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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Basic Questions on what you want H6 to be like
Thread: Basic Questions on what you want H6 to be like This thread is 2 pages long: 1 2 · «PREV
TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted July 14, 2008 10:45 PM

Q1. The Hero Role.
6. Other. Please specify.
Similar to H5 but they get 'killed' when losing a battle

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
2. Fixed allies on the Map.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

I have something to add here, see *

Q10. How many Towns would you like to see:
3. 8-9

The more, usually the better, if it doesn't break balance

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)

You can add a third alternative upgrade, but I am not making the game, so I don't care how hard it turns out to develop it

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

I would like the spells to be chosen by the player, not randomly

Q14. How many levels for spells?
1. 4 or less.

4 levels to balance the gap between them -- this does not mean less spells, we can add more at the same level

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

For 'I' I would say that different town heroes shouldn't be able to capture different towns (from different factions that is), but instead destroy them (and have to be rebuilt). Thus, a Knight/Haven can't capture a Demon Town (only destroy it), but can capture a Haven town.

Also, the battlefield should be larger to allow for "custom" placement of turrets/towers

Q18. How many secondary skills for heroes?
3. 30-39

Q19. How many skill levels for the secondary skills?
2. 4.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
4. Other. Please specify.

A combination of 1 and 2, that is, you need both some skills and some other parameters than skills (also should depend on hero)

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?

Sort of, I would like buildings to have different "build" times (days), but also recruit some kind of "workers", the more you have, the faster and possibly more buildings at the same time (even though that divides the workers' job into two or more buildings). Workers are very important because the buildings can be destroyed in siege quite easily.

There should be also the possibility of placing multiple dwellings of the same type, though for placing them you will need a considerable amount of prerequisites (in short, you have to build other buildings). The prerequisites are something like "Farm" for peasants. If you want more peasant huts, you'll have to place more "Farms" too (in this case, farms do nothing at all, just a prerequisite for the dwellings). You can put an arbitrary number but that would not be good since it would limit your building time (takes a day).

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Of course this makes them handicapped as they will not have a hero supporting them, but anyway

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H5?
4. Not important.

Since I don't use it much anyway

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Just to alter the stats of creatures would be fine

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Similar to '6', but Heroes may retreat if they have enough armies to "hold back" the enemy -- amount is 50% power of enemy creatures (you need to have that many creatures, this prevents hit'n'run)

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.
3. Other.

But with reduced ATB randomness at the beginning of battle!

Q41. How should Adventure-map movement be handled?
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

Reduce the freaking 200% damage bonus to 150%

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del_diablo
del_diablo


Legendary Hero
Manifest
posted July 14, 2008 11:33 PM

Q1.
2. Heroes should be on battle field (Heroes 4 style)
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
6: There should be a commander slot, it must be set before battle. A hero may use the commander slot, but a hero must have creatures to be able to travel as a general.
Image H4, but the general slot allows the her to function as in H1-3.
But for the commander, can freely do as in back in H4. If a hero dies as a commander, the hero will be availon in the tavern of the side killing the hero.
You must be in a castle to switch on commander/general.
Any commander may join any general on the map, but the positions canoot be switched unless in town.
A general gives bonuses to the army, but a commander can fight like a creep with insane lategame power(H4).
However a hero can attack as a commander, instead of casting a spell if the skill is possesed.

Q2.
2. 10-50 %


Q3.
D. War machines.

Q4.
1. Any spell the Hero has learnt in the game (H2 - H5 style)


Q5.
2. Fixed allies on the Map.


Q6.
B. Ability to trade only by giving (H3 style)



Q7.
D. Heroes held for Ransom by enemy.
F. Normal resources.


Q8.
2. 10-20%


Q9.
3. Creature stacks should work as before.

Q10.
6. 10 or more.

