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Heroes Community > Heroes 7+ Altar of Wishes > Thread: A realistic H6 ?
Thread: A realistic H6 ? This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
del_diablo
del_diablo


Legendary Hero
Manifest
posted September 22, 2008 05:09 PM

Quote:
Thanx for feedback everyone! Great.

Now, how about another idea: What about making the "hero" in H6 something like your character in World of Warcraft, with regard to artefacts?


Your reffering to useage of attachments for visibels. Its really simple, the worst part is the creating of the attachment whom just needs to be attached.
It could work, unless they went back to the old very cool hero style whom be cooler.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 26, 2008 02:49 PM

I think that it can be very interesting to see the artifacts on the heroes.

To make it less strange, what do you think about not giving the artifacts one look? Perhaps if a Demon Lord wears the Turban of Enlightenment, it will become red/black, and look more demoniac?
Or you we can have designable artifacts. That can be even cooler.

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razor5
razor5


Famous Hero
Freezing...
posted September 26, 2008 03:31 PM

Quote:
I think that it can be very interesting to see the artifacts on the heroes.

To make it less strange, what do you think about not giving the artifacts one look? Perhaps if a Demon Lord wears the Turban of Enlightenment, it will become red/black, and look more demoniac?
Or you we can have designable artifacts. That can be even cooler.


Yes,the colour changes of Turban of Enlightenment when it is weared by a Demon Lord are ... how to say? ... for me it also looks strange
And if it will be in H6 a feature like that,there will be much work

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted September 26, 2008 07:38 PM

hmmm, the hero is meant to be a lot bigger; if you actually the hero in proportion to the town, the town would be as big as the entire map... Or in any case swallow up too much space.

Where I think Heroes 5 went wrong though, is that they enlarged the TREES and such items to be in porportion to the hero... This gives a very wrong feeling in general.

Any movable item (like heroes, creatures, recourses) need to be larger for functionality sake. Stationary objects, like towns, environmental objects, recource buildings and other objects that don't disappear, need to be of the smaller scale, more like a map.

At least that is how I feel it should be
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razor5
razor5


Famous Hero
Freezing...
posted September 27, 2008 08:57 AM
Edited by razor5 at 08:58, 27 Sep 2008.

RAZOR'S NEW IDEAS


I had also the idea to make neutral creartures that guard resources,dweelings,different buildings to make them to make moves when the heroes are near them,before the fights or when they are fleeing - here I have another idea for the fleeing creatures:if you let them to flee,they won't disapeer,they will run somewhere on the map.

Another idea:
When a hero is defeated realistically he should die,and this IS NOT SHOWED,the hero only disapeers.So I want to make him visible killed after a battle which was lost.And this also I want to be visible at the defeated neutral creatures.

Another one:
After a town battle,if a assaulting hero has a catapult,he surely destroyed some walls.If in a time another hero comes to assault that town the walls are ...... new ??!!
This is unrealistic ...
But I come with an idea,if your castle walls were damaged after an  assault of an enemy,surely your walls was taken some damage.Then,as in my above example,another enemy hero comes to attack your town.Here for his happyness I had the idea for the walls which needed to remain damaged.But if you don't want this,you can pay for a repair,I don't have an idea for now of the resources needed.
And there on the town's menu bar (construction,recruiting) need to be appear the Walls Damage Bar,there to be drawed the view of the walls and the damaged walls to be showed in red and there said : Right 2nd Wall: 85% damaged

And another one,I hope you are not angry with this idea
This is also about the walls.As you can see,when the catapult is attacking some walls,the stone which that walls are made is falling on ground.If you have creatures there (near the destroying wall) the stone (realistically) must inflict some hurts there.This wasn't in all HoMM,so it can be nice if it will be in Heroes 6.So,don't see the walls a place for totally defence,because if you put your creatures to stay there will be something unhappy.


