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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Version of HoMM 6 Faction by Faction
Thread: My Version of HoMM 6 Faction by Faction
Noob
Noob

Tavern Dweller
posted July 04, 2008 04:43 AM
Edited by Noob at 11:08, 06 Jul 2008.

My Version of HoMM 6 Faction by Faction

Heroes 6: Improved Gameplay.

A change in the Traditional Tier System and the introduction of Unique Factions

Bottom Tier:

Militia / Lightly Armed Citizens
Unit Specialty: Replenishable while in home territory

Every faction starts with more or less the same things (bottom tiers), and remain so for the majority of Early Game.

Mid Tier:

Infantry Unit (Both Heavy and Light)
Artillery Unit
Cavalry Unit
Airbourne Unit

During Mid Game, a wider variety of units becomes available for hire to replace the now outdated militiamen (which becomes unhirable). At this stage of the game, factional strategy starts to kick in. Different requirements needs to be met for individual factions in order to unlock unique abilities.

Top Tier:

Caster Unit

Each faction will be provided with three caster types, the player will choose one of these to be their caster unit. The caster unit will define the alligence of the lower tier units as well as determining the Ultimate tier unit.
For Example:
'Good' Human Caster: Heavenly Forces and Guardian Angel
'Evil' Human Caster: Heretical Forces and Fallen Angel
Each caster will have a unique special ability. (If we are going to have a Dark Human faction, I believe this is the most efficent way of doing so.)

Ultimate Tier:
You get the max of 1 Ultimate Unit per Army. Whilest having considerable amount of power, once it's killed, morale for all units drastically decrease.

Now to make the game more INTERESTING, we need UNIQUE towns.

Edited
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MattII
MattII


Legendary Hero
posted July 04, 2008 05:00 AM

Good stuff, but formations don't make any sense in combat, since we use stacks rather than individual units.

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Noob
Noob

Tavern Dweller
posted July 04, 2008 05:45 AM
Edited by Noob at 11:04, 06 Jul 2008.

Faction Background:

Human Faction
Race: Human
Theme: Medieval (Christian) Europe
Worship: Messiah
Identity: Chosen Citizens of Heaven (Inquisitors, Player's Initial Race)
Why they fight: Free the world from the clutches of evil. (Demonic Influence)
Pre-Campaign Political Status: Declare War against Demon Faction.

Undead Faction:
Race: Undead
Theme: Ancient Egypt
Worship: Lord of the Dead
Identity: Loyal Servants of Anubis
Why they fight: To fulfill their duty to protect their ancient land if necessary. (If fulfilled, they will be rewarded with Rebirth)
Pre-Campaign Political Status: War against Dwarves

Lycanthrope Faction:
Race: Lycanthope, Orc
Theme: Mongolian
Worship: The Creator
Identity: Proud creations of Ulgan
Why they fight: In order to Survive.
Pre-Campaign Political Status: Tribal Civil War, Responsible for Occasional Raids and Plundering

Dwarven Faction:
Race: Dwarf
Theme: Ancient Rome
Worship: Vulcan
Identity: Citizens (of the Glorious Empire)
Why they fight: Conquest for the glory of the Empire, Protect their Volcanic Sanctuaries and the Secrets of Barrage.
Pre-Campaign Political Status: War against Undead, Wood Elves

Harpie (Matriarch) Faction:
Race: Harpie
Theme: Aztec
Worship: Sacred Bird
Identity: Sentinels of Quetzalcoatl
Why they fight: To claim their sacrifices in order to appease the Divine Quetzalcoatl.
Pre-Campaign Political Status: Peaceful, Responsible for Occasional Raids and Plundering

Wood Elf Faction:
Race: Elf
Theme: Amazonian Tribes
Worship: Mother Nature
Identity: Nature's attendants, conservators and protectors.
Why they fight: To recover the natural land that have been lost as a result of factional expansion.
Pre-Campaign Political Status: War against Dwarves

Naga Faction:
Race: Naga
Theme: Chinese
Worship: Ancient (Chinese) Dragon
Identity: Descendants of the Dragon
Why they fight: To honor their predecessors protect their Ancestral Legacy
Pre-Campaign Political Status: Peaceful

Mystic Faction:
Race: Djinn (Marid/Ifreet included)
Theme: Arabic/Hindu
Worship: None
Identity: Masters of the Elements
Why they fight: Practice their unparalleled arcane knowledge. (only if absolutely necessary.)
Pre-Campaign Political Status: Peaceful

Predator (Matriarch) Faction:
Race: (Genetically Modified) Insect
Theme: N/A
Worship: Their Respective Brood-Queen
Identity: Rightful inhabitants of the swamp.
Why they fight: To prove their inter-brood dominance.
Pre-Campaign Political Status: N/A

