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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Resources
Thread: Resources This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted October 21, 2008 10:30 PM

Pretty much. Necromancic Energy is a food resource, along with Food, Mana (Genies, Fairies, etc.) and perhaps Sulphur (for Inferno, doubles up as both a food and 'tech' resource).

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 23, 2008 03:45 PM

Hello everyone, I was struck by a new idea

How about not having global resources anymore? Each town will have its own resources available to build structures or hire units. Heroes will be able to carry resources as well (useful for Gold to buy Artifacts, etc)

But there's something more. Instead of the mines magically giving you resources at the beginning of each day, the resources produced in the mine will have to be transported to the town, through something similar with the Caravans we have now. And it does depend on which town you send them, because there are no more global resources any more, and it does matter which town will receive the resources from the mines. The heroes will also be able to transport resources. In fact, it's very similar to armies only that instead of units we have resources.

This will provide some more strategies and make the mines which are far away from town different than those which are close. It will be more difficult to get resources from them, since the transportation is a lot longer and it can be intercepted by enemy heroes.

So, what do you all think? Is it interesting or will it complicate the game too much? Personally I like it, but I'd like to hear your opinions as well.
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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted October 23, 2008 03:49 PM
Edited by GenieLord at 16:28, 23 Oct 2008.

Quote:
But there's something more. Instead of the mines magically giving you resources at the beginning of each day, the resources produced in the mine will have to be transported to the town, through something similar with the Caravans we have now. And it does depend on which town you send them, because there are no more global resources any more, and it does matter which town will receive the resources from the mines. The heroes will also be able to transport resources. In fact, it's very similar to armies only that instead of units we have resources.

This will provide some more strategies and make the mines which are far away from town different than those which are close. It will be more difficult to get resources from them, since the transportation is a lot longer and it can be intercepted by enemy heroes.



that's all I had to say

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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 23, 2008 04:28 PM

Mercury always seemed to me like a weird resource? What do the creatures of the factions need a poisonous metal for? To build a thermometer? Seriously, there is nothing to do with it. Sulfur is useful because it's  flammable, Crystal is valuable, and so are Gems. But I really can't understand why they chose Mercury. Emperors used to drink it because they thought it would make them immortal (like the first Chinese emperor), but they eventually died of Mercury poisoning.  What about switching it with something else, or just taking it off completely?

Quote:
But there's something more. Instead of the mines magically giving you resources at the beginning of each day, the resources produced in the mine will have to be transported to the town, through something similar with the Caravans we have now. And it does depend on which town you send them, because there are no more global resources any more, and it does matter which town will receive the resources from the mines. The heroes will also be able to transport resources. In fact, it's very similar to armies only that instead of units we have resources.

This will provide some more strategies and make the mines which are far away from town different than those which are close. It will be more difficult to get resources from them, since the transportation is a lot longer and it can be intercepted by enemy heroes.

I agree with TheDeath. This is a great.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 23, 2008 04:55 PM

About Mercury: I agree it doesn't make much sense for most stuff, but I thought it does make some sense for Poison related stuff, such as Death Knight's dark sword, Vorpal Blade (?), Plague Zombie's Weakening strike, Assassin's Poison, etc.
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MattII
MattII


Legendary Hero
posted October 23, 2008 09:51 PM
Edited by MattII at 22:17, 23 Oct 2008.

Quote:
How about not having global resources anymore? Each town will have its own resources available to build structures or hire units. Heroes will be able to carry resources as well (useful for Gold to buy Artifacts, etc)
Sorry, I don't buy it, pretty much every town is going to use stone, wood and iron (or some other durable metal). Also, how would you replace gold?

Quote:
But there's something more. Instead of the mines magically giving you resources at the beginning of each day, the resources produced in the mine will have to be transported to the town, through something similar with the Caravans we have now. And it does depend on which town you send them, because there are no more global resources any more, and it does matter which town will receive the resources from the mines. The heroes will also be able to transport resources. In fact, it's very similar to armies only that instead of units we have resources.
Interesting concept, but not something I want to see, too much of it and you end up with Settlers. The same sort of thing goes for upkeep, except that's closer to Cossacks:EW, which is similarly slow in its own genre.