Q11.
3. 13-16 (H3, H5 + HoF)

Q12.
C. Each creature should have between zero and three upgrades. (H2 style)
X. The alternativ upgrades should be somewhere(few, maybe 1 per town), but it must be a moderat and non-rigged choice.

Q13.
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
6. Similar to H3, but a more varied amout of spells. And less luck, but yet a gamble.

Q14.
3. 6-7


Q15.
3. Dedicated schools but some spells are shared between schools (H3)
5. Keep racials abilitys, but a less rigged selection yet enogh of a gamble. Maybe a mage hero can have 2-3 schools while a might hero is limited to 1 school.


Q17.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.


Q18.
1. Less than 20.
2. 20-29


Q19.
4. Variable between different secondary skills.

Q20.
4. Even more strongly connected than Heroes 4.
5. However i want loser groups, and some more logical ones. H5 got too tight groups, and H4 had the amazing hero builder.

Q21.
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
4. A priest cannot learn demonic skills or necromancy, etc. But a fallen priest can, etc.

Q22.
3. 5 or more skills.


Q24.
1. Yes.


Q25.
2. All armies have at least one Hero.


Q26.
1. No limit, as long as you can place Hero in an army or garrison. (H3)


Q27.
2. No.

Q28:
1. Yes (like in H3, H5)


Q29:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
E. The specials should not be completely dominant as in H5 where you have LOST if you picked the weakest hero. They should haveever matter

Q30:
1. <50% maximum weekly creature recruiting expenses


Q31.
2. Very important.


Q32.
1. It decides whether or not I buy the game.



Q33.
1. It decides whether or not I buy the game.



Q34.
2. Very important.


Q35.
2. Heroes is not a RTS. But the fog should apply IF there is a smoke building(pain to rediscover all the land).


Q36.
1. Bring it back.


Q37.
2. No

Q38.
2. Retreat/surrender puts you in tavern (H3)


Q39.
1.


Q40.
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)


Q41.
1. The distance that the army can go is determined by the slowest creature in the army.


Q42.
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43.
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)


Q44.
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

____________



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Laedywen
Laedywen

Tavern Dweller
posted July 15, 2008 12:11 AM

Q1. The Hero Role.

5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)

3. 50-100%



Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.


Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.


Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

3. 20-50%

Q9. Stacking creatures:

3. Creature stacks should work as before.

Q10. How many Towns would you like to see:

2. 6-7




Q11. How many creatures (counting upgrades) in each town?

3. 13-16 (H3, H5 + HoF)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)


Q13. Magic Schools and Towns

2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)


Q14. How many levels for spells?

3. 6-7


Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

Q16. Should there be spells for....
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.


Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)(some specific stuff can be)

Q18. How many secondary skills for heroes?

2. 20-29


Q19. How many skill levels for the secondary skills?
1. 3 or less.

Q20. How tightly should skills depend on each other.

2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.(could be 2 per day tough except creature structures)


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
2. All armies have at least one Hero.

Q26. Which limit do you want for recruiting Heroes?

3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)


Q29: If the answer above is yes should they:
B. Offer bonuses to certain creatures


Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
3. 75%-100%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
3. Important.


Q32. How important is multi player in the first relesase?
2. Very important.


Q33. How important is an improved map editor (compared to the feature level in H5?
3. Important.


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.


Q35. What do you think of Fog of War?
1. Bring it back.


Q36. What do you think of mobile guards?
1. Bring it back.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
4. Retreat and surrender bring you to the nearest castle by Caravan.


Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.(+ a little paramatic info on creature sheet that shows , lets say *initiative :50*  or speed:5 - 40...where speed is moving tiles or something and the number after the dash would be initiative for turns


Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

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zazu1
zazu1


Adventuring Hero
Makes Sense
posted July 15, 2008 01:37 AM
Edited by zazu1 at 06:22, 16 Jul 2008.

