Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Age of Heroes Coliseum > Thread: ICTC III- The Highlanders
Thread: ICTC III- The Highlanders
fullmetal
fullmetal

Tavern Dweller
posted March 08, 2008 02:07 PM
Edited by fullmetal at 15:32, 24 Mar 2008.

ICTC III- The Esoterics

Faction overview:

In the high mountains of southern Ashan live the Esoterics with mystical and unknown powers. Isolated in their haven by the Great Southern sea and protected by the colossal inaccessible Sainitorian mountains, the Esoteric's have led a secluded life for hundreds of centuries.  Known as the Esoteric's by the other races, they call themselves 'the Rastafars' or the chosen ones. Humans and this mystical race are believed to have a common origin. The research done by the wizards shed some light on their origin. Theories have revealed that during a long forgotten war, a large group of exiled humans decided to face the wrath of mother Ashan and nature's fury to rediscover their existence. The expedition succeeded and they managed to accomplish a remarkable feat of crossing the Sainitorian mountains to discover the lush meadows and abundant resources of the isolated gigantic island. Since then centuries of evolution and genetic drift has resulted in the creation of a new species. These tall, stout creatures have incredible physical strength  combined with stunning astuteness. They generally have long tufts of hair, a longish nose, small ears and dark complexion. They resemble humans in most aspects other than these differences but cannot breed with humans. Their wisdom is unparalleled and for centuries they have played the role of observer's watching the battling clans, each with it's own selfish purposes. But the time will come soon, when they will have to descend upon the battlefield themselves to restore peace once and for all.

Geography: The whole mainland(unknown to all the other races even to the demons of Sheogh) is guarded by mammoth size mountains running along the whole coastline. Some travellers have often mistaken these mountains as the domain of demons.
On the other side of these inhospitable mountains is a beautiful land with enchanting meadows, mystical creatures, trees whose leaves purple during autumn in which the bustling culture of the Rastafars prospers. The whole land is covered by thick haze during the spring months and visibility is often down to zero for weeks and weeks.

Race Name: The Esoterics or Rastafars

History:

Forgotten times: An unknown group of humans launch an expedition to escape the endless wars between the races. They travel south, cross the mighty southern sea and discover a huge mainland with abundant resources. Slowly but steadily, these initial civilizers got acquainted with the novel surroundings. Sometime during that period,  their first settlement named Florphill developed into a bustling town.

Thousands of years later(1 YSD): No account exists of the thousands of years elapsed. The next information exists in the texts written by the great Wizard explorers whose zeal for accumulating knowledge enabled them to cross the high mountains into the lands of the esoterics. They were  stunned by the exquisite surroundings of the landscape. However, none of the explorers made it back home and were slaughtered by the inhospitable Rastafars. Only texts they managed to teleport to other wizards survive. Initially, some scholars thought these accounts as 'exaggerated or imaginary' but after the irrefutable proof provided by the great adventurer and explorer Ziotara Decorta  in 1 YSD, these parchaments have been treated like precious artifacts providing a window to an unknown and fearsome species.

100-200 YSD: Cimraen, the great wizard gives detailed information of this period of Esoteric history. He describes elaborately about their beliefs, practices and amazing abilities in his teleported document.
Natural selection and genetic drift has created a new species who live in perfect harmony with nature. Their metallurgical skills are unparalleled and weapons deadly. They believe in the power of reasoning and are the keepers of the truth about the underlying mechanisms governing the universe. Their omniscience enables them to see their own futures as well as the ultimate fate of Ashan. They live under the burden of knowing exactly what will happen next. They even know when the time will come when they shall have to intervene. Hence they call themselves the 'Rastafars' or the chosen ones.


Further history:A mystical magical barrier now guarded the mainland making it impossible for any living being to enter. No further account of the mysterious race exist.

(Note on next section: Offering a wider choice to a player should not make one faction insanely powerful. My idea is that each build despite of being different will not be overpowering any other faction, such as sylvan built up by any other human opponent. My idea is based on the fact that, once a hero chooses one path, whether towards might, magic or war machines, there is no turning back. The skill mentor should be designed to prevent shuffling of the main skills to provide fine balance. Simultaneously, one hero can't have might and magic powers at the same time! Either he will be might hero or a magic hero. If the player attempts to make use of both types, he'll end with a jack-of-all-trades hero good at nothing like evry might and magic faction!)

