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Thread: Yet another vision of Heroes of Might and Magic 6 | This thread is pages long: 1 2 · «PREV |
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jiriki9
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Undefeatable Hero
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posted August 05, 2009 11:14 AM |
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Edited by jiriki9 at 11:16, 05 Aug 2009.
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Thanks for the replys again .
Quote: Yeah the hero thing is a great concept, although I believe the scout heroes should be able to pick up a limited amount of resorcues each day, and a hero who turns into a traveller should either need logistics to do it, or shuold acquire it automatically after a few weeks.
hmmm, I disagree a bit there...how should a hero pick up a pile of wood? and for logistics...I also disagree. The skill would defintiely be a must-have for a hero you want to be mainly traveller, but you'd still have to pick it as any other hero, imo.
Quote: Armies should only discover scout heroes when standing on a tile next to them but then they shuld be able to capture it and decide to kill him, demand money from the enemy for him, or turn him to their side for a lot of gold. But there'd be a perk which allows them to remain completely invisible.
I thought of making some skill for that, like the stealth skill in HoMM4
Quote: Also all of the fellowship heroes should be able to fight in a combat. What's the point of getting less experience if you can only use one hero anyway? Obviously only one hero would be able to give his stats to the creatures, while the others could cast spells.
I did not from the beginning on intend to have heroes fighting directly in combat. But maybe they could all be used like in H5, be3ign able to attakc and cast spells...yet that would make fellowships a definitely must-have...
EDIT: btw, I still could use soem help with some hero classes and especially teh racials...
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Oz
Adventuring Hero
Preparing
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posted August 05, 2009 12:13 PM |
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Not a pile of wood, but some gems and crystals, surely.
Logistics is not a combat skil, but as you said travelling heroes could level and find artifacts which leads me to the conclusion that one could use them as commander heroes later on. Logistics doesn't provide any combat skills normally, so having it restricts you from another good combat skill, although H5 logistics can provide some pretty good combat movement and is a worthy skill to every hero, and this kind of ruins my point... It depends on how H6 skill system works out. If it's H5 like then you're right, but if it's H3 style and a traveller hero could imrove just as fast as a commander, then he doesn't neccesary needs logistics, and could free up a space for a better skill.
If we work in H5 system, a whole new skill isn't needed to cover stealth, just a lesser skill in the logistics skill tree.
Yeah, I meant H5 way too, and maybe even taking away the possibility of the commanding hero casting and attacking, or atleast reduce his initiative.
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Jiriki9
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posted August 05, 2009 08:42 PM |
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hmm right about crystals, etc., I will consider your arguments Not too much time now...
I have edited the siege section and added defensive liquids
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Jarlaxle
Tavern Dweller
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posted August 09, 2009 12:21 AM |
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What I like: Weather, Random events, travellers
What I dislike: Fellowships, Too...Many...Creatures!!!
But as you can see the good outweighs the bad. Congrats!!! I LOVE the random events(it reminds me of Civilzation 4: Beyound the Sword) and travelers and weather are awesome too. All and all, great job!
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jiriki9
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posted August 09, 2009 11:00 AM |
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Thank you, again^^
weather, btw, is at work.
here a glimps at simple weather effects in battle.
Rain: slows down all units, weakens most mechanical units, reduces initiative+moral of most living units. Favoured by: Fortress
Sunny: No real effect, favoured by: Castle.
Hot: Reduces the maximum hi points of most units by 1, and highly reduces all living units' initiative. favoured by: Palace
Snowfall: Slows down all units and weakens most. Favoured by: Stronghold
Storm: Slows down all units heavily. Flying units and small units can seldomly been blow a way 1-3tiles by random, surprising windblows. favoured by: ?
Fog: Not the whole battlefield can be seen, but just the parts in a certain area around your units, depending on how thick the fog is. All movement through fog cost double. When meeting an enemy in fog, usually no battle comes to be, the unti just stops. Favoured by: great tree? necropolis?
Those are just some examples, of course. A complex weeather system is at work, but not sure weather it will also be implemented in THIS homm6 idea^^
for the "too many creatures thing":
That's just the old discussion and I can only repeat what I allways said (or I hope I have^^): I like it better to have many creatures even if some of them are very similar except of their setting, than having a few completely unique one. The same for the choice of picking two different creatures per tier: It would make it more variable, and you (as wellas your enemy) would be a bit harder to predict.
