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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Possible Ideas
Thread: Possible Ideas
william
william


Responsible
Undefeatable Hero
LummoxLewis
posted September 14, 2008 07:47 AM

Possible Ideas

Here are some ideas that could perhaps be put into HOMM6. I apologise if some of these have already been mentioned before in other threads.


1. The ability for a Hero to have a set amount of Hit Points, Attack, Defence, Initiative etc based upon the level that they have reached. What I mean here is that the Hero will be able to fight on the Battlefield but perhaps a limit could be set on the number of times that it could attack a certain enemy creature in a fight.

Maybe the hero would only be able to attack an enemy creature three times per fight and then it would only be able to do the usual things that most of you are familiar with when playing other heroes versions (homm5 for example).

The hero would be able to be killed since it would have Hit Points and that would mean that if the hero is actually killed, then the fight is automatically over. You could also make it so that if the Hero does die, but you win the fight regardless, then you would be able to appoint one of your units as the Hero. The hero would be generated depending on which faction the creature is from. If it comes from the Sylvan faction, then the Hero will be one from the Sylvan faction, if it is from Inferno then the hero will be from Inferno and so on and so forth. The stats that the hero would receive (knowledge, spell power, attack and defence) would all depend on the creature. It could also be randomly generated when you appoint a specific creature to become a hero. Some creatures shouldn't be able to be made into heroes, for example; Dragons.

2. Perhaps Heroes might be able to have some sort of special ability. For example, the Hero might be able to do something similar like Angels do and be able to resurrect dead ally creatures or it might have some sort of critical blow when it hits an enemy creature (something that could be tied in with the first idea).

3. Perhaps a new skill called Building or Carpentry or something, that will allow you to build twice per day only if the hero that has that particular skill is in the town that you want to build twice in.

The Skill could go something like this:

Basic Building/Carpentry: -5% resources require for building.
Advanced Building/Carpentry: -10% resources required for building.
Expert Building/Carpentry: -15% resources required for building and able to build twice per day only if hero is in the town you wish to build in.

If not a skill, then perhaps it could just be an Ability that is tied into something like the Leadership skill? The ability would include the things given if you were to have Expert Building/Carpentry.

4. More things to do when you are in the town. If you have ever played Rome: Total War, then you will know that there is an option that will allow you to get a battleground-like view of your own town, and you can move around through the town, seeing all the different buildings that you have built and all of the towns citizens walking around in it. Well perhaps there could be something similar in HOMM6 where you could guide your Hero around the town and be able to walk inside Taverns and be able to buy drinks and get Rumours, or perhaps visit each of the Creature Dwellings that you have built and then talk with some of the creatures which could perhaps also give you rumours and then you could recruit the creatures that way.

You could also visit such places as the Mage Guild and then perhaps there could be something like where you could train yourself in using specific spells and you could increase specific spell levels. When the spell level increases then you will be able to do more damage with it or it might be more effective. Or perhaps you would only be able to train yourself using offensive spells and only being able to increase the levels of those?

It would involve a lot more interactivity when in the towns and it would probably require a higher-end computer, but it would also make you think more about what to do when you are in the town and it would give the towns a more useful purpose than they already have now in all the other HOMM games.


Well that's all for now. I will add more ideas to this post when i think of them. I just hope none of these have been said before.

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xerox
xerox


Promising
Undefeatable Hero
posted September 14, 2008 09:13 AM

I think it just should be in a skill that improves towns overall (like I have in my h6).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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MattII
MattII


Legendary Hero
posted September 14, 2008 12:31 PM

1. Given some thought to this myself, and while I'm still not certain of everything, I have some ideas about it. Firstly, skills have to split into three effect groups, hero-centric (magical), hero-reliant (morale, luck, etc.) and general (offence, armourer), the first group affects only the hero, the second affects every creature, but only in the presence of the hero (on the battlefield), and the third affects every creature regardless of hero status. Artifacts also have to split into three groups, hero-centric (as before, affects only the hero) and general (affects everyone). A H4 style Combat skill might also be needed, though it would need to be toned down, possibly more level based than fixed value, so that you can't be massively powerful at low levels.

2. Possibly, but if we're going to do that (as inherent abilities rather than spells or or attacks) we might see fit to add a few to the units as well.

