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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 · «PREV / NEXT»
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 09, 2010 09:31 AM

(Sorry, it's going space age)

energy sheilds.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 09, 2010 02:52 PM

(matter walls still have advantages...and it's just realistic to have them, since...well EVERY building ahs walls, even then, imo...unless we also make a ethereal race...hjey that's a ncie idea!)

For your special weapon:
Quote:
-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.


...the jammer, together with the fitting skill, should allready do what your Aegis does, sorry. ..perhaps some other, similar idea? Perhaps the construct, on the opposite, protects your attacking troops, granting them each a personal energy shield?... yet the jammer was supposed to work passive, slowly decreasing the shield power, so perhaps if the Aegis is active and sudden, it could still be useful!?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 09, 2010 06:13 PM

Ok....

here's an idea, the Aegis allows all units to damage walls, both matter and energy, when activated. this ability has a time limit, but it basically allows all units seige capablities, for both space and group troops.
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 09, 2010 08:21 PM

I think it would turn out something like:




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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 09, 2010 11:56 PM

...great for groudn troops! Unuseful for space troops, mainly, since there will  be different battle sysstem.

...for the "will turn out like..:" probably, this won't turn out as anything, it's just an idea also, there are still ground battles which are quite different. and I know there are probably allready some turnbassed, ieven similar, scifi games. I jsut wanted to get down MY idea, like with everything here in the altair

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 27, 2010 10:35 AM

btw: ground town for progenitors- Acropolis. space station- the genesis.


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Jiriki9
Jiriki9


Honorable
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Altar Dweller
posted April 27, 2010 03:00 PM

great!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 28, 2010 04:07 PM

I have soem questions, if someone's willign to help. What do you suggest for the spell-replacing ground skills and abilities?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 05:00 PM

maybe there should be a base spell then a racial spell for each lore?

I don't know, but something like that. it would allow each faction to feel unique and you can have some really interesting ones.

per example: Nercosis might have "Cybernetic ressurrection" allowing units to come back from the dead using cybernetic implants, from the electronics branch. this is in addition to the electronics skill already in place called "repair".

Alternatively, the cult of machines might have a skill called "Digital remastery" where if a selected creature is killed on the battle-feild, all their information gets transported back to the town to spend on another creature, regardless of week.

this could be interesting, as it could mean that for some factions, their spell list is relatively rubbish, but their superweapon is awesomesauce on a steak made of win. like... I don't know , the Terran alliance might have some fairly pathetic skills, but their superweapon is simply known as "Planetcracker". say it a few times to yourself, and tell me that does not sound like an awesome superweapon.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 28, 2010 05:14 PM

planetcracker- Sounds like a giant hammer...IÄd like such names, maybe, anyway, for superweapons,: "Thors Hammer", "Horus Ray", "Zeus Lightning Cannon", "Kalis Devastator", "Jehowas Wrath", etc. etc.

...I thought of completely re-ordering and naming the skills...

So...
Technological&Scientific Abilities(ground):
Technological&Scientific abilities can be learned at an academy of the factions.
Technological&Scientific abilities are split into different types:
1. A spell-like type, you use them in a battle.
2. An equipment-type, you use them in the hero menue to permanently (as long as equipped/used, that is) enhance a creatures' abilities.
3. Another spell-like type for the adventure map.
Technological abilities will need technological ressources - mostly energy. So every hero has an energy level. (A nice feat. for the convent of machines: they have a high maximum energy, but they get weaker the more energy they have used, resembling that they need the power badly.) There will be other mana-replacign "ressources", too, yet:
-Fuel
-Spare Parts
-Cells
-Chemical Fluids

---

...tbc soon, giot visited just

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 05:25 PM

fair enough.

so... for example, a spell type thing would be something like "surge", which disrupts and nulifies various pieces of equipment, and damages robotic units.

equipment would be something like "enforcer armour" allowing higher defense for the hero.  

the on map stuff would be stuff like "supply drop," that dropps a bunch of resources next to you're hero.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 28, 2010 10:55 PM
Edited by Jiriki9 at 01:36, 29 May 2010.

Yes and no.

The first is quite right.
The second not. It's not teh artifacts (which will also exist) but more like the creature artifacts from the wizards racial of H5. It empowers the creature stats.
The third, well, maybe. Though I thought of things "coming from above" as a seperate section, close to, maybe merged with orbital weapons and air and rocket support...
...yet now I see there is plent yof space for that, so probably, either there will be a technology range especially for that, or hte techs of that kind will be merged under that.

I'll give example, of the biological type:

Active Battle ability:
Virus:

Only effects living/biological working units. If successfull, the unit is infected with a virus, that will from now on deal damage. Each virus has it's own turn. A viruses turn doubles the virus effect (resembling that the virus spreads in the stack).
There will be place for variances and skills according this type of technological ability, with different effects, increased growth rate, a "Virus Rain" effecting the whole battlefield/an area, more or less deadly viruses, a highly infectious virus that can sprad onto adjacent stacks, etc.

Passive Battle ability
Adrenaline Injector:
During the battle, the unit gains a bonus on speed, initiative, attack and damage, but it's max hp is quite much reduced.

Passive Abilities for the units take points from the MAXIMUM tech ressource amount of the hero, since they need permanent supply.
Other examples could be energyshields for units, maybe battlesuits, weapon enhancements, jetpacks, and so on and so on.