First of all, nice thread! Can't believe I never saw this before. Here would be my answers:

Q1. The Hero Role
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)

-It would want to see the Heroes 5 heroes, but I would also like commanders, but they should only beable to be bought like once a month imo.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to se
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
3. 4. 17 or more. (H5 + ToTE) - I'd like to see 8 creatures with one upgrade each, and then an ultimate upgrade based on the xp of the stack.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for..
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built) - Uh, well increasing strength, since they will receive xp whenever the castle is sieged.
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
3. 30-39

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
4. More than one per week/Tavern. - I'd like 2

Q27. Should Heroes in basic classes start out identical?
2. No.


Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

30: Maximum City Hall weekly income should cover
3. 75%-100%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game. - Uh, is this a joke question?.  In my opinion the question should be: How important is the campaign?

Q33. How important is an improved map editor (compared to the feature level in H5?
3. Important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important. - Well this depends on you good I think the game is.  If there are things I don't like about it(for instance 6 levels of dwarves), I'd like to beable to modify it.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3)

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.

Q41. How should Adventure-map movement be handled?
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)



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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 16, 2008 04:23 AM
Edited by mvassilev at 01:37, 30 Mar 2009.

Stats up to and including Geny's post:

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style) 2
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.) 4
6. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100% 4
4. 100-200%
5. 200-400%
6. More than 400% 2

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities. 2
B. Side-Kicks to give Hero higher stats. 1
C. Side-Kicks to give a % bonus to certain hero secondary skills. 2
D. War machines. 6

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style) 4
2. Spells disappear from Spellbook after a certain number of uses. (H1 style)
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify. 2

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map. 2
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy. 4

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance 4
B. Ability to trade only by giving (H3 style) 2
C. Ability to trade by making a give/want offer. 3
D. Ability to threaten hostile actions unless demands are met. 1

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns. 2
B. Heroes. 3
C. Flagged Map Structures. (Mines etcetera) 4
D. Heroes held for Ransom by enemy. 5
E. Artifacts. 6
F. Normal resources. 6
G. Changed diplomatic stance towards players. 4
H. Creatures. 5

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10% 1
2. 10-20% 3
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before. 6

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more. 2
6. 10 or more. 3

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE) 6

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style) 1
B. All creatures should have two upgrades. 2
C. Each creature should have between zero and three upgrades. (H2 style) 3
D. Each creature should have one or several alternative upgrades. (H5 + ToTE) 4
E. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style) 2
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style) 3
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H1 - H2 style)
6. Other. Please specify. 1

Q14. How many levels for spells?
1. 4 or less.
2. 5 3
3. 6-7 2
4. 8 or more. 1

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells. 1
2. Dedicated schools with unique spells (H4 - H5) 4
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2) 1

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town) 3
B. Spells directly affecting cities. 4
C. Summoning creatures outside combat, which you can keep. 3
D. Altering the adventure map. 2
E. Summonng guards to Mines (H2 style) 5

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built) 4
B. Turrets, but player must place own shooters in it. 1
C. Garrison mage/tower casting spells. 2
D. Traps and moats harming attackers. 5
E. Grail creature defending town. 1
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.) 4
G. Catapults to break down walls and gate. 5
H. Attackers can scale the walls without having to ruin them. 1
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.) 1

Q18. How many secondary skills for heroes?
1. Less than 20. 2
2. 20-29 1
3. 30-39
4. 40-49. 1
5. 50 or more. 1

Q19. How many skill levels for the secondary skills?
1. 3 or less. 1
2. 4. 1
3. 5 or more.
4. Variable between different secondary skills. 4

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3) 1
2. Loosely connected with groups. (Like in H5, or not) 5
3. Strongly connected with groups and, prerequisites within group. (H4) 1
4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed. 2
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills. 1
3. There should be no Hero secondary  classes. 2
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills 1
2. 4 skills. 2
3. 5 or more skills. 2

Q23. Should creatures require upkeep?
1. Yes.
2. No. 6

Q24. Do you want the one build/day limit to stay?
1. Yes. 6
2. No.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style) 4
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style) 2

