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Thread: My Version of HoMM6 | |
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ChaosMaster

 
Tavern Dweller
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posted June 16, 2008 08:40 AM |
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My Version of HoMM6
Well, having just thought about this and reading what a few other people have written about this, I decided to make one of these myself.
Story: Its a world in which most of the factions are isolated geographically due to mountains, oceans, and hordes of demons overflowing from large Volcanoes in the largest grassland area in the world. Recently, though, underground passages have been found through the mountains and boats are just progressing to the point where they are able to cross oceans, which causes meetings between the various peoples. Most of which spark hostilities and force each faction to unite, for the most part, under one flag and send forces to try to conquer new land for their faction. But, under the leadership of a new leader, the demons, who have known of all of these factions for many hundreds of years, decide that this would be the perfect time to strike and destroy all of the other factions.
Forms of Magic: Earth, Air, Fire, Water, Dark, Light. The elements of the spells do not determine what level of spell you can get, but determine the strength of said spell. Such as if you have advanced fire magic as an ability, your fireball spell would do twice the damage as if you did not have advanced fire magic.
Creatures: Each creature type has a base form, and all the creatures in a town other than the first tier recieve an upgrade and, depending on the faction, the final tier, the seventh, gets a third upgrade, I'll specify later which factions do or do not get one.
The Factions:
Humans
Having the king thrown into the final throws of old age, the kingdom(for that is the only thing they know it as) is frought with conflict as the crown prince and the king's sister vie for the thrown, but the conflict is set aside when the contact with other races has appeared, with the crown prince becoming a king, however unstable his support.
Town = Castle
Creatures:
1st Tier: Peasants(foot)
As the levies of the human race, the peasants are great in number, but very poorly armored and armed. Usually the have on nothing more than the clothes they came in and are armed with simple pikes or even possibly their own pitchforks.
2nd Tier: Archer - Ranger(foot-ranged)
3rd Tier: Reserves - Swordmasters(foot)
4th Tier: Gryphon Knight - Lord of the Skies(flier)
5th Tier: Fanatic - True Believer(foot-ranged-spellcaster)
6th Tier: Dragonslayer - Dragonlord(mounted)
7th Tier: General - Marshal - Defender of the Crown(foot-double striker)
The Fae
Banding together for the first time in centuries, the creatures of the forest of Trebiz form a governing council to help build a community to better face the demons who were fast approaching, as well as the other factions.
Town = Forest Grove
Creatures:
1st Tier: Sprites(fliers)
The little spirits of the woods, the sprites are great in number, but small in size, so hundreds of them make up a single unit and, when massed together, are about the size of smaller bipedal creatures, but there are enough of them that they are able to annoy and even kill some of their larger foes, turning their usual "pranks" into dangerous weapons without having to worry about themselves being attacked.
2nd Tier: Halfling - Halfling Scout(foot)
3rd Tier: Elven Piercers(foot) - Elven Bards(foot-ranged-doubleshot)
4th Tier: Spitfires - Salamanders(foot-ranged)
5th Tier: Soarer - Ancient Soarer(Flier-spellcaster)
6th Tier: Unicorns - Dualhorn(mounted[not really])
7th Tier: Phoenix - Bird of the Sun(Flier-rebirth)
The Demons
Under the leadership of the new ruler, Shard, the demons have formed an awe inspiring, or, perhaps, fear inspiring army falling from the volcano at the center of the largest continent on the planet and from other, smaller, volcanoes on other continents. Intent on annihilating all of the other factions and claiming the world for themselves.
Town = Volcano Mouth
Creatures:
1st Tier: Imps(foot)
The lowest of the low in demon society, imps live by scrounging off the scraps of the larger, more dangerous creatures, but their fight for survival has given them the training needed to stay alive in battles, fighting dirty by kicking, biting, and scratching, they annoy their opponents more than attack them, but are still very dangerous.
2nd Tier: Gazer - Stone-eye(foot-ranged-paralyzation effect)
3rd Tier: Demon - Winged Demon(foot)
4th Tier: Black Knight - Blood Knight(Mounted)
5th Tier: Damned Soul - Wailing heretic(foot-spellcaster)
6th Tier: Gargoyle - Obsidian Destroyer(Flier)
7th Tier: Burner - Juggernaut - Incarnation of Evil(foot-ranged-spellcaster)
The Congregation
The culmination of a war between the dark forces in the swamps of Irkharler shows the true masters of the black pools in a race called the Jerhargler, a race whose minds are intertwined into a hivemind. all of the swamp races have bared their throats towards their new masters and are ready to wage a great war against all who tread across their path.
Town = Marsh village
Creatures:
1st Tier: Jerhargler Initiate(foot-spellcaster)
the newest members of the jerhargler caste, spindly, tortured-looking creatures born from their brood mother, these young jerhargler have little to no combat ability, but are able to cast the bare minimum of spells needed to be considered jerhargler, or be eaten by the larger males.
2nd Tier: lesser Wyvern - Wyvern Rider(Flier)
3rd Tier: Bog Raider - Bog Master(foot)
4th Tier: Jerhargler Regular(mounted) - Jerhargler Master(mounted-
Ranged)
