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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes Spinoffs 1: HOSP
Thread: Heroes Spinoffs 1: HOSP This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Jiriki9
Jiriki9


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Undefeatable Hero
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posted March 07, 2010 05:35 PM bonus applied by alcibiades on 09 Mar 2010.
Edited by Jiriki9 at 18:50, 14 Nov 2010.

Heroes Spinoffs 1: HOSP

I want to propose some Heroes Spinoffs in the next months (or however long I will do that XD)
The first is:

Heroes of Space and Planets

As you see, this shall be a Sci-Fi spinoff of Heroes

The basic of the game is it's splitted into two types of maps: Planetary/Ground maps and Space maps.
Planetary maps are extremely close to HoMM, yet more futuristic. Also, there are 4 map levels (instead of just aboveground and underground in HoMM). From up to down they'll usually (i.e. in random maps etc.): Sky, Ground, Underground, Underground 2. In the map editor you can set for every map level which type it shall have, so you can even have maps with onyl sky/ only Underground. Yet you may have only one ground level AND between sky and underground you MUST have it.
Space maps show open pace, but will work similar to HoMM maps (they could be 3D but that would meen a LOT more, unnecessary work and make thign soverly complex imo). Yet you have fleets instead of armys, Planets and Space Stations instead of Towns, etc.

So now I begin with details, but first the easy ones.

Factions

Note that I have copied some alien races, they will be modified and renamed later

I - Terran Alliance:

The Union of the Humans in the Galaxy - at least those humans who refuse membership in the Galactic Federation. Their capitol and home system is the solar system, the ruling planet (naturally) our good old earth.The units are mostly humans and tamed alien beasts. The Terran alliance tends more to science than to spirituality, though religion is not tabooed.

Ground Town:
Ground Troops
1 Marine > Veteran/Special Unit
2 TX7-Bike > TX12-"Thunderbike"/TY4-Trike
3 Fireman > Cremator/Plasmaman
4 Mecha > ?
5 ?
6 Warcopter G19 > Warcopter G32/Battlecopter "Boston"
7 Devastator Tank > ?
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1 Lunar Hunter
2 HF-32
3 Duke
4 Mars' Chariot
5 Ruledom
6 King
7 Peacebringer

II - Nietzscheans:

The Nietzscheans ("Homo invictus") are very close to humans, but genetically highly transformed. They have no genetic diseases and  a much higher constitution, strength and intelligence than the average human. Unfortunately, they tend to be arrogant, highly selfish and often aggressive. These seem to be the biggest hindrance for the Nietzscheans to take control over much more systems. Nietzscheans use a lot of slaves from other races - and other Nietzschean clans as well. Yet their favourite people to enslave are ordinary humans.

Ground Town:
Ground Troops
1 Lowling > ?/Infertile
2 War Hound > Cerberus/
3 Armed Jeep >
4 Phalanx >
5 Elementalist > Flameblood/Earthskin
6 Bird of Prey > Roc/Thunderbird
7 Hydra > Chaos Hydra/Acid Hydra
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1 Falconclaw
2 Bullet
3 Hawk
4 Buzzard
5 Nightwolf
6 Eagle
7 Dominator

III - Galactic Federation:

The Galactic Federation is a Union of  a lot of systems and races, working as a Democracy, but the Bureaucracy becomes stronger and stronger, the bigger the Federation gets. Every planet has their own delegation of senators at the home world, Calyaphris, and every delegation has votes in the decisional process. So  enforcing a new law, even minor, can last months and more.

