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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Commanders
Thread: Commanders
Hell_Wizard
Hell_Wizard


Famous Hero
posted December 21, 2008 10:45 PM

Commanders

Hi there. There were many discussions and suggestions on the hero style in HoMM VI, and I decided that one more won't be deathly. So I'll start.

Basic Information - Heroes and Their Commanders

In my opinion, the HoMM III style of might and magic heroes is a good idea. So i suggest every faction to have might and magic heroes, which appear on the battle and adventure screen, but do not enter battles. They carry the spellbooks and cast spells, gain levels, obtain new skills and command the army. Every hero may have his/her own commander (Also might and magic based), which can't be seen nowhere, except on the battlefield. They, similar to the heroes, may gail experience, levels, obtain new unique skills, and have special racial-based bonuses. They will enter the battle as soldiers, but with all the statistics they achieved. But whenever the Commander is dead - the hero is not. And if a hero is defeated, he actually flees in the last moment and his Commander dies, because while he leaves, he is counted as a creature.

Primary Skills

1. Attack
This is the attacking skill, which is added to the damage. It is no added directly - it depends on the defence skill of the creature, which suffers the damage.The traditional formula is +2% to the damage for every attack point over the defence skill. But who knows what the surprises will the 3DO team bring us? Some more information - the commander gains only one primary skill point per level-up - the chance of getting the attack skill depends of the commander class. And one more thing - the attack of the hero-owner will be added to the commander's.

2. Defence
Similar and right opposite to the attack skill is the defence mastery of the commander. It has almost the same properties - helps for preserving damage, chance of getting one per level-up depends on class and depends on hero statistics. The classic formula is -3% dammage for every defence skill point over attack skill.

3. Damage
This skill is a little bit more different from the ones above. It cannot be added through leveling-up and if no special bonus supports it - it is a constant. This it the basic amounth of damage, which the Commander causes to his/her prey.

4. Speed
The speed of a unit not only determines his movement ability on the battlefield, but also has influence on hero's movement points on the adventure map. May be additionaly gained only thanks to additional bonuses.

5. Magic Power
And magic resistance. Commanders will get bonuses to this skill via their hero-owner magic power skill plus their level-up bonus (Which depends on hero class). This will grant protection from hostile spells - 1% less spell damage per point of magic power. And 2% more damage for friendly spells, casted by the comander.

6. Knowledge
May be gained through level-up, depends on hero's knowledge skill and gives spellcasting mana to the comander. 10 mana per a point of knowledge - that's all of primary skills, folks!


Additional Secondary Bonuses

Shortly said - the spells the commander may learn. The different Commander classes may learn different schools of magic. In my opinion, the schools must be like in HoMM III - Fire, Air, Water and Earth. Holds a maximum of 10 - Commander's brains have their limit.

The Unique for Every Commander Class

Nobody still knows which will be the factions in the prolongation of the heroic series, so I will be very relative here. The chances of the Commanders to get primary skills will be equivalent to related hero class' ones. The avaliable spells will be offered in the same amounts as will be offered the secondary skills to the hero, but with a maximum choise of one. Also, every commander class should have an unique bonus to the hero-owner. For example, the wizardish towns should have mana-restoring bonuses during battle and the necromantic towns should have a life draining skill. And most important - living Commanders should not have a morale penalty - only morale bonuses.


Thanks for reading and feel free to comment.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 22, 2008 11:26 AM

...I have to confess: When I first saw your thread-title I thought: "Did someone stole part of my current heroes and commanders thread"^^
But you have - as rationally logical - proven that you're not.

Yet I do not see the purpose of your commanders, except that a hero automatically flees and you seem to have kidna double skills. But I fear, I just did not really get the point here
are the commadners fighting creatures, or are they a "hero in front of the hero" (or behind them^^)?
Can they cast spells and attack Or Not?

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Hell_Wizard
Hell_Wizard


Famous Hero
posted December 22, 2008 02:19 PM

Commanders (like in WoG) should appear as soldiers on the battlefield, but in the same time improve his skills enourmously. Also, I've forgotten to mention the Commander artifacts.

The WoG Stack Experience should also be included in HoMM VI.
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