Orientation: This faction has the unique feature of actually having the choice to either become a might or magic or war machines(engineering and science)  based faction. Instead of the units having an upgrade(like squire is the upgrade of footman) they will instead be classified whether they augment might, magic or war machine heroes. The player can choose between these three type of choices to build his hero. Each build will be equally powerful. The heroes of this faction are mounted on a Charmalon wielding either a crossbow, magical staff or fiery sword depending on the build the player has chosen when the hero starts at level 1.  

A. Might build: The units of this type are great at inflicting damage. They have a good balance of cavalry, ranged units and infantry. Three of the units can cover the distance to the enemy ranks in one turn. However the damage inflicted is reduced proportionately to the distance covered.

B. War Machine or Engineering build: Hero's that choose these build can achieve mastery in war machines. They can successfully make use of creatures that augment their ability. They make use of trebuchets rather than catapults in a siege battle. These are specially engineered siege weapons. On obtaining the expert level of war machines, they can get a skill called 'double destruction' which allows the hero two have twice the number of ballistas, trebuchets and first aid tents. The ammo cart of the hero does not provide the hero's troops with unlimited shots. The number of shots is simply increased by 10 by one ammo cart.

C. Magic build:
The hero can only learn shatter magic and anti attack abilities to protect it's own troops. This is somewhat similar to what a barbarian hero gets. But in addition to just reducing the effectiveness of enemy spells, he can actually block  
a particular spell completely. For example, a well developed hero can block spells like puppet master. The only faction that can actually penetrate this magical defense are warlocks but the damage by their spells can also be reduced to a percentage as high as 80% is the Esoteric hero is well developed. Plus while the hero aims at an anti magic strategy, the units of different tiers can caste spells of almost all magic schools. So one can call this faction being a magic faction and simultaneously being an anti magic faction. This is especially useful against other magic factions but they can be slightly weaker against might factions. But on the brighter side, one can block mass buffs that knights frequently use!!! The strength of magic spells caste by the units of this faction depend on the spell power of the hero. The troops are quite horrible in inflicting physical damage.


Faction symbol:

{The statue of a Gribildar(their main unit, see below) in front of the rays of the rising sun.}

Associated colors: Brown, crimson or scarlet.

Capital: Florphill

Racial ability: Armor. The hero of this faction can choose from the following armors when he/she starts at level 1 :
1. Magic armor
2. Incredible shield

1. Magic armor on the ultimate level reduces magic damage by 40%. Moreover, their is a 50% chance that mass spells like mass haste and slow will wither fail or cost thrice the mana for casting. It only gives 10% protection from Warlock's irresistible magic.
Basic magical armor: 5% protection
Advanced magical armor: 10% protection
Expert magical armor: 15% protection
Ultimate magical armor: 30% protection

2. Incredible shield reduces the damage done by meele attacks by 30% on the ultimate level. Ranged attacks are unaffected. The same system applies to this ability as given above.        

Creatures:

1st tier:

1. The reflectors(might form of the girongors): The Girongors are the small blacksmiths and cultivators of edible roots.(staple diet of the Esoterics) They lead a simple life in the countryside but during war they wield their highly advanced parabolic mirrors to turn the sun's rays into deadly weapons charring their enemies to death. They are the basic ranged units and can pierce the strongest armors with amazing accuracy. However they are completely useless in the absence of sunlight and turn into very poor meele fighters in dungeons or any conditions where light is not available(especially during the spring months of the Great Southern Island).

Abilities:They are meant to be the backbone of the shooting army in enemy territory and can deadly as they can perform ranged attacks even when they are blocked by large creatures. They are the basic choice of all might heroes. These units cannot use their mirrors as effectively with war machine and magic heroes as they do not possess the required military skill.

2. The amateuralchemists(scientific and engineering form):

Some girongors carry on the tradition of alchemy along with their basic occupation of cultivating.

Abilities:They shoot darts that either ignite an enemy or freeze them for two turns. The type of damage cannot be controlled by the player. The frozen enemies loose initiative but suffer less damage while ignited enemies take more damage but suffer no penalties. They can also skip a turn to increase the effectiveness of their darts. This ability is very useful when an army contains large numbers of these creatures. They are extremely weak is close combat. This is a basic choice for all war machine heroes. They are not effective under might or magic heroes. They do not have these specially crafted darts when fighting under such heroes.

