 10 times. After 10 times, it will go down instead.
So first it builds up from 1-10 and after 10, it will slowly go down to 1 again.

Lv2 Alternate Upgrade. Mountain Wolf
Mountain Wolfs are tougher then Dire Wolfs in many ways. Living on the highest rocks, the Mountain Wolfs can quickly leap through the battlefield under the wings of Sylath.
No Enemy Retailation: This creature is never counterattacked after a strike.
Leap: This creature can leap on any enemy target, at great distance, getting a 10% attack bonus for every tile it goes over. After the leap, the wolf lands on the tile next to the target, and is exposed to double damage bonus retaliation. The leap can't be longer than twice the Grunt's normal movement range, and it can't be shorter than two tiles.
Bloodthirst: Each time this creature attacks, it will gain 2 Attack. Stacks up to 10 times. After 10 times, it will go down instead.
So first it builds up from 1-10 and after 10, it will slowly go down to 1 again.


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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 26, 2009 08:39 AM

Quote:
Orcs that have allied with the demons


Of all possible threats you had to come up with the least likely? Orcs aren't likely to ally with anyone (it takes a smart leader like Kujin), much less demons. And why would they bother with the mountains? It's much more likely they stuck to their conquests in the Griffin Empire and the Silver Cities.

Besides, I don't think they'll make any drastic changes to the existing factions apart from general gameplay changes (like a second hero class and the like).
____________
In ur base killing ur doods... and raising them as undeads.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted July 26, 2009 07:45 PM
Edited by Disturbed-Gnu at 05:45, 29 Jul 2009.

I don't whant to create more at the moment. Only tiers to see if it's good

Viper - Acidic Viper / Steelskin Viper
Att: 4 - 4 / 2
Def: 1 - 1 / 3
HP: 6 - 12 / 14
DP: 1-2 - 1-2 / 1-1
Spe: 6 - 6 / 6
Ini: 9 - 9 / 9
Man: N/A
Mpt: N/A
Sho: N/A
Cos: 25 -/ 38
Gro: 16
Abi: Poisonous Attack (Multiplier 1) - Poisonous Attack (Multiplier 1), Acid Blood / Poisonous Attack (Multiplier 1)
New Abi: none - none / Steelskin*
Desc: *Steelskin: This creature resists 10% of all enemy attacks and spells in damage..

Troll - Cave Troll / Rock Thrower
Att: 2 - 4 / 5
Def: 2 - 4 / 2
HP: 8 - 10 / 12
DP: 2-4 3-4 / 3-6
Spe: 4 - 4 / 4
Ini: 10 - 10 / 10
Man: N/A
Mpt: N/A
Sho: 6 - 6 / 3
Cos: 45 -/ 65
Gro: 15
Abi: Shooter - Shooter / Shooter
New Abi: Stunning Shot* - Stunning Shot* / Rock Throw*
Desc: *Stunning Shot: The target hit by this creature is send back the ATB bar by 0,2 per creature in this stack.. *Rock Throw: This attack has an area of 3x3 when you use ranged attack..

Rhino - Charging Rhino / Marked Guardian
Att: 4 - 6 / 4
Def: 6 - 6 / 7
HP: 20 - 22 / 25
DP: 3-4 - 5-8 / 4-6
Spe: 5 - 6 / 5
Ini: 8 - 8 / 8
Man: N/A
Mpt: N/A
Sho: N/A
Cos: 110 -/ 160
Gro: 9
Abi: 2x2 - 2x2, Jousting, Paw Strike / 2x2, Unlimited Retaliation
New Abi: none - none / Marked Guard*
Desc: *Marked Guard: Every time this creature is attacked and loses more than 20% of the stack size, the retaliation is triple times its normal damage..

Dragon Whelp - Infected Dragon / Wind Drake
Att: 7 - 6 / 8
Def: 7 - 6 / 9
HP: 35 - 38 / 46
DP: 5-8 - 6-10 / 6-14
Spe: 7 - 7 / 7
Ini: 12 - 16 / 12
Man: N/A
Mpt: N/A
Sho: 1 - 0 / 2
Cos: 275 -/ 380
Gro: 5
Abi: 2x2, flying, Shooter - 2x2, flying / 2x2, flying, Shooter
New Abi: none - Infection Wounds* / Everburning Fire*
Desc: *Infection Wounds: Creatures hit by this creature suffers the Weakening spell and the Suffering Spell permanently, but it cannot be stacked. The hero can stack the two spells ofcourse. *Everburning Fire: Target creature hit by a shot from this creature is damaged 10 dp per creature in stack for the rest of the battle each time the target gets its turn..