3. Carpentry doesn't work, and building isn't a good name either, maybe Architect. It's an interesting idea, although it might be better as:

Basic Architect - Lowers cost of building by 5%
(eg, Shipyard costs 1,900 gold and 19 wood)
Advanced Architect - Lowers cost of building by 10%
(eg, Castle costs 4,500 gold and 9 wood/ore)
Expert Building - Lowers Cost of building by 20%
(eg, MG level 5 costs 800 gold and 4 of each resource)

Extra abilities could include (as you mentioned) the ability to build two buildings per day (with the second costing 50% than it normally would), and/or fortifications in combat being 25% tougher.

4. Not such a fan of this one, puts too much focus on the town and less on other things. Of course you could tone the idea down a bit, allow you to move the camera around the town, like you could in SimCity , with low end computers using the old 4 isometric views, and more advanced ones being able to run the whole gamut of the rotation (maybe 24 or 36 views, but with an ability to quickly go back to one of the basic 4). This could also provide a bit of freedom for designers as they wouldn't have to struggle to fit all the buildings in one view, though you'd probably want to consider a building locator in case someone gets lost.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 14, 2008 04:31 PM

1) What I read is a suggestion of going back towards more Heroes 4 style Heroes. While I personally see some advantages in this, I also see a wealth of pitfalls and problems which Heroes 4 proved all too vividly. I guess it depends on the more specific model you propose whether it would be viable or not.

2) Eh - isn't that called skills and spells? I mean, we already have a Critical Blow skill and a Resurrection spell?

3) Something like this could work - either as a skill or, preferably, as an ability. Notice, however, that a full town's worth of buildings amounts to approx. 70.000 Gold, 100 Wood and Ore, and 40 of each Precious Ressource. 10 % discount would therefore correspond to 7000 Gold, 10 Wood and Ore and 4 of each precious ressource. On one hand, it's hardly worth wasting too much effort on giving this to your main hero - and on the other hand, it's easy to exploit this on your secondary. Therefore, in my oppinion, skills that affect ressources:

a) Need to scale with level - i.e. 1 % pr. level discount, 100 Gold pr. level (Estates), etc.
b) Needs to tie Hero up with specific castle, i.e. Heroes 4 type Nobility (Recruitment) and possibly build cost reduction, so that your Hero is not locked up in city.

4) What would be the point? If I want to play Sims, I'll play Sims, not Heroes ...

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 14, 2008 04:55 PM
Edited by Daystar at 16:56, 14 Sep 2008.

1)No...
2)If there was a skill, maybe.  Perhaps something individual for each faction?  Eg, Knight can Heal, Necro can Scare, Demon can Burn, etc.
3)Not a bad idea...
4)I like the idea of walking around the city, but it should be in "Armies of Might and Magic" not "Heroes of Might and Magic"
____________
How exactly is luck a skill?

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted September 14, 2008 04:58 PM
Edited by william at 08:49, 15 Sep 2008.

Thanks for the responses everyone. I'm going to edit this post tomorrow when I have the time to respond to them all.





Alright here is my response to most replies here.

@Matt 2

Good ideas in regards to my first idea that I made. I like how they could split into three effect groups and I really do think that it could work quite well. However, I was hoping that the Hero could have its own morale and luck and not having it affect every creature. It could make the Heroes involvement just a bit more important in my opinion. I was also hoping that the offence and armourer could only affect the hero. Sure, the Hero could have a skill for those but I was hoping that the Hero could have its own individual attack and defence just like most other creatures have on the battlefield.

And to be honest, I haven't actually played Heroes of Might and Magic 4 so I wouldn't actually know what the combat style is like. Could somebody please explain this for me?

I like the name Architect, and I personally think it sounds much better than the ones that I mentioned, lol. I like the idea you made that certain structures could be tougher such as your example with fortifications that could possibly be 25% tougher during combat. Nice ideas.

Well I wouldn't see it as being less focus on other things, but I see it as being as balanced as other things. I think right now, the most focused thing would be the heroes. Just my opinion on that one. The towns need to have more focus with them and I think that it could personally work fine. There could be the ability to have classic views and the one that I mentioned but of course, toned down a little bit like you said.


@ Alcibiades

Hehe again, i haven't played HOMM4 so I wouldn't know too much of what you are talking about. Sorry.

No, I didn't mean skills or spells. It would tie in with the first idea that I had though.