3.Spell aiders(magic form of girongors):


Some girongors also take up the role of spell casters in the Esoteric army. They learn the secrets of magic and use them to effect in the battlefield.

Abilities:They can caste frenzy on creatures upto tier 3. However the stats of the target creature are reduced by 75% as long is it frenzied. They also increase the power of the destructive spells caste by the hero. For example, 50 spell aiders increase the spell power of all destructive spells by 1. This ability is only available to magic based Esoteric heroes.


2nd tier:

1. Shield bearer(might): These are the lowest ranking creatures in the Esoteric army. They bear scientifically crafted shields that can take plenty of abuse. They hold the defensive line and are hard to kill for other infantry.

Abilities:Their superb defense however is not very effective against large creatures(all those which occupy four tiles except for shooters). Ranged attacks are quite ineffective against them. However they cannot deal much damage. Their main aim on the battlefield is to protect the shooters from enemy infantry attacks. They are self proud men which are immune to bad morale. they hold large auburn shields which glisten in the sunlight and all ranged creatures have 25% chance to miss their target is it is located near the shield bearers.

2. Tunnel digger(engineer): These creatures are masters in quickly digging the ground and surprising enemy units by attacking from underground. They are specially useful in siege attacks and can dig under the walls to attack enemy shooters. Once they resurface they are quite vulnerable.

AbilitiesThis special ability is available only when there are three other types of creatures fighting along with them. Otherwise they take the role of ballista operators. They can skip turns upto three times to increase the attack of ballista by 2 each time. They are decent fighters in meele combat but can be easily defeated by a superior stack.

3. Oblivion striker(magic):


These creatures have the ability to simply vanishing from the battlefield in to the mana channel of the hero.

Abilities:Every 5 creatures adds 1 to the hero's mana. They only return to the army when there are no other creatures left or at the end of the battle. If it happens that all the creatures had been killed and they are the only ones left, they shall return to the battlefield as pathetic meele units and the hero's mana will be reduced to 0.  There only other use is casting the spell 'magical immunity'.

       
3rd tier:

1.Charmalons(might): These are the native beasts of the region. They have been tamed by the esoteric and can inflict devastating amount of damage from their fiery breath.

AbilitiesThese are large tiger like creatures with the ability of sucking a percentage of the enemy creature's ammo. However, the frenzy spell can make them run amok, a threat to both friendly and enemy units. To prevent this, the esoteric hero must have charmalon tamers(tier 4) equal to the number of the beasts.

2.Arrow Bombardiers(engineer):

(This is the picture of the ballista the creatures operate)

Arrow bombardiers have been trained to operate complex machines which shoot arrows at a very fast rate. They are very useful for an engineering hero.

AbilitiesThese machines come into effect only when the enemy units are within the half area of the battlefield. Their arrows cannot reach beyond that point. The operators shoot arrows at all the enemy creatures withing their shooting area. They can be devastating at point blank range, i.e, the enemy is on an adjacent tile. While they are blocked, they can only shoot the creature near them and not the others.

3. Fireball summoners(magic): As the name suggests, they caste fireballs by applying magical enchantments to paper pellets. These fireballs unlike the 'fireball spell' can only be targeted at a single unit.

Abilities:The number of pellets is limited and the hero needs to buy a special pellet making machine to increase the number of times they can caste this spell. The maximum number of pellets is one battle is limited to 20. Moreover they have magic mirror and all spells caste on the unit simply get reflected back on the enemy.

Tier 4:

1. Charmalon tamers(might):

These are very versatile units on the battlefield. Their presence is necessary to control the viscous Charmalons, they are also excellent fighters.

Abilities: Enemy creatures upto tier 5 fear these tamers and are intimidated by their presence. They are not able to retaliate. However tier 6 and 7 creatures have belief in their superiority and can retaliate their attacks. High initiative and speed ensures that they can reach the enemy stack within one turn. However, the damage inflicted decreases proportionately to the amount of distance covered by the tamers. The reason being that, their heavy swords and armor encumber them on the battlefield. This war equipment of the tamers have also be a bonus as they can also withstand cavalry charges and retaliate to such attacks with greater zeal performing twice the usual retaliation damage. These creatures can be a double edged sword on the battlefield.

