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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Pack of unit ideas!
Thread: Pack of unit ideas!
Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted November 28, 2001 03:39 AM

Pack of unit ideas!

Well, where should I start of. This is something that I've done bakc in April and May when I first heard that HOMM4 is coming out. So I set down and pulled out all the creatures that I want to see in the game. Please remember that in that time I didn't knew anything about the no-upgrade system. So you'll notice that on some creatures there are upgrades suggested.

And a little bit about the design process. I made the design myself. Than I was posting the ideas on the 3DO community board. We discussed there the ideas. The things that I found interesting were implemented in the designs.

Maybe the whole list is rather long to be read, but if you do, please feel free to comment. Why do I posted this here? Well I wanted to share it with you

So here we go:

1. Paladin
This is my No.1 pick on the draft. I was playing the Knight army in HOMM 1&2 only because of Paladins. You don’t know how much I missed’em in HOMM3. Pleeeease bring’em baaack.
The Paladins are known as holy warriors that fight evil and they are respected as great leaders and companions in battles. So therefore they can either:
- cast bless three times per battle
- cast mass bless at the beggining of their turn (once per battle)
The spell casting in the first case works similar to the Ogre Magi’s bloodlust casting.They attack twice (double strike – as in HOMM 1&2). But retaliate only once.

2. Undead Hunter - upg. Holy Avenger
This is a version of a noble fighter that dedicated his life to fighting against evil and the undead. He uses holy mace as a weapon. The Holy Avenger is an expirienced Undead Hunter who knows how to stand in the way of the undead. He has vampire blood drain immunity, curse immunity, death ripple immunity, zombie poisoning immunity, fear immunity from Ghost Dragons. He deals 150% damage vs Undead and attacks in this way: when attacking undead, Holy Avenger first casts his own version of “destroy undead” spell on the selected stack that’s doing 10damage per Holy Avenger and this magical attack can not be retaliated. Afther that follows melee attack on the previously targeted unit that’s retaliated.
* * * note: if there’s no place for this kind a unit, holy avenger can be as well the second upgrade of the Paladin * * * *

3. Berserker – upg. Battlerager
The Berserker is the Dwarvern fierce figher, and the Battlerager is the greatest one. He fights with Gauntlets mounted on both of his arms. They are slightly faster than the Battle Dwarves, but also with slightly lower defence. The Berserker can attack three fields in front of him, while the Battlerager does full offensive spin and attacks all surrounding hexes. But during the attacks of the Battleragers/ Berserkers friendly units can be damaged as well as enemy’s.

4. Undead Warlord
The Undead Warlord has great attack, defence and speed compared to other units of his level. He carry’s large two-handed sword. But he handle’s this sword with unseen strenght and speed, something that can’t be done by living fighters. One thing that’s characteristic for Undead Warlord is “defensive spin” special ability. When a player decides not to attack with this creature, but instead to put him on “guard”, he recieves defence boost as well as any other creature. But then he retaliates two attakcs in that turn, and suffers only minimum damage from attacks.

5. Syron
The Syron’s are magic fighters of great power (probably the unit of highest level). Their weapons, their shields, even their bodies are imbuead with great magical powers. They have 25% natural magic resistance connected with magic mirror. So there’s a 25% chance that every spell cast on them will be reflected at the caster’s army. But “death” is their weakness. They suffer 125% damage from death armies, and deal only 75% damage on death armies.
**** note:it will be great to combine them with the Holy Avenger in the same army ****