Hmm, I do see the problem with having the percentages too high. I guess I could tone down this idea a little bit as well just so that the skill or ability isn't too overpowered/imbalanced

I wasn't trying to make my last suggestion to be like The Sims. I was trying to make the idea that the towns could play a much more important role rather than what they do now. It could add a totally new element to the game. In Heroes of Might and Magic 3 and lower (not sure about homm4), the town played the role that if you lost it, then you would have a week to get a town back or you lose. I am not sure if this is the case with HOMM5 (I haven't seen it happen to me yet) but it is things like that that made the town a bit more important for the whole game. And my Mage Guild was just a possible idea and wasn't trying to be similar to The Sims. Sorry that it may have turned out that way.


@Daystar

I like the idea you made that was in regards to the second idea that I made. That would be really cool.


@Mvassilev

I'll post more on the subject regarding my second idea a little later, perhaps tomorrow.
I like the idea about productivity for the buildings. That is actually a really cool idea. Nice one.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted September 14, 2008 06:23 PM

1. I like heroes in combat, but I prefer them to be H4-style, but more balanced.
2. Good idea, I'd like to see more on this subject.
3. I'd like to see Building only reduce resource cost, but with abilities to impact building time, productivity, etc.
4. Nah, too gimmicky.
____________
Eccentric Opinion

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 15, 2008 08:59 AM

I'll post my ideas later, K?
____________
Coincidence? I think not!!!!

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted September 15, 2008 08:59 AM

Hehe, sure. That's fine. I'm eager to hear what you have to say.

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MattII
MattII


Legendary Hero
posted September 15, 2008 10:41 AM

Quote:
Good ideas in regards to my first idea that I made. I like how they could split into three effect groups and I really do think that it could work quite well. However, I was hoping that the Hero could have its own morale and luck and not having it affect every creature. It could make the Heroes involvement just a bit more important in my opinion. I was also hoping that the offence and armourer could only affect the hero. Sure, the Hero could have a skill for those but I was hoping that the Hero could have its own individual attack and defence just like most other creatures have on the battlefield.

And to be honest, I haven't actually played Heroes of Might and Magic 4 so I wouldn't actually know what the combat style is like. Could somebody please explain this for me?


My mention of the Combat skill refers to one of the H4 might skill sets (see here on the site) that affects only the hero, as opposed to the more general one which affects everything.




I've also had an idea about rejigging the use of attack and defence values. In my concept, damage per creature is calculated as such: Attack-Defence/10, with the value deciding where in the attacker's damage range the cutoffs will be.

For example, a stack of 3 level 5 (5 At. 4 De. 30 Hp 4-7 Da.) units attacks a stack of 35 level 1 (1 at. 2 De. 4 Hp 1-2 Da.) units, each stack's initiative is equal, but the level 3 units go first.

The 3's A-D value is 3 so their damage is 4.9-7, and actual value this time is 5.2 (26 all out) which kills 6 1s and leaves the last one with 2 Hp. The 1's A-D is -3, so they do 1-1.7 damage, with an actual value of 1.21 (35 all out), killing 1 3, and leaving the next with 25 hp.

Now the 1s go on attack, this time with a damage of 1.28 (37 all out), killing a further 3, and leaving the top one with 18 hp. The 3's retaliation does 6 this time, (18 total), killing 5 1s, and leaving the next with 3 hp.

After the complete first round, we're left with a stack of 25 level 1 units and 3 level 3 units (one with 18 hp). This makes the level 1 units less of a pushover than they were before (the then result would have been closer to 21 (4) and 4 (3).

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 15, 2008 10:07 PM

1. Not my taste. If your hero gets killed, then what? Your army can walk alone by itself? And then we get back to Heroes 4...
2. Better to be in spells.

3. This is a good idea, but for a creature rather than a hero. I suggested it in my Druidic Order.


4. This sounds to me like a fantastic idea, since we all in a point imagines how it would be like walking inside one of the Heroes towns. Pictures from that on the boxes will attract so many buyers. The only disadvantage is the amount of space this will take to make a thing like that. It will make the game much slower.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 15, 2008 11:30 PM
Edited by Lexxan at 09:02, 16 Sep 2008.

Waring: this post contains 100% my oppinion.

1) I personally like the Idea of Heroes with Statts. In fact, I'd like to have a HC where heroes have all stats creatures have... Except for Speed (which is infinite) and Hit Points (so they can't die) moreover they would have their own Attack, which would be the sum of their own Att/def primary stats. Damage would increase as their level increases (like in H5), but should be increased by Attack (like with normal units now). They are also affected by Morale and Luck.