Well,more realistic ideas I can't have

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rubycus
rubycus


Known Hero
-student of the mind-
posted September 27, 2008 11:40 AM

Quote:
To make it less strange, what do you think about not giving the artifacts one look? Perhaps if a Demon Lord wears the Turban of Enlightenment, it will become red/black, and look more demoniac?
Or you we can have designable artifacts. That can be even cooler.

Yes, that'd work.  It deals with the strange look, (f.ex. of demons wearing the Turban og Enlightenment) Nice one!

Quote:
I had also the idea to make neutral creartures that guard resources,dweelings,different buildings to make them to make moves when the heroes are near them,before the fights or when they are fleeing - here I have another idea for the fleeing creatures:if you let them to flee,they won't disapeer,they will run somewhere on the map.

Interresting! I also had an idea that if you let neutral monsters flee (and don't pursue them and fight) that would make other monsters more happy about joining your hero.. Like a reputation, if your hero and his/her name are known all over the world, and the monsters know your behaviour... Are you good (letting creatures flee) or bad (pursuing/attacking creatures)?

Quote:
When a hero is defeated realistically he should die,and this IS NOT SHOWED,the hero only disapeers.So I want to make him visible killed after a battle which was lost.And this also I want to be visible at the defeated neutral creatures.

What do you acctually mean? I don't really get it. Do you mean that the hero should be literally dead, and not be able to be found in the tavern later? ( When I played random maps in H3, with 7 cpu players, if I were very rich, I often bought heroes and deleted them again, to find some good, high level heroes with a lot of artefacts, in the tavern "behind" the bad level 1 heroes!)

Quote:
Another one:
After a town battle,if a assaulting hero has a catapult,he surely destroyed some walls.If in a time another hero comes to assault that town the walls are ...... new ??!!
This is unrealistic ...
But I come with an idea,if your castle walls were damaged after an  assault of an enemy,surely your walls was taken some damage.Then,as in my above example,another enemy hero comes to attack your town.Here for his happyness  I had the idea for the walls which needed to remain damaged.But if you don't want this,you can pay for a repair,I don't have an idea for now of the resources needed.
And there on the town's menu bar (construction,recruiting) need to be appear the Walls Damage Bar,there to be drawed the view of the walls and the damaged walls to be showed in red and there said : Right 2nd Wall: 85% damaged

This, I think, is a very good idea. Maybe also, after a siege, your town should show moderate signs of damage, depending on how long the siege lasted and how big the armies were...?

And that idea with the catapult rock hitting creatures; interresting, but I don't know how that should be done?? I mean, witch creatures are hit? How much damage? Etc.
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MattII
MattII


Legendary Hero
posted September 27, 2008 11:59 AM

Quote:
But I come with an idea,if your castle walls were damaged after an  assault of an enemy,surely your walls was taken some damage.Then,as in my above example,another enemy hero comes to attack your town.Here for his happyness I had the idea for the walls which needed to remain damaged.But if you don't want this,you can pay for a repair,I don't have an idea for now of the resources needed.
And there on the town's menu bar (construction,recruiting) need to be appear the Walls Damage Bar,there to be drawed the view of the walls and the damaged walls to be showed in red and there said : Right 2nd Wall: 85% damaged


Similar to, but a little more thorough than one I proposed here (about mid way down).

Quote:
And another one,I hope you are not angry with this idea
This is also about the walls.As you can see,when the catapult is attacking some walls,the stone which that walls are made is falling on ground.If you have creatures there (near the destroying wall) the stone (realistically) must inflict some hurts there.This wasn't in all HoMM,so it can be nice if it will be in Heroes 6.So,don't see the walls a place for totally defence,because if you put your creatures to stay there will be something unhappy.


Actually, this may not be as realistic as it seems, stone walls don't tend to move laterally very much when collapsing, only when being carefully demolished, and a siege isn't careful (except for sapping, and that's only to drop the wall, not collapse it), so I don't see this actually having as much effect as you're saying it would.