Quote:
Mercury always seemed to me like a weird resource? What do the creatures of the factions need a poisonous metal for? To build a thermometer? Seriously, there is nothing to do with it. Sulfur is useful because it's  flammable, Crystal is valuable, and so are Gems. But I really can't understand why they chose Mercury. Emperors used to drink it because they thought it would make them immortal (like the first Chinese emperor), but they eventually died of Mercury poisoning.  What about switching it with something else, or just taking it off completely?
Well Gems are just refined Crystals, so removing Mercury leaves us with pretty much only two tech resources, unless you can think of something to replace them (individual crystal types perhaps).

Edit: In fact, Sulphur is itself a crystal, so apart from Mercury, all the precious resources are crytals of one sort or another.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 23, 2008 10:22 PM

Quote:
Sorry, I don't buy it, pretty much every town is going to use stone, wood and iron (or some other durable metal). Also, how would you replace gold?
No I meant that every town would be able to deposit resources, and you can only build and train units with the resources that are deposited in the town or from a visiting hero (remember Heroes can also carry resources)

I mean this is linked with the other suggestion about the mines not giving resources globally.

And what's wrong with making it more Settlers-like? Since it's a TBS I think it should focus on your building/resource management more than a simple RTS.
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xerox
xerox


Promising
Undefeatable Hero
posted October 23, 2008 10:24 PM
Edited by xerox at 22:28, 23 Oct 2008.

In my HoMM6 idea, these are rescourses:


Stone
Wood
Crystal
Gold
Metal
Food (not really a ordinary rescourse, its explained with the population system in "Xerox HoMM6 II")
Sulfur (forgot how to spell it)
Runestone*
Prayer/faith points*

* only as a special dwarf rescourse
* only used as a special dragonknight/blind brother rescourse



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body and
mind, the individual is
sovereign.
- John Stuart Mill

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MattII
MattII


Legendary Hero
posted October 23, 2008 11:03 PM
Edited by MattII at 23:08, 23 Oct 2008.

Quote:
No I meant that every town would be able to deposit resources, and you can only build and train units with the resources that are deposited in the town or from a visiting hero (remember Heroes can also carry resources)

I mean this is linked with the other suggestion about the mines not giving resources globally.
Oh, I've got you now.

Quote:
And what's wrong with making it more Settlers-like? Since it's a TBS I think it should focus on your building/resource management more than a simple RTS.
The thing is, Settlers is a RTS game, not a TBS, the only game I can think of that runs like you're describing it is Civilisation, and even then it's not that close, if you want a dedicated resource management game go play Emperor:RotMK.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 23, 2008 11:27 PM
Edited by Asheera at 23:27, 23 Oct 2008.

Quote:
if you want a dedicated resource management game go play Emperor:RotMK.
I just made some suggestions, you know. Even if H6 is in the Heroes series it shouldn't be the same as before and only some graphics improvements and a little different towns. I mean, I personally don't really see the point in playing Heroes 5 (or 3) all over again, with some minor changes.

But I understand if you don't like my idea, but please (I'm talking to everyone) don't ever bring the argument "Heroes is not like that!" again Since this way we'll play Heroes 5/3 (only with graphics improvements) to infinity.
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MattII
MattII


Legendary Hero
posted October 23, 2008 11:37 PM

Quote:
Even if H6 is in the Heroes series it shouldn't be the same as before and only some graphics improvements and a little different towns. I mean, I personally don't really see the point in playing Heroes 5 (or 3) all over again, with some minor changes.
Agreed, I just don't see totally rejigging the resource management system as workable.

Quote:
But I understand if you don't like my idea, but please (I'm talking to everyone) don't ever bring the argument "Heroes is not like that!" again
Again, agreed, but likewise, let's not make things too fundamentally different because that would be just as bad (think H4, or worse).

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Andrelvis
Andrelvis


Adventuring Hero
posted October 24, 2008 07:35 PM

H4 had very interesting concepts (like fighting heroes and primary skills), the main problem of the game is that it feels kind of rushed and was developed in a crappy way and, of course, the interface is terrible (specially during battles).