Another thing I'd like to see is that Heroes can be affected by Spells: You can Blind them, hasten them, bless them, etc. All Heroes should be immune to Mind affecting hexes (Confusion, Frenzy, Hypnotise) and Harmful Spells (Including Decay and Divine Vengeance). This is because Heroes can't die and if you Hero get's Puppeted/frenzied, that would be very annoying indeed.

However I don't like the idea of using creatures as Heroes. I doubt that will create a good, HoMM-ish sphere. And I don't like Heroes the Die

2) Interesting Idea. It kind of reminds me of the Abilities of the Avatar of Death, which also increase as the Hero gains levels. It seems executable imo. This and point one are rather synergetic as well (whatever that means)

Abilities that could be gained (TotE Names and Heroes):

Knight: Able to Resurrect Allies, Double Damage to Demons
Heretic (Demon Lord): Hellfire Attack, Sorrow Strike
Necromancer: Death Stare, Weakening,
Wizard: Double Damage to Undead, Can be affected by Mini-Arties
Warlock: Damage increased according to the target's magic resistance, Hexing Attack
Ranger: Double damage to Racial Enemies, Imbued Arrows
Barbarian: Attacks do 25% more damage, Affected by Bloodrage
Rune Mage: Able to use Runes, Defence of all allies increase if the Hero defends...

It could work.

3) Scepticism. I don't like that kind of Skills where you can construct stuff on the adventure map. It could turn out to be both over- AND  Underpowered, depending on how you create it. Btw, such skills don't feel HoMM-ish to me.

4) YES! Exactly what I want. You’ll be able to zoom in and walk around your own towns are explore (the present zoom-in capacities in the towns is meh atm). It would work, if it creates a good atmosphere.

Haven and Academy could be teeming with life, you could see, in exemplum how the Wizards create the Titans at the Coliseum or how the People bring offerings at the Alter of Light.

Inferno should be filled with walking demons. Just walking, as they hurry off to their tasks in fear of punishment. (Except Succubae, who are near the Hall of Sins, seducing demons, and Devils who are guarding the Gates of Hell).

Dungeon should be deserted, or at least look deserted, if you look very well, you'll be able to see the Drow lurking in the shadow, observing each other.

Necropolis should be nearly deserted as well, all undead are al their recruitment sites, save from some ghosts flying through the buildings  in the town.

In Stronghold you could see many fires through the tent, fire where women cook and care about the children, or where the men bring in their hunting kill of forge their weaponry.

In Sylvan you would see any kinds of animals walking through the streets: Bird, Squirrels, Cats, Deer, Foxes, Wolves; all run/walk/fly though the streets along with the Elves. You would see some of them meditating at clearances and empty building sites.

In Fortress you could see the Dwarves Bartering Iron and Gold, Forging axes or waddling Drunk from pub to pub.

Of Course you can only see the units whose Dwelling you already have.

Problem is: is it executable? What would the System requirements be to be able to zoom in and "walk" through Sylvan or Necropolis? I don't it is executable now, sadly.


That's all he said

____________
Coincidence? I think not!!!!

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MattII
MattII


Legendary Hero
posted September 16, 2008 06:43 AM

Quote:
1) I personally like the Idea of Heroes with Statts. In fact, I'd like to have a HC where heroes have all stats creatures have... Except for Speed (which is infinite) and Hit Points (so they can't die) moreover they would have their own Attack, which would be the sum of their own Att/def primary stats. Damage would increase as their level increases (like in H5), but should be increased by Attack (like with normal units now). They are also affected by Morale and Luck.


I don't think I'm catching you here, but are you saying that heroes should be able to participate in combat, but that they should be immortal, because if you are, I don't see how that would work.

Quote:
3) Scepticism. I don't like that kind of Skills where you can construct stuff on the adventure map. It could turn out to be both over- AND  Underpowered, depending on how you create it. Btw, such skills don't feel HoMM-ish to me.


Can you point out to me where he suggested building things 'on the adventure map', because I simply can't find it.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 16, 2008 07:12 AM

Quote:
Quote:
1) I personally like the Idea of Heroes with Statts. In fact, I'd like to have a HC where heroes have all stats creatures have... Except for Speed (which is infinite) and Hit Points (so they can't die) moreover they would have their own Attack, which would be the sum of their own Att/def primary stats. Damage would increase as their level increases (like in H5), but should be increased by Attack (like with normal units now). They are also affected by Morale and Luck.