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rubycus
rubycus


Known Hero
-student of the mind-
posted November 10, 2008 01:59 PM
Edited by rubycus at 14:03, 10 Nov 2008.

I just got a brand new idea. I have no idea if anyone else has ever posted anything like this before, but I'll give it a shot.

My idea is about flying creatures. In all heroes games, the only power of the flying ability is that you're able to fly over any obstacle (including castle walls). I thought: what are the real powers in flying units? Of cource the power to fly over obstacles is great, not having to move around the obstacles, but as far as I I see it the real power of flying is flying up in the air, and making enemies unable to attack you.

So, I present to you the new flying ability. It is the normal flying ability from the previous games, but with a little change.
The cange is this: On each attack or counterattack against flying creatures the flying unit have a 5% chance to fly up in the air and aviod the attack. If the flying effect triggers the creature remains in the air for a certain period of time. Any meele creatures are unable to attack the unit during the "flying time", only shooters and other flying creatures are able to attack it. The flying creature does not disappear like the Imperial Griffin.

There could also be skills or other abilities that increases/decreases the chance.
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted November 10, 2008 06:25 PM

In Age of Wonders flyers are really flying as you describe it. Only hurtable by counterattacks, magic or ranged. I don't know if it would make sense in HoMM. It could easily be very unbalanced because of the high army numbers. But this idea of a 5% chance seems to be okay.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 10, 2008 07:34 PM

Personally, I see this as one of the places where it's better to sacrifice realism for gameplay. Letting flying units become invulnerable to melee attacks (fully or partially) would have immense impact on gameplay and very far-reaching consequences - as always, creeping would be a major concern in this context.

A partial immunity might save some of this, but again, my personal oppinion is that I don't want the game to become too much dominated by random factors. Already we have Luck and Morale as major random parts, and as the case Incorporeality shows, it can be a nuisance when you can't plan what's going to happen - both when your facing and controlling the unit in speak.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted November 10, 2008 08:46 PM

I have to agree with Alc. Making the flying creatures 'untouchable' by melee units will make them too powerful.

I know you want to make this happen only in 5% of the cases, and this will balance the fliers in power probably, but it will be annoying when it triggers (since we know how annoying is Incorporeal )

Maybe one flying creature should have an activated "Fly" ability, which makes it immune to melee attacks (but not retaliations, since it has to come down to attack - unless it is ranged) for some turns (like 2). Once per battle, of course.
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razor5
razor5


Famous Hero
Freezing...
posted November 10, 2008 09:07 PM

Quote:
I have to agree with Alc. Making the flying creatures 'untouchable' by melee units will make them too powerful.


An idea for this:
I think the flying creatures can remain "untouchable" if there will be major changes at their stats
Probably you know what I want to say

Imperial Griffin

Attack:1
Defense:1
Health:3
Damage:1-2
Speed:8
Innitiative:7
Shots:0
Mana:0




Sorry for this crazy idea to post it in a "SIRIOUS" thread

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rubycus
rubycus


Known Hero
-student of the mind-
posted November 10, 2008 09:23 PM

Well, of cource it will make the game more randomly, but not to much, though.. As I said it will only have a 5% chance to trigger (maybe even lower). As with incorporeality it is a bit random, but you'll still have plenty of strategy and planning. I mean, they don't fly up for no reason, only when beeing attacked. If the flying effect then triggers, the flying creature will fly up in the air, avoiding damage, and do NO retaliation. Even if it triggers, you could still plan a strong shooting or flying unit come straight after, and attack... Of course the flying effect can't trigger, if it's already up in the air... So I think it is quite fair. The hero can of course also attack/cast spells on him.
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razor5
razor5


Famous Hero
Freezing...
posted November 10, 2008 09:34 PM

Rubycus,I had another idea (but not like the previous ) about flying creatures (to make it more realistic):
I think after that chance of 5% to fly from enemy attack (I'm sorry if is incorrect what I say),it get flying back to the ground in an other location,not in the square from where the creature flyed to don't get attacked...So here can be a "copy" of the regular ability Battle Dive (Imperial Griffin) or Rush Dive (Battle Griffin) but without using that ability