Ground Town:
Ground Troops
1 Trooper
2 Jetbike
3 Valor Gard
4 Agent
5 Android
6 Colvarian [Giant Alien Race]
7 Eradnid [Many legged, big intelligent Alien Race]
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1 Beta Fighter
2
3
4
5
6
7 Freedom

IV - Hive:

The Hive is the merging of an insectoid alien race. Every Hive planet has a Hive queen, and all those are in contact, and obeying to THE QUEEN. Their society is seperated in strict classes, in which the individuals are sorted when they mature. There are workers, soldiers, scientists, priests, generals, and they all have an own caste. It's hard for the Hive to interact with other space realms, communities and races for their different view of society, since for them, the HIVE as whole is really everything. There is not much place for individualism there.

note for the Hive ground units. The insect names ahve been translated to yhow what is meant. Also, amny units, like the Wasp mareuders, are not called wasps among the Hive - comparing a highly skilled, trained and excellently armed warrior with a little insect from unsignificant planet earth (in eyes of the hive) would be a BIG BAD insult - and probably the last of the insulting one...

Ground Town: Outer Hive
Ground Troops
1 Hive Scouts
2 Chitinia Infantery
3 Drone
4 Wasp Mareuder
5 Stinger Priest
6 Armour Scarab
7 Giant Mantis
Special Siege Weapon: Hive Eye
Ground Racial Feats:

Spacestation: Space Hive
Space Troops
1 Sting
2 Venom
3 Facette
4 Chitin
5 Swarm
6 Exo-Scel
7 War Hive

V - Convent of Machines:

The Convent of Machines is a gathering of machines of all kind, which have, long ago, rebelled against their creators, and decided to rule and create themselves, without organic masters. They have many AIs, complex and simple ones, as well as a lot of non-thinking amchines, now created by the convent. No organic being is allowed in the convent, except for diplomacy, since they nowadays are not necessary in direct war with all organic beings - allthough their relationship is always full of mistrust and old hate.

Ground Town:
Ground Troops
1 Militarius
2
3
4
5
6
7 Dominus Belli
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1
2
3
4
5
6
7

VI - Merchants Union:

The Merchants Union is more a group of companies, but have gathered a lot of power in the last centuries, and gather more and more. For their members, they ensure free trade, for all others high taxes, and they control a lot of production centres. They rule with money, but they know they will sometimes have to defend themselves so they have formed an army of guards, mercenaries and special squads as well as a reasonable fleet.

Ground Town:
Hero:
Ground Troops
1 Hired Guard
2
3
4 Infiltrator
5
6 Hoover Tank
7
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1 Patrol
2 Seeker
3 Escort
4 Mercenary Ship
5 Punisher
6 Protectron
7 Might

VII - Order of Light:

The Order of Light is amongst the most popular and influence religious institutions in the known space. THey believe in the stars, and worship them as living beings, as well as damning black holes as "fallen gods". They have trillions of billions of simple followers of many races under their command, and most loyal troops on the ground as well as in space.

Ground Town:
Ground Troops
1 Novice
2 Shrineguard
3 Gryff
4 Witch Hunter
5 Faithbringer
6 Inquisitor
7 Cherub
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1 Shine
2 Prayer
3 Relic
4 Inquisitor
5 Enlightenment
6 Angelus
7 Faith

VIII - Silicoids{name to be changed}:

The Silicoids are one of the few known 'living' races in space which are nto organic in original terms - they are living, in fact not too far from other beings from their physics, but they are not based on carbon, but mainly on Silicium - you could say they are a stone species. Some subspecies of them also consist of signifant amount of Ferrum and others of silver and even Lead. The interests of the silicoids are, naturally, quite different from those of organic beings, at least on physical plane. Still they strive for surviving, living room and power.

Ground Town:
Ground Troops
1 Stoneling
2 Crystalline
3 Gargoyle
4 Imitator
5 Iron Maggot
6 Radon
7 Titan
Special Siege Weapon:
Ground Racial Feats:

Spacestation:
Space Troops
1 Lapis
2 Carbon
3 Granite
4 Ferrum
5 Emerald
6 Uranium
7 Diamond

IX - Forces of Chaos:

Evil has a name: Chaos. The forces of Chaos strive for destruction and nothing else. They are demons, their origin is unknown, but they have befallen the known space like a plague. They know no mercy and no hesitation, and their masters seem to possess immense, at least near-magical powers.