As for mercury, I guess it's intended as a resource used for magical (or alchemical) purposes; which, by the way, seems to be the case for the other precious resources as well.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 27, 2008 01:51 PM

Enhancing spells with Resources

How about this idea? When you cast a spell, you are able to empower it with some resources (depending on the spell). For example, you are able to use some Sulfur to add some effects to the Fireball spell. The more Sulfur you use, the more burning effects and/or the more powerful they are. Of course, it should be a limit, like up to 5 Sulfur.

Or for the Stone Spikes spell, you use up some Stone to increase its damage, or you can also use some Mercury to make it poison the target(s).

I think this should be some kind of racial though
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 27, 2008 03:05 PM

Quote:
How about this idea? When you cast a spell, you are able to empower it with some resources (depending on the spell). For example, you are able to use some Sulfur to add some effects to the Fireball spell. The more Sulfur you use, the more burning effects and/or the more powerful they are. Of course, it should be a limit, like up to 5 Sulfur.

Or for the Stone Spikes spell, you use up some Stone to increase its damage, or you can also use some Mercury to make it poison the target(s).

I think this should be some kind of racial though


I agree, that would make an excellent racial. I would change it a bit, however, so that it only relates to elemental (Destructive) spells:

Sulfur - enhances Fire spells.
Mercury - enhances Water spells.
Gems - enhances Earth spells.
Crystal - enhances Air spells.

The enhancement could both be more damage and possibly some other specials á la the Master Of effects.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 27, 2008 03:16 PM

I know this is off-topic a bit, and that we should discuss the magic system in a new thread, but with JollyJoker's system (which I like) all spells would be 'elemental' and not just the destructive ones.

The system is explained by JJ in this thread at Celestial Heavens:
Quote:
About schools I toyed with the idea of having 4 schools and 4 Elements plus 5 mage guild levels and ONE spell in each cross section or 80 possible spells, with each spell being defined by Level, Element, and School. I'd envision it that way that the Schools, that might be those of Homm 5 would be the Skills, while the Elements would be abilities of those skills. For each School, you'd have an easy element, 2 moderate ones and one "difficult" (in terms of the ability to get): For example, for Light Magic the easy element was Water, the difficult one, obviously Fire. An example For a Light/Fire spell would be the old Bloodlust.
The easy abilities for the schools would be (the difficult ones are the opposing elements then).
Light/Water
Dark/Earth
Destructive/Fire
Summoning/Air

It would be practical to link a resource to an element as well.
For the Mage Guild, then you'd have to build not only the levels, but the "Elemental Annexes" as well, where I'd imagine costs like 1 of the precious resources for that element, for the second one 4, for the third one 9 and for the 4th one 16. Something like that. For schools the system would work as in Homm 5. So basically in Haven, when you'd still have Dark and Light there, after you'd build the first level AND a first Elemental Annex, if it was Water, you'd get Divine Strength, umm, Rusted Steel, a Dark spell that would reduce attack and defense a tad, and for example either Ice Rain, a Water Destructive area spell or Summon Pool, which would place a small water pool onto the Battlefield for a certain time.

Thse system would enable full spell control but be sufficiently complex to make it difficult to get all the spells you wanted, obviously.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 27, 2008 03:40 PM

I think easily one can tie up the elements with the other schools as well, but it does make most sense with Destructive magic after all, because you use the elemental forces directly. In my own magic system I also tied the elements to other schools, but I had other aspects in there as well, where the elemental nature were just 4 of the 12 portefolios I tied to the schools.

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MattII
MattII


Legendary Hero
posted October 28, 2008 12:59 AM

Actually, I'd say use resources to boost any spell which involves power.

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Andrelvis
Andrelvis


Adventuring Hero
posted October 28, 2008 03:02 AM

Quote:
Actually, I'd say use resources to boost any spell which involves power.



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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 28, 2008 08:32 AM

For some spells, it would deffinitely work. Resurrection and Decay, for instance, have a strong SP dependancy. However, most Light and Dark spells don't, so it's a question how much you'd actually use this.

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MattII
MattII


Legendary Hero
posted October 28, 2008 08:41 AM
Edited by MattII at 08:55, 28 Oct 2008.

Well perhaps Dark and Light spells could use resources for increased duration, since they have a fixed effect. Or, resources could be used to drop spell costs (not to below half).

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