2. Potion Makersengineer) Certain alchemists master their art and advance to the rank of veteran alchemists in the Esoteric army.

Abilities:Their aim in battle is to protect the hero's weapons. They have the ability to make two kinds of potions :

A. Ballista skin: A special coating of carefully prepared chemicals applied to a ballista during combat protects it from all physical and magical damage. The amount of damage the coating absorbs is 20 times the number of alchemists who applied it.
B. Elixir of Artificial Life: By pouring this potion on the dead corpses, dead units can be brought back to life for the duration of combat. Even enemy's dead troops can be used to fight for the hero's cause using this potion.

The number of times these potions can be used depends upon the how efficient the hero's alchemy skill is. A hero with basic knowledge of alchemy can only make use of these potions two times while an expert alchemist can efficiently manage chemicals and can use these potions upto 7 times. These units also form the backbone of the meele attack of the war machine army. They have moderate attack and defense with intiative on the lower side.

3. Sorceress(magic):



These are the female elite troops in the Esoteric army.  These female warriors dress in shinning armor and wield lustrous swords and are adept at hand to hand combat. They are the most non-magic troops in a magic army.

Powers:They have the ability to cast mass haste and mass deflect missile at the basic level which lasts for only one turn.


Tier 5

1. Pliktar Darns(might):


They are very offensive units with high attack but fragile armor. They are trained to attack and not wait.

Features:They loose one defense point but gain one attack for every tile covered and gain one attack point simutaneously.

2. Metal ninjas(engineer):



The engineers of the esoteric army have successfully crafted a super machine soldier. Popularly known as the killing machine, the creature is deadly in combat with high attack and agility. The only chink in its armor is it's vulnerability to water based spells and attacks. They deal thrice the usual damage against them. The reason is that the alloy from which they are made of reacts vigorously with water to weaken them significantly.

Features:Each water based attack reduces the defense of the ninja stack by 1. They too can be a double edged sword. If the opposing hero or his army is not acquainted with water attacks then they can be devastating for the enemy. If he has water attacks then they can crumble rather easily. The only way to cope with this drawback is using the arcane armor spell of the summoning magic school. The spell is not dispelled even when this creature attacks. But there are not many within the Esoteric army who dare to learn the secrets of this school of magic. Their forte is engineering based skills.

3. Devil summoners(magic):



Some of the esoteric magicians pursue the study of dark magic. Even though they do not have much respect in the society, they are very powerful dark spell casters on the battlefield.

Abilities:They can cast vampirism and mass slow at advanced levels and have a total mana pool of 40. They are good fighters and can stun the enemy with their huge and heavy maces. Their face isn't too pretty either and they have a 50% chance to reduce the luck of the creature who attacks it by 1 as it gets distracted by its grotesque face.

Tier 6:

Gribiladar:

There are three types of Gribildars in the Esoteric army. Some pursue the study of magic, some take up highly advanced crossbows while others wield a sword.


(Magical Gribildar, in this picture, the might and engineering versions hold a sword and crossbow respectively.)

Gribildars(might) are the high ranking soldiers in the Esoteric army. These female warriors wear no armor in the battlefield often hoodwinking the enemy by appearance. They are calm and serene possessor of divine powers. They wield a holy sword and are very agile. They are top striking units in the army.

Features: The damage done to the enemy units like other strikers of the esoteric army decreases proportionately to the distance traveled by the creatures. They can also cast ice bolt two times while they defend their army's lines.

Gribildars(engineering): These units use the potions of alchemists on their bolts. They can be used by the hero to either act simply as shooters or use these special potions in these arrows.

Features:They can shoot treated bolts that can slow the enemy, explode as a fireball or blind the enemy by shrouding it in thick smoke.

Gribildars(magic-shown in the picture): These are the second most important casters in the army.

Abilities:Resurrecting friendly troops and casting cleansing spells is their forte. They can also caste mass deflect missile by sacrificing 5 devil  summoners of their army.