Ground Town:
Ground Troops
1 Lost Soul
2 Imp
3 Daemon
4 Hell knight
5 Revenant
6 Mancubus
7 Archdemon
Special Siege Weapon:
Ground Racial Feats:

Spacestation: World Ship
Space Troops
1
2
3
4
5
6
7 Doom

X - Necromancers/Cult of the Risen:

The Cult of the Risen has its origins in a Cult of scientist-priests which wanted to revert death. They seem to have found a way for that: Necromancy. Yet their necromancy is not pure magic, they also use technology for that - the most important is the knowledge and use of the Necro-virus, which is killing its host and then gaining control over it. The Necromancers use magical and technological devices to control this virus and expand their powers further and further in a pervert ideal not just to gain power but to "extinguish" death - even if they need to extinguish live to do so.

Ground Town: Necropolis
Ground Troops
1 Zombie
2 Sceletron
3 Lycan
4 Ghost
5 Lich
6 Bone Tank
7 Flesh Colossus
Special Siege Weaponlaguebringer
Ground Racial Feats:

Spacestation: Necrofortress
Space Troops
1 Bone
2 Tooth
3 Flesh
4 Skull
5 Decay
6 Triumph
7 Eternity

XI - the progenitors:

the progenitors are the first civilised space-faring empire in the galaxy, and are often seen as ancient gods by many races. Having seen these races grow, and even outstrip them when it comes to technology in some cases, the progenitors are bent on their competitions extinction.

ground town: Acropolis
ground troops
1.Sentinel
2.Avenger
3.Celestial
4.Eradicator
5.Converter
6.Chariot
7.Deus
Special siege weapon: AEGIS
Ground Racial Feats:

Space Station: Genesis
space troops
1. Thunderbolt
2. Seraphim
3. Shrine
4. Helios  
5. Temple  
6. Pantheon
7. Apocalypse  

Siege Weapons:

On ground maps, there will be "siege weapons" (got no better name for them now). A hero can carry one Artillery (equivalent to catapult, breaking solid walls), and three other, aiding siege weapons. 4 are available to all factions. The faction-special siege weapons are described at the faction.

-Mobile Medical Centre: Here, doctors, healers and medicians gather to give medical aid to your soldiers, whcih is extremely useful.
-Ammuntition Transport: THis vehicle provides your troops with additional ammunition: rounds, shells, energy cells, etc. giving them limitless shots...does NOT WORK ON units shooting with physical powers.
-Field Bomber: Attacks an area on the field to cause amssive damage there.
-Jammer: Interferes with enemy wireless transmission and electronic devices. Weakens Energy shields and prevents enemy from using orbital weapons as well as Weapons of Mass Destruction Launched from a town, except your are attacking that town.


Skills:

Technology:
-Biology
-Chemistry
-Energy Studies
-Mechanics

War-machine based:
-Medicine (enhances work of mobile medical centre)
-Artillery (enhances the effect of the Artillery)
-Electromagnetism (enhances the effect of the jammer)

...the racial siege weapons will probably be supported by racial perks

Mystic:
...there is still mystical energy on the world, but only few know how to use them.
...Mystical skills are not available, probably, for the Convent of Machines.
-Spiritualism
-Dark Power

Commandment Skills:
-Attack
-Defense
-Leadership
-Logistics
-Rush (initiative bonus)

Other:
-Learning


Ressources:

Credits
Synthethics
Metal
Energy
Food

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 07, 2010 06:41 PM

First let me say this...

THIS IS A F**KING AWESOME IDEA!!!!!!!!!!!!!!

Quote:

Heroes of Space and Planets

As you see, this shall be a Sci-Fi spinoff of Heroes

The basic of the game is it's splitted into two types of maps: Planetary/Ground maps and Space maps.
Planetary maps are extremely close to HoMM, yet more futuristic. Also, there are 4 map levels (instead of just aboveground and underground in HoMM). From up to down they'll usually (i.e. in random maps etc.): Sky, Ground, Underground, Underground 2. In the map editor you can set for every map level which type it shall have, so you can even have maps with onyl sky/ only Underground. Yet you may have only one ground level AND between sky and underground you MUST have it.
Space maps show open pace, but will work similar to HoMM maps (they could be 3D but that would meen a LOT more, unnecessary work and make thign soverly complex imo). Yet you have fleets instead of armys, Planets and Space Stations instead of Towns, etc.