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3) 3
2. One per week/Tavern, more with Tavern upgrades. 1
3. One per week/Tavern.
4. More than one per week/Tavern. 1
5. Other. Please specify. 1

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No. 6

Q28: Should heroes have specialties?
1. Yes (like in H3, H5) 6
2. No (like in H1, H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills 6
B. Offer bonuses to certain creatures 6
C. Offer proficiency with certain spells 6
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify) 6

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100% 3
4. 100%-150%  4
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game. 1
2. Very important. 2
3. Important.
4. Not important. 3

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important. 2
3. Important. 2
4. Not important. 2

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.
2. Very important. 3
3. Important. 2
4. Not important. 1

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game. 1
2. Very important.
3. Important. 2
4. Not important. 2

Q35. What do you think of Fog of War?
1. Bring it back. 1
2. Keep it away. 1
3. Make it an option. (Select when Map is started.) 4

Q36. What do you think of mobile guards?
1. Bring it back. 2
2. Keep it away. 4

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes 1
2. No 4

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4) 1
2. Retreat/surrender puts you in tavern (H3) 2
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level. 2
4. Retreat and surrender bring you to the nearest castle by Caravan. 1
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5) 4

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)
2. Initiative, the way it works in H5. 4
3. Other.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army. 2
2. The distance that the army can go is independent of creatures in the army.
3. Other 1

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement. 1
B. Add hitpoints to the hero (if heroes are in combat). 1
C. Give the hero new in-combat abilities. 1
D. Give the hero new out-of-combat abilities. 1
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5). 3

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3) 2
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)
3. Creatures get morale after their turn, which moves their next turn up. (H5) 2

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5) 4
2. It should determine how much damage a creature receives. (H4)
____________
Eccentric Opinion

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted March 30, 2009 01:59 AM

Q1. The Hero Role.

2. Heroes should be on battle field (Heroes 4 style)


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)

2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.

A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%


Q9. Stacking creatures:

3. Creature stacks should work as before.

Q10. How many Towns would you like to see:

5. 8 or more.


Q11. How many creatures (counting upgrades) in each town?

4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

F. Other. Please specify.

Creatures can have 0 to 4 upgrades including alternatives, double upgrades or double alternatives.(both types)

Q13. Magic Schools and Towns

6. Other. Please specify.

about 5 general spell schools and racial magic schools (not all towns)(warcries, runic)

Q14. How many levels for spells?

2. 5


Q15. How do you want the magic schools?

2. Dedicated schools with unique spells (H4 - H5)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.


Q18. How many secondary skills for heroes?

5. 50 or more.

Q19. How many skill levels for the secondary skills?

4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.

4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

1 and 2


Q22. Assuming there are skill groups. How many skills in each group?

3. 5 or more skills.

Q23. Should creatures require upkeep?

2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?

2. All armies have at least one Hero.


Q26. Which limit do you want for recruiting Heroes?

5. Other. Please specify.

one per day


Q27. Should Heroes in basic classes start out identical?

2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)


Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover

2. 50%-75%


Q31. How important is a Random Map Generator in first release to you.

2. Very important.


Q32. How important is multi player in the first relesase?

2. Very important.


Q33. How important is an improved map editor (compared to the feature level in H5?

2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

2. Very important.

Q35. What do you think of Fog of War?

3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?

2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?

1. yes

Q38. How do you deal with heroes who retreat/surrender in battle?

7. Other. Please specify.

retreating requires that you can prevent the foe from pursuit.
surrender works as in h3

Q39. How should in-combat movement be handled (Part 1)?

2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?

3. Other.

Creatures should move according to their speed stat, initiative determines first turn order and when counter attacks take place. Initiative has 3 levels

Each level has what lower tiers have
1-5 is tier 1
6-10 is tier 2 These units retaliate at the same time as being attacked
10-19 is tier 3 These units have engagement, when a unit walks away from an adjacent square these creatures get a free attack.
20+  is tier 4 These creatures preform engagement strikes when a unit enters an adjacent space

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.


Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?

E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?

3. Creatures get morale after their turn, which moves their next turn up. (H5)

Morale determines troop motivation, Troop stats are affected by morale. Morale is increased by tasks on the battlefield. killing an enemy hero or a powerful enemy is one task capable of raising morale...

Q44. How should luck work?

2. It should determine how much damage a creature receives. (H4)

Luck determines a chance effect... It may be extremely lucky and strike a foe in a critical weakpoint or dogde a normally fatal blow.
____________
Protection From Everything.
dota

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Multivision
Multivision

Tavern Dweller
posted March 30, 2009 04:16 AM

Q1. The Hero Role.
6. Other. Interactive, and constantly evolving battle set to kill the hero/es.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
D. War machines.

(Edit: Capture/hire on World map only.)

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
5. Other. Spells are found in few towns and on the world map from mage guilds. Spells consume their individual charges (based on the Heroes' Spell Power skill) in addition to MP and are removed from Spellbooks once the charges are gone.

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomacy* like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
2. Creature stacks should be limited to a finite amount of creature, like 100. (Edit: less for higher level creatures, more for lower level)

Q10. How many Towns would you like to see:
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style)

(Edit: this should include degrading and alternative forms, not limited to straight upgrades.)

Q13. Magic Schools and Towns
6. Other. Please specify. Towns are limited to spells determined by the heroes spell creation abilities added to Mage Guild. World map Mage Guilds create random spells based on the type of Mage Guild.

Q14. How many levels for spells?
3. 6-7

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built town size, capital, castle, etc, is/isn't built and hero abilities)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.

Q18. How many secondary skills for heroes?
4. 40-49.

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

(Edit: special high level creatures reduce exp gained from hero/es, and in some cases, consume spell points.)

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

(Edit: special creatures, buildings, spells, etc, to combat Fog of War and protect resources.)

Q26. Which limit do you want for recruiting Heroes?
5. Other. 1 Hero per town per week. Max 10 heroes.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages.

(Edit: each has a unique method of improving one unique spell or giving 1-3 new abilities to creature specialties. Economical advantages are entirely random and are limited to world map effects. Each specialty is unique entirely to the hero.)

Q30: Maximum City Hall weekly income should cover
70%-75%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H5?
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
7. Other. Depends on the difference between army size and terrain. When conditions are met, H3 Tavern rule.

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.
3. Other. Speed determines the who moves first on the first turn then switches to initiative every turn thereafter. Base speed and environment only, artifacts and specializations not included.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
0. No feeling on this either way. Need more options.

Q43. How should morale work?
Morale should affect the creature army and hero. Determines their initiative and unique abilities/specialties effectiveness. On World map affects movement penalties, and, in rare cases increases movement.

Morale can be changed in combat by special means, otherwise, unchanged. Changes regularly on World Map based on environment.

This should be determined by a series of conditions. Hero level, leadership (max level increases morale, otherwise remove penalties), rare and high level artifacts and spells only (no badges, mirth and sorrow level+3/4) world map effects, town defenses and environment (depending on the creature and hero).

Q44. How should luck work?
Luck should only effect heroes and cause unique environmental effects (landslides, weather change, etc.). This can only be effected by highest level spells and relics (Four Leafed Clover, +4 Rarity level. Fortune, Misfortune level+3/4)

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Malgore
Malgore


Adventuring Hero
posted March 30, 2009 08:32 AM

Q1. The Hero Role.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.) 4

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100% 4

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines. 6

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style) 4

Q5. Which level of diplomacy do you want in the game?
NOTE: Diplomacy should enable Hero to purchase neutrals. The whole skill can be built around idea that you negotiate and pay instead of fighting.