6. Djinn
Well the Genies got free from those magic lamps. So who’s out to replace’em. Anyone more competent than Djinn’s? No. At first look, there’s only mere differnce between Genies and Djinn’s. The Djinn is with green skin and taller. But the Djinn now resides (and logicaly can be found) in Magic lamps (this meaning that they are NPC’s and can’t be found in large numbers). The Djinn is fighting with sabre, but their great concentration has granted’em ability to strike always first. This meaning that even if they are attacked by an Archangel, they are the ones who land the first strike instead to retaliate after the attack from Archangels. But there is one other thing that’s connected with their presence in the battles. That’s the “three wishes” system. When one of this lamps is acquired (bought for certain amount of gems and money), it has in it 5 Djinns. The Magic lamp is then equiped in the backpack. After that the player recieves three wishes. The wishes can be: certain amount of money (5000gp per wish); certain amount of resources (10 – crystal, sulfur, mercury *no gems* or 20 – wood, ore per wish); one random treasure artifact (per wish); summoning in battles (once per wish). The summoning in battles doesn’t require casting a spell, but rubbing the lamp. The Djinn’s don’t actualy die in the battle, but only go back in their lamp. But they can be summoned once per battle, thus meaning one wish less. The three wishes can be of any kind. If the player wants he can take three treasure artifacts for the three wishes, or take one artifact, 20 wood and summon the Djinn’s once in a battle. However, when the three wishes are made, the Djinn’s are set free, and appear onto the map at one of the surrounding fields around the owner of the lamp. From than onwards they are free, and are neutral units on the map as any other unit. This way the player can strategicaly plan when to use it’s third wish, and release the Djinn’s, maybe as guardians of some place. However from then on, they are also enemies to him as well as to any other player. The Djinn’s once set free are not willing to join any army afterwards.
****note: this idea can be developed furthermore: the Djinn’s can be good guys from gold magic lamps, and Efreeties the bad guys from black magic lamps. Djinn can have three different versions of wishes to fulfill and the Efreeti other three.****

7. Giant spider rider
It is a Dark Elf mounted on a Giant spider. This unit attacks twice. First the spider is bitting and than the rider lands his weapon attack. The spider has a 15% chance to “web” it’s target. When “webbed” the opponent suffers lowered: speed, attack and defence. Sigle opponent can be “webbed” multiple times.The unit also retaliates twice, first the spider reatliates, than the rider.

8. Werewolf
These units are one of the fastest moving in the game. Logicaly, because Werewolves are really fast moving. They deal good portion of damage, and have disant defence. But the greatest weapon against’em isn’t silver arrow, but the “dispel magic” spell (with an advanced level in the needed magic school). When this spell is cast upon’em they’re turned back into Peasants or Rogues. Of course that they’re NPC’s that aren’t associated with any of the armies. No one would want to have it’s 140 Werewolves turned into peasants in one turn. And there can be also a “Peasant and Rogue to Werewolf transformer” where you pay to a wicked witch to curse your ranks and turn’em into werewolves.

9. Sea Serpent
These creatures can be found in the waters only, where they guard the sea treasures. They are visible on the map as well as any other creature. They come in small numbers, but rather different battle aproach must be done in order this battles to function. Since you face’em on a water, you must attack these creatures from your ship. But this time we don’t have classic ship-to-ship situation. From one side there's your ship and from the other the sea and Sea Serpents within. So since your fighters can’t walk to’em they can not attack’em. This creatures can be directly attacked by rangers and flyers. The ground units could fight these creatures indirectly by waiting to be attacked and then retaliate. The Sea Serpent does not move during the battles. It attacks on the Harpy system. Attack (but can be retaliated) and than returning back to the sea.

10. Giant Mole Rider
There is this Giant Mole, and there’s a rider on his back. This is a creature with great defence and good attack rating, but it is a slow moving creature. When this unit is fighting against other units only the rider attacks. But this unit has an ability to crush city walls - same as the Cyclops, but this time with direct hit in the walls from the creature, when the Giant Mole plays the main role.

11. Leprechaun
Ranged unit that attacks with simple range weapon (something similar to the Halflings). But it’s speciality is to produce random resource. How does it work? When you have over 50 Leprechauns within your ranks they generate one random resource every three days. When you have over 100 Leprechauns within your ranks they generate one random resource every two days. And when you have over 200 Leprechauns within your ranks they generate one random resource every day. And there’s a – 30% chance to produce ore; 30% chance to produce wood; 10% chance to produce crystal; 10% chance to produce gem; 10% chance to produce sulphur; 10% chance to produce mercury. This should be one of the most expensive (if not the most expensive one) units of it’s level.