So now I begin with details, but first the easy ones.



A great series of idea so far. I think it would be cool with what you have so far.

Quote:

Factions

Note that I have copied some alien races, they will be modified and renamed later

I - Terran Alliance:

The Union of the Humans in the Galaxy - at least those humans who refuse membership in the Galactic Federation. Their capitol and home system is the solar system, the ruling planet (naturally) our good old earth.The units are mostly humans and tamed alien beasts. The Terran alliance tends more to science than to spirituality. (to be continued)

1
2
3
4
5
6
7

II - Nietzscheans:

III - Galactic Federation/Commonwealth/Old Republic:

IV - Szzz'haak':

V - Convent of Machines:

VI - Merchants Alliance:

VII - Order of Light:

VIII - Silicoids:

IX - Eldar:

X - Forces of Chaos:


Ok, so far in terms of factions... I'm getting WH40K syndrome coming on here. Terran empire = imperial guard, Convent of machines= Adeptus mechanicus, etc.

Look into other space themed games, Like Universe at war: Earth assualt, as they offer other ideas for space based races.
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posted March 07, 2010 06:47 PM

If you look on the HoMM factions, they're very stereotypical, and have a lot of mythology in them. I suggest plain and stereotypical sci-fi. Aliens with big heads, and big eyes you know!
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Cepheus
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posted March 07, 2010 06:48 PM

Before Ubisoft trashed the continuity, Heroes was already in a universe which accomodated sci-fi, so this wouldn't be a bad idea. There are also spacefaring factions as part of the lore, like Kreegans and the Bright Star confederacy, so no need to plagiarise WH40k.
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Supreme Hero
I am. Thusly I am.
posted March 07, 2010 07:44 PM

Besides, you could accuse everything with opposing to be similiar to Warhammer, 40k or not.
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Adrius
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posted March 07, 2010 08:04 PM

Well the only thing that really needs a name change is the Eldar because... well


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Jiriki9
Jiriki9


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posted March 07, 2010 08:38 PM
Edited by Jiriki9 at 20:43, 07 Mar 2010.

I wasn't sure if I should include Eldar anyway...also the Nietzscheans are stolen from Andromeda Ascendat (TV-series) but I like this folk^^
...and the Elder were the only thing I took from WH40k
...anyway if you speak of taking from the warhammer universe this would be a good idea since imo half of HoMMV is sotlen form warhammer fantasy

EDIT: just realized bixies post^^ But neither Terran Alliance nor Convent of Machines is taken from there. For Eldars...I'm guilty, I'll probably remove them anyway^^

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Daystar
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posted March 07, 2010 09:35 PM

A note before I go on, I'd say avoid any space-names if at all possible (Nietzscheans, Szzz'haak, etc) this is partially a personal taste thing.  Soz.



I had ideas for something simmilar to this a year or so ago, using the classic 6 fantasy races/factions as spacefaring groups, each from different planets, which I feel would work well in here but then again it is your idea.  

About the Name: Perhaps Heroes of Space and Time?  Time travel is always a fun thing for plots.  

Kreegans (yes I know this violates the first thing I said, go away) being brought back would be fun, as it would be nice to see them again and they are a part of the Might and Magic universe already.

Thoughts for factions:
Terrans = Humans, call them humans.  Terra means Earth, and they're not from Earth.  Hopefully.
Elves for space-casters: They use magic to move thru space (in flying trees?  Y/N?
Dwarves for mech people, with Rune motifs to suggest mixing tech and magic.
Demons = Kreegans?  
Necromancers wouldn't need life support, and if they found a way to escape gravity (being incorporeal would help) and a way to propell themselves thru space (magic helps) they could be a great, nightmare-fueling race, traveling thru space and gliding incorporeally INTO YOUR SHIPS to kill you, eat your soul or turn you into one of them, and then move on.  Then again, Necromancers with SPACE SHIPS would be awesome as well, so...yeah.
Orcs in grungy spaceships would be fun no matter what.