Q6. Assuming you have diplomacy which of the following do you want.
B. Ability to trade only by giving (H3 style) 2

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
E. Artifacts. 6
F. Normal resources. 6

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20% 3
3. 20-50%

Q9. Stacking creatures:
3. Creature stacks should work as before. 6

Q10. How many Towns would you like to see:
5. 8 or more. 2

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE) 6. NOTE: Although I have stated alternative vision of unit development where each town has limited number of units.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style) 3

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style) 3

Q14. How many levels for spells?
1. 4 or less. NOTE: More levels complicate the gameplay and make countering pretty difficult.

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5) 4

Q16. Should there be spells for....
B. Spells directly affecting cities. 4

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it. 1
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.) 4
G. Catapults to break down walls and gate. 5
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.) 1 - NOTE: the last should be valid for Large creatures only.

Q18. How many secondary skills for heroes?
1. Less than 20. 2
2. 20-29 1

Q19. How many skill levels for the secondary skills?
1. 3 or less. 1

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not) 5

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills. 1

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills. 2

Q23. Should creatures require upkeep?
2. No. 6

Q24. Do you want the one build/day limit to stay?
1. Yes. 6

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style) 4

Q26. Which limit do you want for recruiting Heroes?
3. One per week/Tavern.


Q27. Should Heroes in basic classes start out identical?
2. No. 6

Q28: Should heroes have specialties?
1. Yes (like in H3, H5) 6

Q29: If the answer above is yes should they:
A. Enhance secondary skills 6
B. Offer bonuses to certain creatures 6
C. Offer proficiency with certain spells 6

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
3. Important.

Q32. How important is multi player in the first relesase?
2. Very important. 2

Q33. How important is an improved map editor (compared to the feature level in H5?
2. Very important. 3

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important. 2

Q35. What do you think of Fog of War?
2. Keep it away. 1

Q36. What do you think of mobile guards?
2. Keep it away. 4

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes 1

Q38. How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3) 2

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5) 4

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5. 4

Q41. How should Adventure-map movement be handled?
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5). 3

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5) 2

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5) 4

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 30, 2009 05:08 PM

Q1. The Hero Role.
6. Other...A kind of mix between H5 and H4. Aditionally, heroes should be able to travel without armies and (both with armies and not) group in fellowships (or however you wanna call them).

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
6. 10 or more.

(EDit: I assume you mean factions?)

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

(fits it most...my favored system would be different, but...)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A/B. Shooting turrets, and their strength can be increased by placing additional shooters in them.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
3. 30-39


Q19. How many skill levels for the secondary skills?
3. 5 or more.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.


Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
5. Other...A limit depending on the number of heroes you allready got, the town size and the passed days.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages...theoretically, the hero specialties should be open to effect almost everything on which a hero could havbe influence.

Q30: Maximum City Hall weekly income should cover
4. 100%-150%

Q31. How important is a Random Map Generator in first release to you.
3. Important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
4. Retreat and surrender bring you to the nearest castle by Caravan.

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted March 30, 2009 07:56 PM

Q1. The Hero Role.

5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%


Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

1. Any spell the Hero has learnt in the game (H2 - H5 style) off course


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance I allways wanted this system in heroes... i hope h6 have it!

C. Ability to trade by making a give/want offer.


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.


Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

2. 10-20%


Q9. Stacking creatures:

3. Creature stacks should work as before.

Q10. How many Towns would you like to see:

6. 10 or more. 11-14
-Knights/Castle/Heaven (Griffins HERE! no with elves! GRIFFIN ETERNAL!)
-Sylvan/Wood Elves (h5 sylvan! with gold dragons in replace of emeralds)
-Academy/Tower (living in snow, like h3! no arabian mage!)
-Dwarves (but with more 'monsters' and less dwarves...)
-A faction with humans, centaurs, roc and other 'non-evil' creatures living in forests and hills - like h3 rampart... without elves... and dwarves... and green dragons... and...
-Nagas (living in snow too)
-Lizardmen/swamp faction (like h3 fortress)
-Barabarian faction (more like h3, with GREEN orcs! no h5 half deamon-half human!)
-Dungeon (like h3! miunotaurs will be powerfull lords of dungeons! no that ridiculous slaves! and add kobolds here!)
-Necropolis: Asha uses all!
-Inferno ... i dont like this faction, but its a very iconic faction in the game, and must be in h6...
- ubi-val can add 1 or 2 factions more...