12. Cleric (or Preacher, Deacon, Apostle)
I know that this is a hero in HOMM3, but I think that he can be used better as a unit, or at least a unit that’s modeled by him and called different (preacher, deacon or apostole). This unit attacks with his holy mace and is wearing silver armor and shield. He can cast ‘advanced healing’ on friendly stack during the combat, three times per battle - but then can not attack. When upgraded he becomes Demon Slayer, and is dealing 150% damage when facing Demons.

13. Wizard Slayer
As the name says, these fighters dedicated their lives to fighting against spellcasters. Their armour is imbued with antimagical ability. They can be targeted with offensive spells only (lightning bolt, magic arrow, implosion etc.) and can not be targeted by other spells. This means that defensive spells can’t be cast on’em either. This warrior deals 150% damage to all creatures that rely on magic, magic casting ability, and magical attacks. For example: Monk/Zealot, Magi/Archmagi, Genie/Master Genie, Lich/Power Lich, Ogre Mage, Enchanter, and ours Paladin, Cleric, Holy Avenger. Other creatures that cast spells like Scorpicores, Medusas, Unicorns or Archangels are left out of the list because they're not classic wizards that practiced magic, but they're creatures who are born with that ability. And that's something that Wizard Slayer is not concerned with.

14. Grim Reaper
This is one unit that I’ll definitely want to see in the Necropolises ranks. First, I really like the ArchDevil’s teleportation ability. But since Inferno is out from HOMM4, I think that Grim Reaper should be designed that way. He shouldn't be horse mounted. But as the Devil, he's fighting with styche and can teleport. Also, similar to the Archangels, the Grim Reaper can cast Animate Dead (50HP restored per Reaper).

15. Metal Gryphon Rider
This unit is consisted of a metal Gryphon(or it must not be Gryphon, it can be something  completely different and original) forged by the Gnomes. Than, there’s a steam engine (or some other unexplained primitive form of machine) in it that makes it fly. And at the end there’s a Gnome mounted on the back of this metal Gryphon. So what do we have now?A flying unit. But a slow one – since you can’t have fast flying machine powered by steam engine (or some other). In addition to compensate it’s slowlyness the mounted gnomes attack with some sort of range weapon. Maybe with hurling hammers or something simmilar. But this unit deals only 50% damage when making ranged attack, and deals 100% damage when making mellee attack. The real Gryphon should be able to cause 200% damage on his idol counterpart. ****note: maybe a metal Gryphon brought in life trough alchemy – Tower unit? But another shooter there?****

16. Hulk  
These are creatures with enormous power. They don’t use weapons, and attack with their enormously big fists. With high attack rating, and good (but not low) defense rating – since they don’t wear any armor, but have great constitution.
Upgrade: Extender
This is where the Forging takes a role. The creatures original bones on the arms are replaced with metal bones. You’ll say why? In this metal bones is implemented a small mechanic device that allows the creature to extend his arms. This gives  the creature more attack power and unseen range ability until now. This way, the Extender can attack from a range of (let’s say) 4 fields, without moving, but only with extending his arms. The creature that is hit, is pushed backwards for (let’s say) 4 fields. The attacked creature won’t be pushed back if there’s an obstacle or a creature standing, blocking it’s way back. However, the Extender cannot attack trough obstacles or creatures. For example, if there’s a Swordsman in front of the Marksman, the Extender can attack the Swordsman and cannot attack the Marksman trough the swordsman.

17. Pit Fiend
Standard HOMM3 Pit Fiend that, when upgraded, can attack few hexes away from him with his whip.

18. Troll
Wether it is HOMM1&2 or HOMM3 doesn’t matter. Just bring those Trolls back please Oh, yes, and make’em meaner and stronger too. They’re Trolls after all.

19. Boar Rider
Standard HOMM3: Armageddons Blade – Boar Rider, but with one enhancemet. When upgraded he has the ‘Charge’ ability similar to the Castle’s Champions.