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Jiriki9
Jiriki9


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posted March 07, 2010 10:01 PM

Thanks for all the comments, btw.

@daystar: I'm against taking the fantasy factions. and I LIKE inventing names.So, as you said, probably it's just a question of taste.
And Nietzscheans is a name with a sense, coming from Friedrich Nietzsche...

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Daystar
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posted March 07, 2010 10:09 PM

Oh.  Right.  Brain on low power mode right now.


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Jiriki9
Jiriki9


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posted March 07, 2010 10:24 PM

Just reread your faction proposals and NEcromancers could be great indeed, while Dwarfs would, in my mind, supposedly be maximum a groudn unit (or the pilot of some fleet )

I also edited some factions and took away Eldars.

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Daystar
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posted March 07, 2010 10:39 PM

I do like the hive concept.
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Jiriki9
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posted March 07, 2010 10:48 PM
Edited by Jiriki9 at 22:49, 07 Mar 2010.

Thank you, though its not to new, imo, just another insectoid faction, but in scifi they are inavoidable imo. They prove cool thing sfor groiund troops as well as felet, ... and Town and planet design..aaah

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Kraken
Kraken


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posted March 08, 2010 12:40 AM

This is how Dawn of War should be.
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Jiriki9
Jiriki9


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posted March 08, 2010 01:15 AM

^^Dawn of War is realtime and it IS a WH40k game...
...this is sci-fi in a fictional universe

...btw everyone who wants to come in with ideas for factions, mechanics etc. shall do so

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bixie
bixie


Promising
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my common sense is tingling!
posted March 08, 2010 10:05 AM

I'm... generally a bit weary of including the forces of Chaos stuff... maybe set them up as sort of "The first ones" or "the pure ones" who created life as we know it, and rather than chaos, call them "The progenitors"... or something like that.

having had a look at them, I can see you influences, and understand where you are coming from. I must stress, however, don't make it too much like WH40K.

for example, have Mecha as one of the units for the Terran empire. and tripods for the galatic confederation. have an elite race of fighters on the pay role of the merchants, and have the Necromancers creating, for want of a better word, plague marines. for an interesting twist, have the Neitzcheans being rather technologically backward compared to the others, so instead rely on their own natural resiliance. and have the convent of machines be very sleek, clean, white, like an Ipod, with lots of abstract vechile designs

think of cool weapons as well, I see this game rather than having spells, you rely mainly on you're units, but you get a count down to when you can use you're big, impressive weapons, that kill alot of
units. Like have the Terran empire have cryo-cannons, the Neitzcheans have nukes, the galatic confederation have access to gravity bombs, the convent of machines have an EMP.

meh, just some thoughts.
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Jiriki9
Jiriki9


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posted March 08, 2010 11:56 AM
Edited by Jiriki9 at 12:12, 08 Mar 2010.

Quote:
having had a look at them, I can see you influences, and understand where you are coming from. I must stress, however, don't make it too much like WH40K.


Where ARE I'm coming from in your opinion? And I must stress, however, that I was NOT influenced by WH40K, as I mentioned (several times) before. I played Warhammer fantasy once, and A BIT dawn of war, but I'm far from being into WH40K. The Eldar came just in a mindwirl, thaught an elven-like-race could be nice, but scrapped it allready. I have the super-human Nietzscheans anyway

For the Forces of Chaos...yeah, could rename then. Maybe even into Kreegans (weren't that the demons in HoMM3 world?). But they are still demons. And I do not propose them to have created life ... more to be a seperate creation - a wild, brute mirror of normal life. AH, tha's important to say, the "demons" troops I got in mind shall be living creatures.

Thanks for your comment anyway

I will consider all you said, though I'm not sure if I understand you right?