Gremlin Faction:
Race: Gremlin
Theme: Conquistador
Worship: None
Identity: The Innovators (Bullies)
Why they fight: To exploit those who are intellectually (and technologically) inferior.
Pre-Campaign Political Status: Occasionally Aggressive, Frequently responsible for Plundering

Demon Faction:
Race: Demon
Theme: None
Worship: Fallen One
Identity: Devil’s Minions
Why they fight: The corruption of the Heroes World. (So their Arch Devils masters may rule the World once again).
Pre-Campaign Political Status: Aggressive against all Factions
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Noob
Noob

Tavern Dweller
posted July 04, 2008 09:39 AM
Edited by Noob at 10:22, 06 Jul 2008.

Now that I introduced the factions, I need a plausable storyline to back it up.

Human Campaign Story:

Hero: Prince Aleksis
Description: Crown Prince of Heaven, Frightened Child

Mission 1 Cinematic:

A powerful heretic released the cursed seal and summoned the previously imprisoned demonic armies through a dimension portal. Almost overnight, the iron fist of the demonic army crushed the ill-prepared resistance of the heaven armies.
The royal family was massacred; the sole survivor was Aleksis, the sixteen year old Crown Prince who escaped on horseback a frightened child. (His 'Guardian Angel' sacrificed his life protecting him, before departing, left him with these words:
"You are the chosen one; it is your destiny to defeat the demonic and restore order to this world"
"That’s a futile effort!" cried Aleksis
"You will meet your destiny Aleksis, on the road you take to avoid it..."
*Sound Familiar?

Mission 1:

-Collect the survivors of the Human Army.
-The main exit routes are swarmed with demonic minions; take the less perilous forest route to flee Heaven territory. (Tip: Avoid confrontation with Forest Gnolls.)
-Take refuge in the remote Dwarven City.

End Cinematic:

Aleksis is escorted to the Dwarven Provincial Capitol (A magnificent Volcanic Citadel), where he met a proud Dwarven Official. Upon hearing the tragedy that occurred in Heaven, he expressed little sympathy, and is uninterested in helping Prince Aleksis reclaim his homeland. Instead, he offered his temporary protection if Aleksis (and his VALUABLE men) serves alongside the Dwarven Legionaries currently engaging the Undead as a lieutenant.
*Notes: The Dwarves as a faction frequently makes the mistake of underestimating their enemies on the back of their (so far) unparalleled military. At this stage, they believed the demons are deterred from challenging the might of their Legionaries.

Human Campaign Story:

Mission 2 Cinematic:

Aleksis arrived at the Dwarven Frontier equipped with the superior Dwarve Forgeries, much to the dismay of his commanding officer General Duerval. Duerval intimidated the prince by describing the Undead as mindless ‘life-force’ leeching horrors led by a Priest of Horus (Who is then described as the incarnation of ‘Evil’ itself). Although initially successful, such scare tactics worn off when one frosty night, Aleksis overheard Duerval’s conversation with a strange humanoid being (which he assumed to be an envoy of the Undead):
Undead Envoy: “My master proposed to provide you with Priest Horus’s position in exchange for your cooperation.”
General Duerval: “And what is it we are required to do?”
Undead Envoy: “Have him ‘disappear’; I’m sure your superiors will reward you generously. I hope we have an understanding.”
Such a conversation shed new light on the true identity of these supposed ‘Undead menace’.
The following night, Aleksis was ordered to reinforce a carefully set ambush. His job sounds simple: avoid detection and cut off the Undead escape route.

Mission 2:

-Identify the signal for Priest Horus’ entrance and quickly cut off his only potential escape route without alerting the Undead Scouting Party. (Avoid confrontation with the Forest Gnolls.)
*Duerval’s men are no match for the Undead priest’s ferocity…
-Quickly reinforce General Duerval’s encirclement.
-General Duerval is injured; temporarily take control of the leaderless Dwarves.
*If the legionaries fall, nobody leaves alive!
-Subdue Priest of Horus using superior numbers.
-Hold the line until the unconscious Priest is taken to the Designated Position.



End Cinematic:

Aleksis unknowingly earned the respect of the Dwarven troops to the jealousy of General Duerval who is vocal about ‘outsiders should not meddle in dwarven military’. As a result, Duerval assigned Aleksis and his men the job of guarding the captured Priest until his public execution (to effectively take him out of action.) Out of sheer curiosity, Aleksis broke the cardinal Dwarven law by befriending Priest Horus (whilst the latter is in captivity).

