|
Thread: Faction development and situation | |
|
Snatch
Promising
Known Hero
Proud Kappa
|
posted November 03, 2008 11:39 PM |
|
|
Faction development and situation
Thinking about factions and faction making I think a vital approach is the story, history or map situation of the game or the scenarios and campaigns when creating faction concepts. I think they are two options in general.
1.) Undiscovered land -> open start, many possibilities (e.g. elves will develop snowland different than woods, underground or desert, humans can choose between development of a settlement into a stronghold or industrial or magical city)
2.) Wellknown kingdoms -> restricted choices, easier system, few possibilities (e.g. if fighting on a map for an artifact in an old elvish holy forest at the borders to high cold mountains where some human tribes settle it's not very likely that the elves develop dark skills and spells or that the human tribe use heavy war machines, camels, efreets or scantily dressed seductresses, the scenario will be light elves against viking-type barbarians)
The optimum would probably be if both alternatives were possible depending on the particular map or scenario. At the moment HoMM is very linear. Elves are always elves with always the same units, dark elves have an underground city even though it is located above, heroes have their own preset random chances for skills, etc.
I've seen some threads here now about customizable cities/heroes/etc.
So here are my questions. Should this system change? Should there be more space for own development, for some own decisions? And how should it be implemented at best?
|
|
GenieLord
Honorable
Legendary Hero
|
posted November 05, 2008 09:29 PM |
|
|
The second thing appeared in HOMM5, but I actually like the 1st option a lot. We haven't seen it in Heroes 5 at all. We have always had kingdoms that fight against each other on known areas. It's always defined. There are the forests of Irollan, the plains of the Griffin Empire, the caves of Ygg-Chal, etc. That idea is like stepping out of the known borders. This sort of reminds me this wonderful idea of bixie. Heroes might be very fun with a thing like that.
The second option is rather banal already. It will be a bit disappointing to see it again.
|
|
Snatch
Promising
Known Hero
Proud Kappa
|
posted October 07, 2009 09:49 PM |
|
|
Another question about situation and setting
Some other thought which I have in my mind for quite some time isn't just the question between 'undiscovered country' and 'kingdom' setting but also the following question. Another two options in faction and gameplay development and the whole feeling of the game.
1.) Regions (H1 - H5 gameplay, a strip of land with some citys and stylised map buildings, main town and main army)
2.) Kingdoms (slightly similar to both Age of Wonders series and The Settlers series; with borders, territories, specialised towns, stationed armys; villages and outposts and defensive works and ressource regions [a wood, a mountain, a rocky terrain etc.] as map objects; taking advantage of terrains and bottlenecks; all in all a bit more epic feeling rather than skirmish)
What would you prefer?
|
|
Paulemile
Known Hero
|
posted October 07, 2009 10:04 PM |
|
|
Your second idea would fit better to a management game, which Homm is a little, but not much. Perhaps an online game taking place in the Homm Universe (not this rather poor HommK ).
I like the idea a lot however, it just doesn't fit with the skirmmish mode of Homm
|
|
Snatch
Promising
Known Hero
Proud Kappa
|
posted October 07, 2009 10:29 PM |
|
|
I see.
Maybe we need some sort of a healthy mixture.
|
|
|
|