EDIT: read through it once more^^

Quote:
for example, have Mecha as one of the units for the Terran empire. and tripods for the galatic confederation. have an elite race of fighters on the pay role of the merchants, and have the Necromancers creating, for want of a better word, plague marines. for an interesting twist, have the Neitzcheans being rather technologically backward compared to the others, so instead rely on their own natural resiliance. and have the convent of machines be very sleek, clean, white, like an Ipod, with lots of abstract vechile designs


And Mecha should be what? Also I have no idea what a tripod is? Somethign with three feet?!?
The elite fighters for the merchants I had in mind anyway (though I'm still not sure: are you proposing this? Or are you rather saying: THOSE ideas are to close to WH40K?) and making them an fighter race is only a little step further but thanks for that
THe Nietzscheans are indeed a BIT back in technology, allthough they are naturally very intelligent, for centuries, their culure is based on war and battle arts, so art and science have evolved, but not as fast and far as in other factions. Additionally, Nietzscheans, seeing themselves as perfect, often neglect to take over alien technologies, giving their technical development another backstab. Yet they are quite good on the field of genetic influence and transformation (they will have at least one gentetically transformed alien beast/monster, and on health technology.
The convent of Machines is very colourfull, since it uses any metal and used machines it can find in the universe. Yet, I suppose you have a point there. THe machines coiuld better and rebuild themselves anytime, so no point in using an old, rusty design!

EDIT 2: Finally, for the last part^^

Quote:
think of cool weapons as well, I see this game rather than having spells, you rely mainly on you're units, but you get a count down to when you can use you're big, impressive weapons, that kill alot of
units. Like have the Terran empire have cryo-cannons, the Neitzcheans have nukes, the galatic confederation have access to gravity bombs, the convent of machines have an EMP.


hmmm, not sure 'bout that but I'll consider this definitely.
I thought of giving the heroes access to technology and tactical moves (if I may take taht idea from your low fantasy idea, bixie?) instead of magic. There shall be some magic/mystical force, too, but not quite as much as important as in HoMM.

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Cepheus
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Far-flung Keeper
posted March 08, 2010 12:23 PM

No, the Kreegans aren't Demons. They are "forces of chaos" though and were spawned to (I'm simplifying) curb other lifeforms and conquer worlds, preventing them from surpassing "the Gods". They're a pretty diverse race, and all sorts of insane gameplay models could be applied to them.

Anyway, the MM universe has more than enough sci-fi factions in it already to put this into practice without reusing the "medieval" setup. With the amount of backstory, you would probably be surprised at how much it seems NWC were leaning towards using this sort of idea as a spinoff at some point. I really like the concept and think it has an awful lot of potential for a mod, if H6 is less of a mess in the customisation department.
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Jiriki9
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posted March 08, 2010 12:52 PM

Thanks
For this concept, I'll stay in my own world, though, just because I like it better
..again, anyone willing to jump in and create thsi galaxy with me, is welcome
I added the Nietzschean Ground troops.
Descriptions:
Lowlings are Nietzscheans of lower rank, not nearly as superior as their masters. They wear light armor and handguns.
War Hounds are genetically enhanced dogs, also used for hunting slaves and guarding them later.
An armed jeep is exactly that A jeep with armour and a Gun on its backside.
Phalanx. Dont let you be fooled by the ancient name of this unit. The lances they wear are effective both on short and long range, they are energy weapons. Phalanxs' discipline is extremely high.
Elementalists have gone through further genetic transformation beofre birth, giving them control over elements.
Birds of Prey are an armed giant Bird of PRey^^
Hydras have been created through generations of genetic transformation on giant reptiles and are bred for battle.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 08, 2010 01:38 PM
Edited by bixie at 14:15, 08 Mar 2010.

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having had a look at them, I can see you influences, and understand where you are coming from. I must stress, however, don't make it too much like WH40K.