Well,mine is not a very intresting idea but I think it should be nice to see in H6

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted November 10, 2008 09:34 PM

Quote:
Well, of cource it will make the game more randomly, but not to much, though.. As I said it will only have a 5% chance to trigger (maybe even lower).
That makes it actually very random. Low chance and powerful effect very random and not fun.
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razor5
razor5


Famous Hero
Freezing...
posted November 10, 2008 09:38 PM

Quote:
That makes it actually very random. Low chance and powerful effect very random and not fun.


Why not fun? Because it's very random? I think this random things aren't bad to see them in H6,why you think?

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del_diablo
del_diablo


Legendary Hero
Manifest
posted November 10, 2008 09:39 PM

Quote:
Well, of cource it will make the game more randomly, but not to much, though.. As I said it will only have a 5% chance to trigger (maybe even lower). As with incorporeality it is a bit random,


Incorp are 50% chance to trigger, 10-15 would be fine. Even one-hit KO moves in Pokemon got 25% or someting, but again Pokemon got a working randomizer.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 10, 2008 10:40 PM

I guess it's a matter of taste. If it's only 5 % - or even 10 % or 15 % - it's completely unreliable, so it's not something you would want to base your strategy on happening. That's already a minus in my book - it's a bit like Magic Immunity, it might be nice when it happens, but when chance is only 15 %, it's simply way to uncommon for me to actually pick it. As a further minus, if your unit takes off and comes down on some random spot, it might even do you less good than bad. I guess that just comes down to a matter of taste, but for me, this doesn't seem like something that'll improve my gaming experience.
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rubycus
rubycus


Known Hero
-student of the mind-
posted November 10, 2008 11:17 PM

Quote:
I guess it's a matter of taste. If it's only 5 % - or even 10 % or 15 % - it's completely unreliable, so it's not something you would want to base your strategy on happening.

That's what I mean. It's just like any creature ability, like Squires bash or the Unicorns blind attack. Or like having 1 luck. You would not rely upon it, but it's quite useful if it triggers. We could make the flying ability work like for example the Squires bash or Unicorns blind with regard to balance, triggering chances and power.

Quote:
That's already a minus in my book - it's a bit like Magic Immunity, it might be nice when it happens, but when chance is only 15 %, it's simply way to uncommon for me to actually pick it.

Why a minus? I meant it to be like an abilty common to all flyers... Nothing to pick... Just an expansion of todays "flying" abilty.

Quote:
Just  As a further minus, if your unit takes off and comes down on some random spot, it might even do you less good than bad. I guess that just comes down to a matter of taste, but for me, this doesn't seem like something that'll improve my gaming experience.

Acctually I was thinking the creature should land on the same spot as they took off...
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 11, 2008 06:56 AM

Quote:
Quote:
I guess it's a matter of taste. If it's only 5 % - or even 10 % or 15 % - it's completely unreliable, so it's not something you would want to base your strategy on happening.

That's what I mean. It's just like any creature ability, like Squires bash or the Unicorns blind attack. Or like having 1 luck. You would not rely upon it, but it's quite useful if it triggers. We could make the flying ability work like for example the Squires bash or Unicorns blind with regard to balance, triggering chances and power.

Notice that if your Squire/Unicorn stack is large, the chance for their ability to trigger is >> 5 %.

Quote:
Quote:
That's already a minus in my book - it's a bit like Magic Immunity, it might be nice when it happens, but when chance is only 15 %, it's simply way to uncommon for me to actually pick it.

Why a minus? I meant it to be like an abilty common to all flyers... Nothing to pick... Just an expansion of todays "flying" abilty.
Quote:

A minus because it annoys me in game when things are too random. That's just how I like the game to be: Something I have a chance of planning my way through.
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