Tier 7:

The Avengers:


These are the royal troops of the Esoteric army. These female warriors have mastered the art of archery and evasion to incredible and dizzy heights. Their elusiveness(thanks to their innocent looks) and deadly accuracy with enchanted arrows simply means obliteration of the enemy army. They wield a type of bow which is the zenith of craftsmanship and is only made by  the distinguished engineers of the Esoteric army.They are extremely  expensive to hire(after all they are royalties!) but very powerful shooters. One Avenger needs 8000g and 4 mercury to recruit.

Abilities:One neutral avenger inflicts three times the usual damage inflicted by a neutral titan. Plus they have incorporeal ability. They can be recruited only once in two weeks in a usual town and once in every week in a town with  castle.

The shrikes::



These are the ultimate killing machines; the pinnacle of engineering. Spikes protruding from the body of this unfeeling monster always damages the enemy who attacks it.

Abilities:The creature impales the dead victim on a tree reducing the morale of all the other enemy troops by 1. So every time two stacks of the enemy are killed, the morale of the others is reduced by 1.

Harbingers of hell


Their faces are hidden and rumors are spread far and wide that they have sacrificed their bodies to increase the efficiency of spell casting. Their soul only remains under the veil. Only a sorcerer of immense talent, concentration and willingness to sacrifice everything can earn the tile.

Abilities:These sorcerers can caste Armageddon spell and divine vengeance on the advanced level twice during a battle.  They are impervious to all ranged attacks.



____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 08, 2008 03:07 PM

Highlanders, eh?

There can be only ONE!
____________
Love, Laugh, Learn, Live.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted March 09, 2008 04:06 PM

If angels of death are tier 5, God only knows what will be tier 7
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Momo
Momo


Promising
Famous Hero
posted March 09, 2008 04:21 PM

Quote:


Orientation: This faction has the unique feature of actually having the choice to either become a might or magic or war machines(engineering)  based faction. Instead of the units having an upgrade(like squire is the upgrade of footman) they will instead be classified whether they augment might, magic or war machine heroes. The player can choose between these three type of choices to build his hero.



While definitely ovewrpowered, this idea is truly interesting.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fullmetal
fullmetal

Tavern Dweller
posted March 21, 2008 07:02 AM

Please can someone tell me how to add my faction to the town index that now that date has been extended to the 24th??


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 22, 2008 12:14 PM

cool and it already is
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fullmetal
fullmetal

Tavern Dweller
posted March 23, 2008 05:43 PM

Oh it's been added. Sorry, I just had to pm the link.

So what do you guys think? Please give in some quick views because I too am a bit apprehensive about it being too overpowered. One day left for adjustments so please if you can give in some useful suggestions and criticism, I can really improve.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 23, 2008 06:18 PM
Edited by Golemcrafter at 18:25, 23 Mar 2008.

Quote:
Oh it's been added. Sorry, I just had to pm the link.

So what do you guys think? Please give in some quick views because I too am a bit apprehensive about it being too overpowered. One day left for adjustments so please if you can give in some useful suggestions and criticism, I can really improve.


Your creature idea seems nice to me, but there can be some changes.

1. There could be some changes in their names. (f.e.: do not repeat creature names (amateur engeneer and veteran engeneer, because they seem to be the basic and the upgraded creature to each other; there are names that are to long: Multi-arrow shooting machine operator)
2. Forget the Angel of Death. In a "Esoterics" town, I cannot think about angels, and anyway, they could pass only to Haven or at least to Necropoli, if they are really evil.
3. You could explain the creature abilities in an other line, so everyone could know and understand, what the creature can do. Do not mix the ability description with the creature description.
4. Do you really need robotic creatures in your creature line-up? For example the Metal Ninja? A creature can be mechanical but not robotic.
5. Does the shrike's eyes really glowing red??? Cool picture!

Anyway, I like your whole creature line-up, but there are some units, which wouldn't pass to the "Esoterics".If you like, change them!

It would be nice to create some heroes. It would be enough one main hero and some other heroes.

The racial skill seem me a little bit overpowered. But that's nothig serious! Try to use your final days well!