5th Tier: Hydra - Wild Hydra(foot-attacks all around)
6th Tier: Goblin Shaman - Goblin Hermit(foot-spellcaster)
7th Tier: Green Dragon - Red Dragon - Black Dragon(Flier-Breath attack)
Undead Mass
Risen from the depths of the underworld to serve their demon overlords, they have a startling intelligence. A few key of the minions brought from their rest broke from their overlords and semm only to fight to stay above ground.
Town = Tainted Ground
Creatures:
1st Tier: Skeletons(foot)
The most numerous of the massive undead armies, skeletons walk through the fields like a mass of clinking bleached bones, though great in number, being nothing more than bone, these undead fall apart for almost no reason more than the wind was strong.
2nd Tier: Zombie - Risen(foot)
3rd Tier: The Fleshborn - Flayer(foot-ranged-spellcaster)
4th Tier: Vampire - The Unborn(flier-vampirism)
5th Tier: Mummy - Guardian(foot-cursed touch)
6th Tier: Ghost - Banshee(foot-Regenerate)
7th Tier: Half-dead - Lich - The Ungodly(foot-Spellcaster-conversion)
Dwarven Legion
Brought to the surface for the first time in ages, the Dwarven lords gaze upon a brand-new landscape of greenery, fire, and death as the conflict spreads into their tunnels and mines. The first time in a thousand years have the dwarves deigned to interact with the other races of the world and are displeased with their findings and the conflict, and in doing so, decide to settle the conflict that has unerringly made its ays into their hall.
Town = Great Hall
Creatures:
1st Tier: Miner(foot)
The miners are the dwarves who mine the dwarven gold and other rare minerals, the wield their pickaxes with a master hardly ever seen, but as the dwarves believe in arming themselves for battle, and the miners being the poorest class, they do not have very much, or any armor to speak of.
2nd Tier: Cannoneer - Gunner(foot-ranged)
3rd Tier: Gnome Conscript - Gnome Officer(Mounted)
4th Tier: Dwarven Brawler - Beserker(foot-rage)
5th Tier: Tankard Seer - Mead Oracles(foot-spellcaster)
6th Tier: Dwarven General - Dwarven Lord(foot-ranged)
7th Tier: Prince - Emperor(foot-fierce first strike-unlimited retaliation)
Gathering
The mages of the holy land of the north, the only true race of magic users born into their birthright, felt a disturbance in the worlds fabric, knowing that the other races had encountered each other and the horde of demons were moving to destroy all. The ArchMagi sacrificed themselves to bring the ancient forces of the creators to bear and heed their call and command, leaving only one of their number alive, the weakest of them in terms of magical prowess, but most powerful in terms of knowledge. Bringing their forces to bear, the Magi'i of the north march to save their world.
Town = Mountain Sanctuary
Creatures:
1st Tier: Slight Construct(foot-ranged)
The slight construct is the lowest of the creators forces, being low for the simple reason of its size, and not much power is able to be contained in such a small body. They have to form of a human, but are about three quarters of the size of a halfling, making them one of the smallest warriors on the battlefield, but that says nothing of their defensive power, which is among the greatest because the creators believed that survival is greater than anything.
2nd Tier: Groundbearers - EarthMovers(foot)
3rd Tier: Rakshana - Naga Mistress(Mounted[not really])
4th Tier: Rocs - Thunderbird(flier)
5th Tier: Genie - unchained Djinn(Flier-spellcaster)
6th Tier: Mage - Grand Magi(foot-ranged-spellcaster)
7th Tier: Giant - Destroyer(foot-Armorpiercing) - Titan(foot-Ranged-Armorpiercing)
Abilities: Fire Magic, Dark Magic, Light magic, Water Magic, Earth Magic, Air Magic, Logistics, Estates, Navigation, Luck, Leadership, Ballistics(which splits off into two different war machine skills, catapult and ballista), Wisdom, Mysticism, Eagle Eye, Enlightenment, Tactics, Archery, Pathfinding, and Scouting.
Each hero has 9 ability slots plus the extra ability slot for their race-specific ability.
The race-specific abilities are:
Human - Power of numbers - for each unit of the same type(as long as its human), each tier gains extra attack, a relatively small amount for each unit.
Congregation - Domination - the Tyrant's army becomes more powerful for every unit of the army killed, because the tyrant makes them make up for their lost comrade by working harder.
Demons - Demonic explosion - every time an entire group of units is killed, a large explosion affects the surrounding spaces, dealing damage dependant on how many units were originally in the stack.
Undead Mass - Pillage the Dead - after every battle, a proportion of the enemy's forces become undead at a tier lower than the dead forces were, with the lowest that can be brought back as being skeletons.
Gathering - Creator's Will - at the beginning of a battle, a bolt of lightning strikes a random enemy unit for damage dependant on the spell power of the wizard and the level of the skill.
Fae - Power of the Forest - at the beginning of each battle,
destroyable obstacles are put on the field in random places that only fae units are able to cross, but do not impede missile attacks.
Dwarven Legion - Mining Knowledge - every day, Battle Masters add a small number of a random resource to their resource pool.
at higher levels the damage/amount dealt/given/created increases.
War Machines: Catapult(automatic), Ballista, Ammo Cart, healing tent(always heals a random damaged ally unit)
Hero Types:
Lord - Human
Tyrant - Congregation
Overseer - Demons
Reaper - Undead Mass
Wizard - Gathering
Battle Master - Dwarven Legion
Forest Guide - Fae
Same Artifact set-up as HoMM5, possibly whole new set of artifacts
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ChaosMaster