Where ARE I'm coming from in your opinion? And I must stress, however, that I was NOT influenced by WH40K, as I mentioned (several times) before. I played Warhammer fantasy once, and A BIT dawn of war, but I'm far from being into WH40K. The Eldar came just in a mindwirl, thaught an elven-like-race could be nice, but scrapped it allready. I have the super-human Nietzscheans anyway

For the Forces of Chaos...yeah, could rename then. Maybe even into Kreegans (weren't that the demons in HoMM3 world?). But they are still demons. And I do not propose them to have created life ... more to be a seperate creation - a wild, brute mirror of normal life. AH, tha's important to say, the "demons" troops I got in mind shall be living creatures.

Thanks for your comment anyway

I will consider all you said, though I'm not sure if I understand you right?

EDIT: read through it once more^^



fair enough, but with a name like "Forces of Chaos" it's not hard to make the connections.

I do like the race of elven creatures idea, possibly, as I suggested, the progenitors, or something like that, an ancient race that started many civilisations off "chariot of the gods" style, and now seem them as a threat to their own existances and want to wipe them out.

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for example, have Mecha as one of the units for the Terran empire. and tripods for the galatic confederation. have an elite race of fighters on the pay role of the merchants, and have the Necromancers creating, for want of a better word, plague marines. for an interesting twist, have the Neitzcheans being rather technologically backward compared to the others, so instead rely on their own natural resiliance. and have the convent of machines be very sleek, clean, white, like an Ipod, with lots of abstract vechile designs


And Mecha should be what? Also I have no idea what a tripod is? Somethign with three feet?!?
The elite fighters for the merchants I had in mind anyway (though I'm still not sure: are you proposing this? Or are you rather saying: THOSE ideas are to close to WH40K?) and making them an fighter race is only a little step further but thanks for that
THe Nietzscheans are indeed a BIT back in technology, allthough they are naturally very intelligent, for centuries, their culure is based on war and battle arts, so art and science have evolved, but not as fast and far as in other factions. Additionally, Nietzscheans, seeing themselves as perfect, often neglect to take over alien technologies, giving their technical development another backstab. Yet they are quite good on the field of genetic influence and transformation (they will have at least one gentetically transformed alien beast/monster, and on health technology.
The convent of Machines is very colourfull, since it uses any metal and used machines it can find in the universe. Yet, I suppose you have a point there. THe machines coiuld better and rebuild themselves anytime, so no point in using an old, rusty design!

EDIT 2: Finally, for the last part^^



Mecha: a giant robot with a human pilot inside. Gundam mobile suits, Evangelions, and so on are all examples of mecha. Mecha tend to be huge, and use both close combat and heavy audeance for their combat. these can be transformable into other forms, or not.

Tripods: a alien space-craft with three legs (usually tentacular in structure), as with War of the worlds, etc. they are often incredibly powerful. often with an alien pilot.

the Elites warrior was a proposition, sort of like the mafia hiring mercenaries.

the Neitzcheans seem like the kind of people who worship war gods and do everything in they're glory, rather than what benefits them. They would retard their technological development because it has in some text of theirs "By bullet and by sword". Alternatively, the sole reason why they are going to war is the fact that they are collapsing Genetically, and that they are all clones of an original person. they need to harvest new genetic material in order to survive.

the convent of the machines, I thought would be, as i said, very sleek in construction. I-robot style robots, rather than the clunk and clang of machines, you have the gentle hum of computers, the clean, sleek, minimalist design, as computers have no concept of art, really. they might have museum worlds, where technology has been catalogued and stored for future research. they have an almost brainiac modus operandi, from what I read, where they want to fulfill their function, and catalogue all data in the universe.

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think of cool weapons as well, I see this game rather than having spells, you rely mainly on you're units, but you get a count down to when you can use you're big, impressive weapons, that kill alot of
units. Like have the Terran empire have cryo-cannons, the Neitzcheans have nukes, the galatic confederation have access to gravity bombs, the convent of machines have an EMP.


hmmm, not sure 'bout that but I'll consider this definitely.
I thought of giving the heroes access to technology and tactical moves (if I may take taht idea from your low fantasy idea, bixie?) instead of magic. There shall be some magic/mystical force, too, but not quite as much as important as in HoMM.


of course, as long as you do include big, explody mega weapons.
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