I don't think I'm catching you here, but are you saying that heroes should be able to participate in combat, but that they should be immortal, because if you are, I don't see how that would work.


Eh - that's how it is in Heroes 5?

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MattII
MattII


Legendary Hero
posted September 16, 2008 07:51 AM

Quote:
Eh - that's how it is in Heroes 5?

Ah, right, have finally located this section in the unofficial manual.

Well my idea of heroes was closer to commanders in H3:WoG (though not nearly as overpowered at higher levels), a unit that can't be killed, merely incapacitated, though its loss will have some negative effects on the army.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 16, 2008 08:44 AM

Quote:
Quote:
Quote:
1) I personally like the Idea of Heroes with Statts. In fact, I'd like to have a HC where heroes have all stats creatures have... Except for Speed (which is infinite) and Hit Points (so they can't die) moreover they would have their own Attack, which would be the sum of their own Att/def primary stats. Damage would increase as their level increases (like in H5), but should be increased by Attack (like with normal units now). They are also affected by Morale and Luck.


I don't think I'm catching you here, but are you saying that heroes should be able to participate in combat, but that they should be immortal, because if you are, I don't see how that would work.


Eh - that's how it is in Heroes 5?


The Bold Part is the part that's like H5. The Hero's Dammage increases as their level increases. Sorry for the Miss Communication

Things that Remain the same:
-Damage is increased as the Hero gains new Levels
-Heroes can attack any enemy creature
-Heroes don't move on the battlefield, after their attack they move back where they came from (away from the battlefield)
-Heroes can't die
-Heroes can't be attacked, nor wounded

Differences:
- Heroes have Additional stats: they have their own attack and initiative in addition to damage
-Heroes have Damage Ranges
-Heroes can be affected by certains spells (spells that can't affect them are: defence increasing spells, mind controlling spells, defence decreasing spells, and damaging spells). Divine Strength can affect them, while Confusion can't, to give an example

____________
Coincidence? I think not!!!!

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted September 16, 2008 08:54 AM

The whole point for the heroes being able to engage in combat was that they could die. What I also suggested is that when they die in combat, then you would have the ability to appoint one of the creatures as the new hero that you will have. The hero will depend on the creature that is appointed. If the creature is from a Sylvan town, then the hero might be randomly generated from the Sylvan town heroes.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 16, 2008 09:40 AM

I think the Heroes 5 approach to Heroes in combat holds some merit. Actually, the Heroes 4 version was very good except for the fact that your Hero would die just somebody sneezed close to him unless you had the combat skill, in which case he would be almost immortal. The Potion of Immortality was a lame attempt to make up for this, but it didn't change the fact that things were awfully imbalanced.

The Heroes 5 approach embraces this by making the hero immortal by default, which is perhaps not such a bad solution, although slightly illogical. Things I personally would like to see fixed on the Heroes 5 version is:

- Damage mechanism: Doing more damage to a level 7 stack is just completely counterlogical. Please make base damage a fixed number depending on level, just like creatures have a fixed base damage range.

- Might vs. Magic: Direct attack should make up for the fact that Magic Heroes have powerful spells while Might heroes don't. Of course, Might heroes generally have stronger armies, but none-the-less, Hero attack should depend on his might attributes. If we accept the Hero as being immortal, making his damage being affected by Attack + Defence seems like a simple yet viable solution. Target defence should be calculated against this value, obviously. Tough targets are still stronger to kill, even for the Hero!

- Frequency of attack: Hero has initiative 10. That's ok in early game where most creatures are pretty slow anyway. In late game, it means he'll practually never act. Magic heroes have a means to make up for this with Sorcery, which makes them use less ATB on casting spells. Might heroes should have a similar skill, "Combat", to make them use less ATB on making a direct attack.

- Range of attack: I still cringe everytime I see my Knight galloping on his horse right through the castle walls! Heroes should possibly have a range of attack or at least, obstacles like walls should affect them. Ranged attack - with range penalty possibly - should be obtainable, possibly through a perk in the above mentioned "Combat" skill.


These are some of my thoughts regarding Hero direct attack. I'm not yet decided on whether I actually want the Hero on the battlefield, or just beside it like presently.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 16, 2008 10:45 AM
Edited by Lexxan at 10:46, 16 Sep 2008.