P.S.: You are not forced to take my advides, because I am a starting town creator as well! Thease are just my personal comments!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fullmetal
fullmetal

Tavern Dweller
posted March 24, 2008 03:33 PM

Thanks for the feedback. I made the changes you suggested. Thanks a lot!!
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 26, 2008 01:55 AM

Cohesiveness: 6/10 (I'm not really sure how it will work with these three different paths and how it will work in the Heroes universe in general, seems to be a rough diamond)

Imagination: 15/15 (despite of what I've said in cohesiveness the ideas behind the whole faction are great)

Back story: 7/10 (needs a bit polishing)

Battle facets: 7/10 (hard to say how balanced it is, but every path seems to me very adequate)

Discretionary: 1/5 (for the ideas, in general I prefer other themes)

36/50

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Momo
Momo


Promising
Famous Hero
posted March 27, 2008 02:42 PM



Cohesiveness: 6/10 points
you don't get less than a sufficient mark because the premise (a faction with three different paths) sort off justifyies the uncohesiveness of the creatures. But, to explain why a civilization can specialize in three different branches so well, you can't just say "they're advanced"; there can be many, different, ideas of progress. You should have put a lot of effort to harmonize the three branches, but you didn't even start.


Imagination: 12/15 points
a surprisingly interesting inspiration at the core, but poorly developed. The abilities are unfocused and "engineering" struggles to difference itself from "might". It's also really not much work, summed up.


Back story: 7/10 points
there is a story, but it barely ties with any HoMM universe nor it does enough to stand on its own. It's also uncoherent in some points -for example, why they are hostile and unhospitable to the point of killing explorers, but then are described as rational and enlightened? And what does foretelling have to do with them?


Battle facets: 6/10 points
an eye to balance and a intriguing creature system gain you some points, but there is too much missing.  


Discretionary: 4/5
because I liked the basic idea. I'd suggest you to re-work the thing for the next ICTC.

Overall Score: 35/50

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted March 27, 2008 03:05 PM
Edited by GenieLord at 15:21, 27 Mar 2008.

Cohesiveness: 6 / 10 - I could actually take every creature you put in this faction, and to put it in any other faction. It would fit. They are not very related to each other, and don't have a relation with the concept. I added some points for the nice idea of playing with might-magic-engineering pathes.

Imagination/creativity/originality/wow factor: 11 / 15

Back story: 7 / 10 - Momo basically said my exact thoughts about this part.

Battle facets: 6 / 10 - This is quite imbalanced, and please tell me: wouldn't it be frustrating to play with an army that every time you upgrade a create it loses its abilities? The new ones can be better, but it's hard to build strategies when things are switching all the time...
The racial skill is boring.

Discretionary: 5 / 5 - for the might-magic-engineering pathes, which adds an interesting aspect to the upgrading.

Overall Score: 35

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 30, 2008 09:32 AM

Well these scores will look familiar, as Genie and Momo about said it all.

Cohesiveness: 6/10
Inventiveness:12/15
Background:7/10
Battle:6/10
Dis:5/5

Total 36
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Tobius
Tobius


Adventuring Hero
posted March 30, 2008 02:52 PM

The Esoterics

Cohesiveness(2+1)=3 The creatures aren't related to your theme neither to HoMM
Imagination(3+3+1)=7 You made up a nice development system, but the rest is quiet uninspired
Back Story(1+2)=3 Has almost nothing to do with HoMM at all
Battle Facets(3+2)= Imbalanced, but your approach is quiet original

Discretionary: +1 for your 3-path development system

Total Score=19

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:19 AM


The Esoterics:

FriendofGunnar

Cohesiveness: 5/10
Imagination:12/15
Back story: 7/10
Battle facets: 7/10 Plenty of features but none that really jumped out at me.
Discretionary: 4/5

It's got no connection to either Homm or traditional lore.  Having 21 completely different creatures makes it very unmemorable, it's a mishmash.  I realize that's the whole point but it doesn't really stir the imagination or create a sense of place. Yeah...unmemorable.

35


Kookastar

Cohesiveness: 6 points
Imagination/creativity/originality/wow factor: 12 points
Back story: 7 points
Battle facets: 8 points
Discretionary: 3points
Total 36


TDL

Cohesiveness(max 10) : 7
Creativity (max 10): 9
Backstory (max 10): 5
Battle Facets (max 15): 10
additional (max 5): 3

I found it difficult to comment on this faction as I left it for the very end… the faction is interesting but slightly not homm

Total (max 50):34


Guest Judge's Score : 32.20 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (35 + 36 + 34) / 3 = 35.00

Final Score: 33.60

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0977 seconds