As example let's take haven (player) and bulwark(comp). You haven'T met your enemy yet and are about to choose which tier 4 you build. You got the choice for Swordman, a great melee unit with reasonable deefnse AND attack, unupgraded even not too slow and Priest, a weak unit but a good caster (healing spells!) Now you have to weight what is strong against YOUR bulwark enemy and have to guess which units he choose to do so. It just gives a certain thrill to the thing (and there would be better examples, I feel^^)
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Jiriki9
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posted May 07, 2010 11:39 AM |
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I can't edit this any more?!?
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DomFontana
Known Hero
NY Yankees
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posted May 08, 2010 02:19 AM |
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Hi, Jiriki.
I think your ideas are fabulous. They are certainly well thought out and presented very systematically.
But the #1 thing I would like to see with HOMM VI is for it to be a real-time game, instead of turn-based.
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The King
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MattII
Legendary Hero
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posted May 08, 2010 08:28 AM |
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Quote: But the #1 thing I would like to see with HOMM VI is for it to be a real-time game, instead of turn-based.
It'd be a spin-off, not part of the main HoMM series, which is based entirely around being a TBS.
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DomFontana
Known Hero
NY Yankees
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posted May 08, 2010 09:27 AM |
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Hi, MattII.
HOMM VI doesn't have to stay as a TBS game. They could make it as a real-time game, if they wanted to. In the HOMM V series they introduced simultaneous play for online games, which was a step in the right direction, in my opinion.
I think the first HOMM game came out in the early '90s, when all the games were turn-based, so it made sense then. But almost 20 years later, I think they should update the concept. One of my biggest complaints about HOMM V is that it's slow as molasses. It's just bearable in 2 and 3 player games, but with 4 players, it can take over a minute for the AI to move. Forget about 8 player games. And the saves are so slow, that if you have Auto-Saved turned on, it can take forever, in between turns.
To my way of thinking, nothing could be more boring that clicking on End Turn, and then just sitting there for 90 seconds waiting for the AI to move, which is the way it was in HOMM V. In the earlier games, it didn't take that long. So when they beefed up the graphics, it was a double-edged sword. The game looks great, but plays very slowly and takes too long between turns. So, I thought it would be nice if they made HOMM VI a real-time game, or at the least, have the AI move instantaneously, so there are only a few seconds between turns.
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The King
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MattII
Legendary Hero
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posted May 08, 2010 09:55 AM |
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being a TBS is fundamental to the HoMM series, the sameway that being a RTS is fundamental to Command and Conquer, or being a FPS is fundamental to the Doom series, you can't change that without having to rewrite the whole game.
As for the time it takes, that's a failing of H5, not of the series.
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DomFontana
Known Hero
NY Yankees
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posted May 08, 2010 10:15 AM |
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Quote: As for the time it takes, that's a failing of H5, not of the series.
I agree with that, Matt. I know that being a turn-based game is part and parcel of what the HOMM series is all about. I just hope they speed it up, if there is a HOMM VI. They could sacrifice some of the graphics flourishes for the sake of better gameplay.
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The King
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MattII
Legendary Hero
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posted May 08, 2010 11:34 AM |
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Hey, as far as I'm concerned they could sacrifice being 3D, the scale they used was far too small anyway (heroes should look as though they're crossing miles every day, not yards).
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DomFontana
Known Hero
NY Yankees
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posted May 08, 2010 12:53 PM |
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Quote: Hey, as far as I'm concerned they could sacrifice being 3D, the scale they used was far too small anyway (heroes should look as though they're crossing miles every day, not yards).
Yes, that's a good point. I don't know if you're familiar with Sid Meier's Railroads. Not Railroad Tycoon, but his latest railroad game was called Railroads. He improved the graphics, but the scale was way off. You could see the New York, Pensylvania, and DC train stations on the screen at the same time because they were so close to one another. It was as if it was a model railroad.
As you said, it's the same with HOMM V. You make your first move and you're still in front of your town. The hero didn't travel very far in one day.
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The King
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Jiriki9
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posted May 09, 2010 02:27 AM |
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Edited by Jiriki9 at 02:29, 09 May 2010.
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Quote: Hi, Jiriki.
I think your ideas are fabulous. They are certainly well thought out and presented very systematically.
But the #1 thing I would like to see with HOMM VI is for it to be a real-time game, instead of turn-based.
That wouldn't be HoMM anymore, but something else. I think this is one of the only things that just CAN't be changed!!!
And thanks you like my ideas...this is a pretty old thread and vision, though...can't edit it anymore o.O
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DomFontana
Known Hero
NY Yankees
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posted May 09, 2010 02:30 AM |
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Yes, that's what Matt said. I just wish they would speed it up.
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The King
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