 
Tavern Dweller
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posted June 16, 2008 08:53 AM |
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I'm going to add to this when I have more time, but this is where it stops today. that was a lot of typing from the top of my head for one day...
updates will include better description of creatures, special abilities, new set of artifacts, more effective description of the world and its current state, more advanced and overall description of the conflict.
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MattII

 
     
Legendary Hero
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posted June 16, 2008 11:35 AM |
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It's different, but could use a lot of fleshing out, and I'm really not sure about some of the lineups.
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GenieLord

    
     
Honorable
Legendary Hero
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posted June 16, 2008 11:50 AM |
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Some feedback for you:
1. The basic story sounds great. It's a great beginning concept, mainly because it's easy to make many plots based on it, thus creating an interesting campaign. Good job here. 
2. It's pretty much unclear if you use the concept of races for every town or not. You have towns with creatures only from one race (like the humans' town) and towns with completely randomal creatures (like the Congregation). Confusing.
Quote: Hero Types:
Lord - Human
Tyrant - Congregation
Overseer - Demons
Reaper - Undead Mass
Wizard - Gathering
Battle Master - Dwarven Legion
Forest Guide - Fae
I think that it will be better to keep the traditional heroe's names, don't you think? "Knight", "Necromancer", etc are pretty much classic, and their names also lead to the racial skill.
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zazu1

 
 
Adventuring Hero
Makes Sense
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posted June 16, 2008 06:40 PM |
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Quote: It's different, but could use a lot of fleshing out, and I'm really not sure about some of the lineups.
I completely agree with this. It is interesting, some I like some I don't, kinda hard to say.
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chaosmaster

 
Tavern Dweller
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posted June 20, 2008 04:50 AM |
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thanks for the criticism guys, really. but I would also like to explain a couple things as well.
The reason some of them seem sort of like random line-ups of creatures is, to some extent, because I am trying to bring back some of the older creatures in the towns with some of the newer ones. Like, in the congregation, it is basically the classic warlock town, with dragons and hydras and mix it with the HoMM3 beastmaster creatures, like the wyverns. I'm mixing that town that way because I always thought that they went together really well and they both seem to be from swampy areas, like from HoMM2 the warlock towns were basically swamps. I also added in the Jerharglers because I wanted a factor that somehow forced them to fight together, like the J.H.(Jerhargler) overlords, who defeated the other races to band them together. In the same way I tried to turn the fae into what I did because I always thought of the mythical forest creatures as the types that would band together and work well with each other. though, I do admit, I need to change the halfling's upgrade form.
For the demons though, I put the gazers in there, because the dungeon town from HoMM3 used them and I always thought they fit more into a demon category rather than the warlock-ish town they were placed in. The gargoyles were there because, based on some mythology, and not all agree, the gargoyles on churches were meant to be seen as true demons as to scare away evil, so that is why they are there.
And, one of the reasons that I changed the titles of the heroes is because the old ones don't really fit with the stories and lineups that I put in there, such as the necromancer no longer fits because the undead are lead by other undead that have the mental capacity to actually lead them themselves and they were not brought back from the dead by necromancers, but by the demons in my storyline.
I didn't use Knight for the humans because I didn't want the player to think along the lines of "I should only really focus on their attack and defense because Knights are generally not known to use magic". I know not all people think like that, but I tried to create names which wouldn't have large preconotations attached to them skill-wise.
I mean, each faction will have be focused on one main skill, but not very heavily.
And, I'm going to go flesh out My HoMM6 right now, so as to try to fix some of the mistakes I can see that I made and try to work out some of the kinks that were pointed out by you guys as well.
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Moonlith


    
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted June 25, 2008 11:16 AM |
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Some very refreshing interesting and refreshing ideas here, it's good to see it's not just another standard lineup that has already been seen before.
Unfortunately, you use MANY foreign names so in a lot of cases it is very unclear just what kind of creature you envisioned for a position. Give a description!
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