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)
Some creatures may have only a upgrade - like h3/h5+hof - but some some of they can have a alternative upgrade or a second upgrade

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

C. Each creature should have between zero and three upgrades. (H2 style)
Some creatures may have only a upgrade - like h3/h5+hof - but some some of they can have a alternative upgrade or a second upgrade

Q13. Magic Schools and Towns

2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)
I tink in 7 schools:
- Air: Tunder demage, and blesses like haste or precision
- Water: Ice Demage (Ice bolt4ever!), spells like dispell, curses based in frezzing effects
- Earth: Summon creatures like treants and pixies, curses like entagling roots, and, of course implosion spell
- Fire: Fire is very destructive... fire arrow, firebolt, fireball, inferno, meteor shower, armmagedon...
- Light: all kind of blesses, pretections and cures!
- Darkness: all kind of curses and rise deads
- Arcane: mind spells and neutral magic (confusion, forgetfull, ilusion, teleportation, arcane armor...)

+ Adventure spells!


Q14. How many levels for spells?

2. 5


Q15. How do you want the magic schools?

2. Dedicated schools with unique spells (H4 - H5)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)


Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)


The seige battlefiel must be large into the seiged city. we should can fight in streets, squares and into the palace, or casttle - afters pass the walls, of course! and when figthing into the small streets, we have to 'open' space to that large dragon, destroying 1 or 2 buildings...

Q18. How many secondary skills for heroes?
"LOTS OF SKILLS!!"²

Q19. How many skill levels for the secondary skills?
hm... i'm not sure... i'm in doubt between 3 and 4...
-Basic
-Advanced
-Expert
and -Master (?)


Q20. How tightly should skills depend on each other.

2. Loosely connected with groups. (Like in H5, or not)


Q21. Should Hero secondary class depend on secondary skill?

I don't like the idea of a hero has 2 classes... only a class for each hero, but aech faction may have 2 classes, a mighty class (knight, ranger, warlord, beast master...) and a magic class (Cleric, druid, rune mage, sorcer...) and each class must offer more easily certains skills (a knigth gets leadership or defense very easily, but dont get dark magic so easily!)

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
3 skills is perfect!


Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes. but I think that some building should take more than a day to be build, but...


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)


Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)


Q27. Should Heroes in basic classes start out identical?
2. No.
no, each class should have 'racial skills' (knight - counterstrike, cleric - healing, barbarian - bloody rage, battle mage - berserk casting...)

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)
yes, of course!


Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)



Q30: Maximum City Hall weekly income should cover

4. 100%-150%
about 120%

Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.

4. Not important.

Q32. How important is multi player in the first relesase?

4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?

4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

4. Not important.

Q35. What do you think of Fog of War?

2. Keep it away.


Q36. What do you think of mobile guards?

2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No

maybe...


Q38. How do you deal with heroes who retreat/surrender in battle?

2. Retreat/surrender puts you in tavern (H3)


Q39. How should in-combat movement be handled (Part 1)?

2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?


2. Initiative, the way it works in H5.


Q41. How should Adventure-map movement be handled?

2. The distance that the army can go is independent of creatures in the army.
should be affected by heroes class, atefacts, terrain, natural terrain, skills like logistics, etc...


Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
in combat
C. Give the hero new in-combat abilities.
maybe like a 'racial structure' (a battle horse gives the knight the ability "charge", a silver unichorn gives the ranger the ability to have a chance to blind the enemy when attack, etc...)
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).


Q43. How should morale work?

3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)


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