20. Dark Elf Priestes (or Priest)
This is a ranged unit that suffers no penalty on distance because she attack’s with lighting bolt. The power of the spell rely’s on the number of Priestesses, and can be resisted/reflected by creatures that have magic resistance/mirror. However in hand-to-hand combat she suffer’s damage and she can’t use the lighting bolt, but there’s a 15% chance to entangle the attacker (in hand-to-hand attack only). After that the Priestess is alowed to move and the entangled creature can’t move, but can still retaliate or attack if there’s an enemy unit next to it. However this entangle lasts for three rounds or less if dispelled. The entagle here is not similar to the Dendroid’s entangle, since it’s a spell this time, that can be renamed as well.



21. Charlatan
He has staff in his hands that is rather strange at the top, which is a hypnotizing device actually. He is a weak melee fighter, but has an ability to cast enhanced “hypnotize” (twice) per battle. He can cast this spell only on creatures that are level 1, and when upgraded level 2. Of course the power of the spell depends on the number of Charlatans.

22. Elementalist - upg. Conjurer
This was once the Conflux magic hero. But now since the Conlux isn’t around any more (I hope), this guy can be transfered into the units ranks. The Conjurer has ability to call elementals to fight on his side. He can summon elemental, that is different from the major four or another magical creature as well. But this creature shouldn’t be summoned in numbers. But instead, there’s always one summoned creature that isn’t energy limited. It’s energy will depend on the number of Conjureres. 10, 15 or 20 energy per Conjurer.

23. Bard
Altough I would like to see the Bard as a Hero, I think that there are greater chances for him to appear in HOMM4 as a unit. The bard is a average ranged fighter, altough not so powerfull, that play battle songs during the battle, and that way motivates his comrades. Bard’s should be able to motivate his battle partners and raise their morale. It can be done in one of the following ways:
- Bard unit has ability to cast three times “mirth” per battle
- Bard unit casts “mass mirth” at the beggining of the combat (once per battle)
- When Bard goes on “guard” there’s a temporary +1 morale boost for all friendly creatures that lasts only one (next) round of the combat

24. Dark Elf Archer
Ranged anty-range unit, that deal 150% damage VS other ranged units. There’s a 20% chance (when upgraded) to poison the targeted creature with his arrow. Attacks only once.

25. Bounty Hunter
This Bounty Hunters are very similar to the Oriental Ninja’s. They are fast moving units armed with sabres, and when upgraded gain ability to set traps. They can set one trap per turn (works similar as “quicksand” magic casting). They lose the ability to move after trap setting. They don’t need to be on the filed where they want to set the trap, but can trow it from the distance. If a hero has Tactics secondary skill, the Assassin can set 1 to 3 traps depending on the expertise of the Tactics skill. The number of the traps is limited to 6 per battle. The traps are combination of “quicksand” and “tower mines”.

26. Stalker – upg. Assassin
This unit is armed with dagger in one, and short sword in the other hand. He has ability to stay unseen untyl he makeas an attack. But the maximum time of his invisibility and avoidance to attack is three rounds. Afther three rounds he becomes visible and must make attack in order to ‘hide in shadows’ for the next turn. On native terrain he can stay invisible for four rounds. When upgraded to Assassin, this unit recieves ability to climb over walls. This unit have high attack and low defence rating.

27. Demon
Thess are not the Kreegan Demons. No. These are ones that come from the hell directly (if there’s a such place in Axeoth . Logicaly they are creatures with big wings and fast flyers, and since they’re winged they should be full balrog look alike and with flaming whips. And the upgraded unit should have the same effect as the current rust dragons have.


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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 28, 2001 07:36 PM
Edited By: Djive on 28 Nov 2001

1. Paladin
This is an advanced hero class now. I'm a bit adversive to gathering Paladins en masse since they're supposedly unique. So this works best for me.

2. Undead Hunter - upg. Holy Avenger
There might be  place for creatures that do extra damage vs. Undead.

3. Berserker – upg. Battlerager
There's a berserker in heroes 4.
With 12 HP, 2-3 damage, they're not as though as the Dwarves, 16 Hp and 3-4 damage.

4. Undead Warlord
Hmmm. I'd rather see more non-human creatures but I guess it's plausible. I'd some "undead" creature which does additional damage on humans.

5. Syron
Hmmm... You say 'magic' but don't mention any spells?? Isn't this another "might" creature? It seems to be another human.