Illusion - Illusion Warrior / Shapeshifter
Att: 13 - 18 / 16
Def: 16 - 19 / 16
HP: 52 - 56 / 50
DP: 13-16 - 16-20 / 15-15
Spe: 5 - 6 / 8
Ini: 11 - 11 / 13
Man: 18 - 20 / 27
Mpt: Phantom Forces - Phantom Forces, Fist of Wrath / Raise Dead, Phantom Forces
Sho: N/A
Cos: 600 -/ 850
Gro: 3
Abi: Incorporeal - Incorporeal, Double Attack / Magic Proof 75%
New Abi: none - none / Shapeshifting*
Desc: *Shapeshifting: This creature is undead and demonic if there is any positive effect on the two types, and is not undead and demonic if there is any negative effect. Which means that the creature cannot be chained by the chainshot or hurt by Curse of neitherworld and Holy Word. And it means that this creature can only get possitive luck and morale, and this creature keeps its stack size after battle with raise dead spell..

Lion Rider - Lion Berserker / Lion Paladin
Att: 26 - 28 / 30
Def: 21 - 22 / 20
HP: 100 - 120 / 100
DP: 12-30 - 22-38 / 25-40
Spe: 6 - 7 / 8
Ini: 12 - 12 / 9
Man: N/A
Mpt: N/A
Sho: N/A
Cos: 1500 -/ 1750
Gro: 2
Abi: Scavenger - Scavenger / Strike and Return, Wheeling Attack
New Abi: none - Hunger* / none
Desc: *Hunger: This creature's Attack increase temporarily by +5, and max dp increase remporarily by +7, if the target is a Small Creature..

Sphinx - Sphinx Sovereign / Siege Sphinx
Att: 26 - 32 / 32
Def: 24 - 29 / 30
HP: 200 - 230 / 230
DP: 40-60 - 50-65 / 45-65
Spe: 9 - 9 / 9
Ini: 10 - 11 / 11
Man: N/A
Mpt: N/A
Sho: N/A
Cos: 2900 + 1 Mercury -/ 3600 + 2 Mercury
Gro: 1
Abi: 2x2, Flying - 2x2, Flying / 2x2, Flying, Whirlwind
New Abi: Mystic Force* - Mystic Force* / None
Desc: *Mystic Force: Every time this creature attacks a random enemy creature suffers 20% damage while the target still suffers 100%. The target and the random can be the same.

---

Town is called: Sand Caves
Colours: Yellow, Orange, Purple and Dark Blue
Hero Might: Sphinx Servant
Hero Magic: Sandmage

Towns look: No buildings build the town is a desert with a cave. The more buildings showing up, the more it looks lika a Palace with underground buildings in the cave. An arabian town theme.

Hero Might Look: A muscle man/woman with white clothes like a nomad, carrying a saber and some knifes. They have cloves with sphinx claws on, and a set of wings. So basicly they try to look like a sphinx. They rides on a camel, and the player color is the camels erh steering things?

Hero Magic Look: A human riding on a camel again, where the player color is the same. They wear white clothes again, and they carry a wood staff, and some bags with magic powder. They have a spellbook on the side of theire body.

Creature Buildings:
-Tier 1 = Snake Pit -/ Snake Halls
-Tier 2 = Sand Cave -/ Stone Cave
-Tier 3 = Cages -/ Steel Cages
-Tier 4 = Dragon Nest -/ Dragon Cliff
-Tier 5 = Oasis -/ Mystic Oasis
-Tier 6 = Arena -/ Hunting Arena
-Tier 7 = Silver Tower -/ Golden Tower

Special Buildings:
-Tier 2 Boost = Desert Caves (Boost growth by 3)
-Tier 5 Boost = Statue of Spirits (Boost growth by 1
-Town Defence = Quicksand (A moat of qucksand arround the whole town which decreases attacking heroes units speed by -1 and gives defending hero +1 def.
-Market stuff = Spell Shop (Hero can buy spells between tier 1-3 for a price equal to the adventure shops prices +20%)

-Racial Building = Pyramid:
(Hero can by a new ability for each tier if he has the skill:
-Tier 1 = Choose between "Giant Slayer or Swift Attack" for 3 gold xtra per creature you buy.
-Tier 2 = Choose between "'+2 shots' or Crippling Wound" for 5 gold xtra.
-Tier 3 = Choose between "No Enemy Retaliation or Fierce Retaliation" for 10 gold xtra.
-Tier 4 = Choose between "Cowardice or -2 Initiative" for 40 gold less per creature.
-Tier 5 = "Mana Drain or Confusion spell on advanced" for 20 gold xtra.
-Tier 6 = "Rider Charge or Berserker Rage" for 50 gold xtra.
-Tier 7 = "Rebirth or Incinerate" for 500 gold xtra and 1 mercury xtra.)