Quote:
- Might vs. Magic: Direct attack should make up for the fact that Magic Heroes have powerful spells while Might heroes don't. Of course, Might heroes generally have stronger armies, but none-the-less, Hero attack should depend on his might attributes. If we accept the Hero as being immortal, making his damage being affected by Attack + Defence seems like a simple yet viable solution. Target defence should be calculated against this value, obviously. Tough targets are still stronger to kill, even for the Hero!


100% agree

Quote:
- Frequency of attack: Hero has initiative 10. That's ok in early game where most creatures are pretty slow anyway. In late game, it means he'll practually never act. Magic heroes have a means to make up for this with Sorcery, which makes them use less ATB on casting spells. Might heroes should have a similar skill, "Combat", to make them use less ATB on making a direct attack.


How about the Possibility to Cast Haste/Slow on them?

Quote:
Range of attack: I still cringe everytime I see my Knight galloping on his horse right through the castle walls! Heroes should possibly have a range of attack or at least, obstacles like walls should affect them. Ranged attack - with range penalty possibly - should be obtainable, possibly through a perk in the above mentioned "Combat" skill

Agreed. Maybe we can give the Ranger a No Range Penalty by default. Problem is, ranged attacks are useless unless during sieges (As the hero can attack any unit on the Battlefield in non-sieges); which isn't frequent anymore. Moreover the, Hero would be able to charge through the gate and after attack flee back through it.





____________
Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 16, 2008 11:04 AM

Quote:
Quote:
- Frequency of attack: Hero has initiative 10. That's ok in early game where most creatures are pretty slow anyway. In late game, it means he'll practually never act. Magic heroes have a means to make up for this with Sorcery, which makes them use less ATB on casting spells. Might heroes should have a similar skill, "Combat", to make them use less ATB on making a direct attack.


How about the Possibility to Cast Haste/Slow on them?


I'm not sure I'm very keen on that idea - but whether we like it or not does not change the fact that casting haste/slow will:
a) Require a turn (or unit action)
b) Be equal for Might and Magic Heroes, thus still not removing the difference.
c) Favor Magic Heroes in the sense that they'll be likely to have these spells at higher mastery and possibly mass versions.

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Range of attack: I still cringe everytime I see my Knight galloping on his horse right through the castle walls! Heroes should possibly have a range of attack or at least, obstacles like walls should affect them. Ranged attack - with range penalty possibly - should be obtainable, possibly through a perk in the above mentioned "Combat" skill

Agreed. Maybe we can give the Ranger a No Range Penalty by default. Problem is, ranged attacks are useless unless during sieges (As the hero can attack any unit on the Battlefield in non-sieges); which isn't frequent anymore. Moreover the, Hero would be able to charge through the gate and after attack flee back through it.


I'm not sure I think the ranger should have any particular special status in this case. I know Elves are traditionally depicted with bows, but that's not a reason. On the other hand, it would be natural to give him at least ranged attack as soon as he gets either of the perks Rain Of Arrow, Dead-Eye Shot or Imbue Arrow. As for the No Range penalty - that could be an advanced perk in Combat as I see it.

And Ranged Attacks would indeed be useless unless the Hero has a limited range of interaction. This comes down to the question of whether we want the Hero on or beside the battlefield. I'm actually leaning towards having him on the battlefield for this very reason, but having him on the battlefield will almost necessarily require that he's targetable, i.e. mortal.

I guess if the Hero is to be made mortal, it would be best to give him a lot of HP's, so that he's not "really" a target, a bit like the Catapult - you CAN choose to target it, but normally, it's not really worth the trouble. I guess one would have to find a way around Vorpal Sword and Cold Death, though, he would probably be immune to those (?).

Also, having the Hero on the battlefield races another problem, namely how you can use him. Can you use him to block access to one of your stacks? This would be unfair in case Hero has a lot (~ infinite) HP, particularly when facing large creeps.

A third and interesting solution would be to place the Hero within a certain stack. The Hero would then move with that stack, possibly even offering certain benefits to the stack (incrased Morale perhaps, or other attributes). One could make it so that the Hero could only be targeted once that stack was completely removed, leaving the Hero vulnerable. Perhaps Hero would be able to move to another stack on his turn, taking protection there? I guess that could work, actually, it's something to ponder, at least.

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