*Horus revealed the Undead was formerly a modest and resourceful minority (with traditions undisturbed for thousands of years), the recent expansion of the Fiery Dwarven Legions (hungry for additional resources) threatened the security of his ancient homeland, he and his brethren resisted valiantly.

As the date of the execution drew near, Aleksis’ health rapidly declined (As he doesn’t want to lose his newfound friend). Seeing this, Priest of Horus dispatched part of his soul onto a spirit falcon (which accompanies the Prince for the remainder of the Campaign,) to guide Aleksis. Finally, during his execution, his exclaimed to the crowd: “Citizens of the Empire, your very foundation (Volcano, symbolizing enthusiasm for aggression) is your undoing. (Foreshadowing the Dwarves will be consumed by Fire/Demon/War). Shortly after, Aleksis and his men deserted their Dwarven posts.

*Note: I wanted to explore Priest of Horus’ character in greater depth in future campaigns, so I transformed him into a falcon.

Noteworthy Clarification:

Although a section of his soul is dispatched into the Spirit Falcon, Priest of Horus is Dead. The Falcon functions like this:
It contains the memory of Priest Horus, but it is incapable of independent thinking or emotion.

For example, if the Falcon is asked a question, it will reply based on Horuses’ memory and sometimes according to his memory based judgment.

(Q: Horus Spirit, when’s lunch?)
(A: After breakfast, before dinner, at approximately 12-2 pm.)
(Q: I mean today.)
(A: Error, Memory Overload!)

Get the Idea?


Enough for Today, More to come!
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 05, 2008 12:19 AM
Edited by Adrius at 00:22, 05 Jul 2008.

Interesting... Did noob remove a really cool faction or something while editing...? I missed it!

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Noob
Noob

Tavern Dweller
posted July 05, 2008 03:50 AM

Space Reserved
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del_diablo
del_diablo


Legendary Hero
Manifest
posted July 05, 2008 03:25 PM

I like some of the ideas exepct for 3 human faction, there are enogh mythical creatures in folklore and legends to eliminate some of them.
And you take on the classic christian stance, dam i miss the kregans .
Mystic, Naga, Predetor........... the best ideas on this forum.
The idea of the Undeads being from Egypt is interristing, i also like that.

Humans(both), Dwarfs, Demons, Goblins, to be extremely sterotype.
And common, however the 1 elf faction is like that too.
Suggesting to replace the air elfs with a aviar faction.
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LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted July 06, 2008 10:25 AM

Three human factions? Not.

Beast-Human should be replaced by Mutant. So, Mutant/Orc alliance.

Elves are not humans. They may look like humans in some freaky way but, their constitution is too advanced and plant properties that gives them extra energy via sun rays absorbtion. Whereever Jungle and Temperate Forest are: Elves are, truly irresistible and magic is truly weak against them.

The Undead are no longer Humans by the fact that their ancient Egyptian civilization has been extinguished several thousands of years. Even on Ashan, Gua-ould presence will never come. Anubis forgot these poor bastards a very long time ago. Who knows, Anubis might be dead and turn to dust since then. Only one and, very resourceful in the art of evil magic can maintain his decaying kingdom to a still standing's stance.

So, there is only one type of Humans. Haven type. There are a lot of different clans though. Being able to switch between clans while using the RMG would be awesome.


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Noob
Noob

Tavern Dweller
posted July 06, 2008 11:01 AM
Edited by Noob at 11:07, 06 Jul 2008.

To LucJPatenaude and del_diablo:

Thanks for your imput.

your suggestions are pretty much the same so I'll merge them together.

"3 Human Factions" -Fixed

"Aviar Faction" -Fixed

"Elf is not Human" -Clarify Please, last time I checked Elves are Elves

"Undead no longer Human" -Fixed

"Rename 'Beast-Humans' as 'Mutants'"
-I gave it a lot of thought but decided not to change to 'mutants', The general response to 'mutants' is somewhere along the lines of 'eww...' rather than 'Hell Yeah!' Instead, I'll just call them 'Lycanthope' (Shapeshifting Beast Warriors).

"So, there is only one type of Humans. Haven type. There are a lot of different clans though. Being able to switch between clans while using the RMG would be awesome."
-Under my proposed system draft, this is possible. All you have to do is pay an additional cost to re-train your caster unit and Wham! you have a different sub-faction within your faction.

Quote Myself:

"Caster Unit

Each faction will be provided with three caster types, the player will choose one of these to be their caster unit. The caster unit will define the alligence of the lower tier units as well as determining the Ultimate tier unit.
For Example:
'Good' Human Caster: Heavenly Forces and Guardian Angel
'Evil' Human Caster: Heretical Forces and Fallen Angel
Each caster will have a unique special ability."
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