Grail Building = Sphinx Statue (Boost creature growth 50%, Gives an xtra gold income on 5000 gold per day. Boost defending hero with +5 spellpower and attack.

Skills:
Racial Skill:
Basic Trainer = Allows hero to buy skills for tier 1 and 2
Advanced Trainer = Allows hero to buy skills for tier 1, 2, 3 and 4
Expert Trainer = Allows hero to buy skills for tier 1, 2, 3, 4, 5 and 6
Ultimate Trainer = Allows hero to buy skills for each tier. And reduces the xtra cost of gold by -50% on tier 3, 5, 6 and 7

Sub Racial Skills:
Economy Improve = Reduces the cost of training a new ability on tier 1 by 1 gold, tier 2 by 1 gold, and tier 3 by 2 gold per creature.

Hunting Echoes = Gives the hero a special combat ability to boost his armys morale, initiative and luck by 10% for 3 rounds.

Mark of the Sphinx = Hero gets a special combat ability to mark an enemy or friendly creature. Whenever that creature uses a spell, the hero recieves an amount of mana equal to the spell the creature did cast.

Ultimate ability:
Sphinx's Blessing = Whenever a hero enters a combat, the creatures in the army gets the spells Bless, Endurance and Righteous Might cast on them for 5 rounds

Hero Abilities:
Snake Whispere = Specializes in Vipers, Acidic Vipers and Steelskin Vipers in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.

Cave Explorer = Specializes in Trolls, Cave Trolls and Rock Throwers in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.

Dragon Keeper = Specializes in Dragon Whelps, Infected Dragons and Wind Drakes in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.

Illusionist = Specializes in Illusion, Illusion Warrior and Shapeshifter in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.

Healer = The First Aid Tent will heal 5 more hit points per hero level. And can be used 5 times isntead of 3.

Phantom Master = Specializes in Phantom Forces so that the spell not only makes a copy of target creature, but makes it harder to kill. Instead of just 1 hit, the nemy has to hit it 2 times before it dies.

Lightning Catcher = Specializes in Lightning bolt so that the spell hits the target with 80% of the normal damage, and all creatures adjacent to the target recieves electric damage equal to 20% of normal lightning bolts damage to each adjacent creature.

Chosen by Darkness = Whenever you cast a dark spell on a creature, that creature suffers from basic slow spell.

Illuminator = Whenever you cast a light spell on a creature, that creature gets basic haste spell cast on it.

----
That was just a new town. Cuz i whant all the towns from h5 in h6 as well. Including this town, Conflux town and Kainc's Oblivion could be a great choice. And the European Vikings.
----

The Upgrade system should be like the elder games like H2 and H3.
The idea about alternative upgrades is good, but there will always be a creature you never use. (The best example is the Master Hunter!).
If you have on choice only it's easier, and you don't waste a creature.
Tier 7 in all towns should have a sedond upgrade like the H2 Dragon.
There shall ofcourse only be up to Tier 7, but Tier 8 to 10 should exist on the adventure map and in a dwelling. There has to be alot of neutrals to give the game more life.

The graphics should not be cartoonish, but look like it was real.
So necropolis should be creepy and scarry, while the Haven town should create a feeling of life and happiness.

The MapEditor should be more like H4. cuz that was gnious and unique.

The skill system should be just like H5's and maybe add some more since there is more factions.

----

But unfortunatly i think the Might and Magic universe is dead.
I don't bellieve that Ubi will create another Might and Magic game.

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MattII
MattII


Legendary Hero
posted July 27, 2009 01:15 AM

Sorry, but, no. That is a random conglomerate of creatures, not a line-up.

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Wight
Wight


Adventuring Hero
posted July 30, 2009 03:28 PM

Agreed
____________

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Wight
Wight


Adventuring Hero
posted August 02, 2009 07:24 AM

Sorry, but this is EXTREMELY unoriginal combination between H3 fortress and H3 dungeon
____________

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MattII
MattII


Legendary Hero
posted August 02, 2009 08:05 AM

Agreed, it's unoriginal, and not particularly well thought out, both in terms of the actual lineup (putting Medusa ahead of Manticore?) and in the upgrades. The abilities also need some serious work, as many are either badly-placed, overcomplicated, or both.

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