6. Djinn
This would work better if the Djinn always stay in the lamp, that is it's never a creature. The hero can then rub the lamp in combat or on the adventure map to make appropriate wishes. The wishes would then include spellcasting by the Genie. (Each lamp has  limit to how many times it can be rubbed.)

7. Giant spider rider
Now it's beginning to shape up. Although, personally I prefer riderless giant spiders.

8. Werewolf
The idea about transforming creatures has some merits.

9. Sea Serpent
The sea monster will probably work something like this. Though it's not shaped like a serpent. Overall, good idea.

10. Giant Mole Rider
Nah... I don't really like this one. Crushing walls sounds a bit too hefty, and I tend to believe you'll have to climb walls instead of crsushing them.

11. Leprechaun
These are in but with other abilities.

12. Cleric (or Preacher, Deacon, Apostle)
This is a hero class in heroes 4 too, and I believe this is the right choice. Enough humans.

13. Wizard Slayer
Another human and hrmmm... if you want to fight Wizards let the special be: exudes a cone of anti-magic negating all spells that would affect any creature in that area (1-3 hexes). Dispels any beneficial spells cast on creatures it attacks. Then make this a fantasy creature (= non-human) and it would be even better.

14. Grim Reaper
I believe (Grim) Reaper has potential... but I prefer him unmounted... The Scythe is a must. (The devil has a trident now)

15. Metal Gryphon Rider
A flying metal creatre would be very difficult to do. Anyway, I'm not into this artifical stuff. If you want Gnomes, they could perhaps be able to smithe armour/weapons for your heroes for a small amount of resources.

16. Hulk  
There might be a place for this one...

17. Pit Fiend
This is not bad.

18. Troll
Agree on this one. I want them muscular too ;-)

19. Boar Rider
I'd like to see giant boars as a separate creature. They're not good as mounts.

20. Dark Elf Priestes (or Priest)
How do you motivate the entangle? Is it a spell costing spellpoints or?

21. Charlatan
It's a human and sounds weak. I'll pass on this one.

22. Elementalist - upg. Conjurer
It's a human. I don't mind the summoning idea, but I would prefer a non-human creature doing the summoning. And the summoning would be specialized to an appropriate creature.

23. Bard
As you said it fits best as a hero class. It's a human and we have enough.

24. Dark Elf Archer
nah... you're going to get almost only dark elves the way you go.

25. Bounty Hunter
The concept of Bounty Hunter works better if this is a 'Stranger' (see my thread on that subject; it could actually be proposed there) than as a unit. You can't make and set a trap in one round.

26. Stalker – upg. Assassin
Assassin is an advanced hero class. Otherwise, assassination also works best as 'Stranger'. Assassins, should not fight in field battles.

27. Demon
We can always use some more demonic demons. The h3 ones are not all that scary.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted November 28, 2001 08:40 PM

A new very cool creature...



thanx to Incubus for giving me the link...
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raZor_X
raZor_X


Promising
Known Hero
The mysterious Warlock
posted November 28, 2001 09:27 PM
Edited By: raZor_X on 28 Nov 2001

Hi there...

I see that you have listed plenty of creatures there. But the majority of them are taken from Age of Wonders and Baldurs Gate 2. Some of them are good to implement in Heroes 4 (expansions maybe) but it is not a good idea to copy the creatures of the other games (cuz people will start talking like, Heroes 4 a clone of Age of Wonder in creature aspect, at least they should be changed a bit). I personally like paladins too. Becouse of their great respect and leadership, 3do decided that they should be a hero class, wich is a much better solution than seeing them as simple creatures.
Lastly, we all want to see some more creatures (maybe in the expansions which will surely come) wich can be implemented in heroes games. Lets wait and see...

raZor_X

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thebigunit_3...
thebigunit_3000


Hired Hero
Walking Dead
posted November 29, 2001 03:54 AM
Edited by alcibiades at 20:44, 27 Nov 2008.

I agree the paladins sound like a very cool idea.  Some of these creature ideas are very good, and I hope someone from 3DO is able to get some ideas from this, mebbe for an expansion pack, cause it sounds to me like they already have their creatures set in stone.

Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url].
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