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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Wishes for new Map Locations
Thread: Wishes for new Map Locations This thread is 2 pages long: 1 2 · «PREV
Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted December 09, 2001 07:22 PM

Well, I think that in those on-map piramides (where you fight to acquire level 5 spell scroll) should be put unique high level spells that don't belong to some sixt magic school. So this can be also basis for another town type in the expansion pack. And this spell school will be allied with all the other 5, and won't be allied with the might. Hm?


Now Djive, I've read your other ideas and here's what I can add to them :

First the caves. I like your idea, but I was thinking yet of another type of cave. Well maybe this one can be called Lair. So, the lair is standard map location (it can be placed above and under ground). They can be inhabited by: white tigers, , trolls, cyclops. The thing is that this lairs would be used as attacking points. You simply pass near such lair, and when you right-click it, you don't get information wether is explored or not. And the lair will be randomly inhabithed by some creature (weaker creature - higher number), or it may un-inhabited as well. This will change from week to week. On week it's inhabited with trolls, the other they're not at home and the next they are. But all this things should be random. So when you pass by lair with week forces, you may think that this time you maybe have luck, and won't be attacked. But since the lair has wide attacking radius, the creatures from inside, can and will attack you always when you finish your turn within the radius, no matter of your power.

As for the places I had similar idea. You can visit those place once. They will be inhabited by peasants. So you must to kill them in order to take their gold or treasure. Once you kill them you are able to visit that "place" once again the next week. But when you come there will be now zombies of the once living peasants. So you kill the zombies and take treasure again. The next week they'll be skeletons, and the next ghosts. After that you, since you defetaed the ghosts of the once peasants, and fred them, you cannot visit this place anymore.

So?

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted December 09, 2001 08:43 PM

Generally, I don't like the idea of fifth level spells being available to all schools or in a sixth school. It clashes with the ideas of spell specialization in the schools. It's probably best to keep these in towns only.

A map location which can be used as attacking point is a good new idea. I believe the creatures of the lair should attack only if they overpower the forces of the army they face. (That is they should work as if they were wandering creatures.)

I believe killing peasants should overall be avoided. It's not heroic to kill creatures as defenceless as peasants, but perhaps a stronger creature could be considered. Only Necromancers should ever consider killing peasants, and then only as a means to recuit more skeletons. For good aligned players/heroes the game should not promote killing for experience.

We should overall try to make encounters heroic so that Paladins are just as likely to choose an action as a Necromancer. A paladin should never consider to murder the locals to steal their gold. That's not the act of a paladin hero.

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted December 09, 2001 08:51 PM

that may be...

but you can use rogues instead of peasants...
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted December 09, 2001 09:30 PM
Edited By: Djive on 17 Aug 2002

Quote:
but you can use rogues instead of peasants...


I suggested as much ...

In these cases I tend to prefer another thing that has been proposed a few times. Instead of the paladin slughtering the troops, the paladin should offer them to pay a tribute in return for not fighting them. This should apply if the troops are good-aligned and may apply if they're evil-aligned.

But I'm drifting a bit off-topic here.

Edited: Revived topic. Perhaps someone else who want to give ideas to new adventure map locations?

Off-topic Mod-note: Svetac has received a bonus for his creative suggestions in this thread.
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Gerdash
Gerdash


Responsible
Famous Hero
from the Animated Peace
posted August 20, 2002 09:17 AM
Edited by alcibiades at 10:55, 10 Dec 2008.

when visiting dwellings like dwarven treasury, you might be able to choose between recruiting the dwarves, trading with them (buy crystal cheaper than in the market) or robbing them and getting their gold and crystal and maybe an artifact in some cases (after that the dwelling will stay empty, so that you can recruit no more).

not very creative idea, but if you want ancient buildings to be town-specific, maybe some of them could work like horde buildings for some specific cteature, i.e. they would increase it's growth. like something that increases growth of a specific 4-th level creature, so that you must build it in a town with that creature dwelling.

maybe a lair could also attack towns in the radius? i guess it shouldn't be placed near the starting town, then. hmm.. this looks somewhat like civ, though.



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.
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