Active Adventure Map Ability (not biological):
Camouflage Shield:
Hero canÄT move anymore after having used this ability, for this turn. enemies can't see the hero. Yet, if they happen to walk directly through them, the camouflage shield is broken and battle automatically begins.


also, I have no thought about the ressources, not the technology ones, but the adventure map ones for buildings and some high-tier units. I can think of:

Basic Ressources:
-Credits (the money)
-Synthethics
-Metal/Steel
-Electricity
-Fuel
-Food

Advanced Ressources
-Eternium (advanced metal)
-Energy Crystals
-Biocultures
-Malacyne (chemical liquid)
-Destorium (mineral)



I even think of faction-specific "ressources":
-Terran Alliance: ?
-Nietzscheans: DNA?
-Galactic Federation: Influence?
-Hive: Some futuristic special Hive substance? OR pheromones?
-Convent of MAchines: AI?
-Merchants Union: Space Trade Goods?
-Order of Light: Faith
-Silicoids: A special mineral
-Forces of Chaos: Blood
-Necromancers: the plague virus? Dark energy?
-progenitors: a special second energy form? Creational Energy?


For the certain Technologies:

I assume, for now:
-Biology (mainly organic body enhancement and weakening, organic damage)
-Chemistry (damage & special effects through chemcial reactions, mainly damaging&weakening, some creating&enhancing)
-Energy (various energy effects of both creative and destructive powers; illusions)
-Robotic? (unit enhancing&Creating)
-Mechanics (unit enhancing, damaging, creating)
-Medicine (healing, curing, enhancing&creating)

...I also think of some socio-cultural skills:
-Sociology
-Politics?
-Trading (maybe racial for traders union?)


For the "superweapons" (still, on ground maps), I suggest a ranking of orbital and "from-town" devices and attacks. Let's take Nietzscheans as example:

Missile -> Hunter Squadron -> Bombardement -> Nuclear Rocket
Through advancing in skills & racial you come to the highest orbital weapon (here the nuclear rocket)

There will be a skill for such things, I don'T knwo how to call it, maybe just:
"Orbital Support"
It will resemble how much influence the hero has outside it'S army and even the planet to get over-regional, even orbital supplies. Udner the skill would be things like the four mentioned above, bixies suggestion of "drop supply", Spying, Scouting and Disturbing Satellites, even troop support.
...some of those things will also be achievable in certain town buildings, but onyl in an area around the town, and in some adventure map building. For example, controling a missile base allows you to launch, once per battle, and only a few times per day, a missile from there onto a battlefield not to far away. But with the skill, you can get that support without a building (still, not often!!! I suggest a "support"-level, being decreased with every used ability of this field, regenerating similar to mana)

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 29, 2010 10:20 AM

ok, I get you now.

I will say one thing... there is just... too many resources.
credits, power (of any sort), supplies, all well and good.

Destorium, Eternium, malacyle, however, just feels a little...forced. maybe these could be some of the faction specific resources for some of the factions.

speaking of which, I love the idea of faction specific resources. It adds a whole new element to game play. I assume they are produced in house? once every week they get these special supplies down.

as for some of the faction resources.
the progenitors will use energy from the time vortex kept within their walls. (the more I think about them, the more they seem like the timelords from doctor who)
the Terran alliance might have some unobtainiun knocking about

as for the skill types as spells. I think just four would be appropriate, Biology, Chemistry, Mechanics and energy, as you have a wide range of abilities and subsets to each skill set.

the superweapon stuff is fine and understandable.

good luck.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 29, 2010 12:30 PM

For the ressources...

I thought them kind of equivalent to the old heroes ressources...

Basic Ressources:
-Credits (the money) = gold
-Synthethics = Wood
-Metal/Steel = Ore
, okay, electricity/energy, fuel& food are new

Advanced Ressources
-Eternium (advanced metal)...thought a high-end metal would come good
-Energy Crystals = Crystal
-Biocultures = Gems
-Malacyne (chemical liquid) = Mercury
-Destorium (mineral) = Sulfur

one could take away Eternium, maybe...

For the faction-specific ressources:

DNA: The Nietzscheans are proud, but also depending, on their genetical research work, and their DNA-pool. WIthout their DNA probes, they can't keep the highly mutated creatures & Nietzscheans (Like elementalist, Hydra,...)

Influence: To be successful as a member-planet of the Galactic Federation, you will need influence in the senate. Only then you can get allowance for higher buildings and strong units.

Rare Trade Goods: The Merchants Union is based on Trade, so they allways are in need for Trade good. These ones, yet, are particularly rare and worthy.

Faith: The Order of Light is BASED on the Faith of their people. Only when they're faithfull enough, they can achieve their goals.

...the others are in work. Bixie, could you do a description of the progenitors special ressource, please?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 29, 2010 12:57 PM

For the skills. I have this proposal now.

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)

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 29, 2010 01:01 PM

Chronologistical Entrophical particles (time energy)

the progenitors existance in this space and time is contingent on the power of the various time vortex's within their Genesis arks. all vortexes come from Ru Kal'Mit-Tal (or, in translation from the progenitors language, the wibbly-wobbly timey-wimey thing), the crack in existance from the Reality war between them and the forces of Chaos


I hope that helps. I kind of imagined that the Progenitors and the forces of chaos are two very different entities, both at the opposite ends of the spectrum, but both completely insane. Chaos wants to corrupt realit and change it, the progenitors want to remake reality as they see fit. The main forces of both armies are locked in enternal struggle in something called the Reality war, where one side struggles to stagnate, the other fights to hit restart on reality, locked in a different dimension, cut off from the rest of the universe. However, the creation of Ru Kal'Mit-Tal means that both forces are able to get through and do all manner of stuff.

most of this was taken from the history of the time war between the timelords and the daleks in Doctor who. The progenitors started off as a benevolent race, but after eons locked in combat, they've become just as evil as the forces they fight against.

also, Keep energy, because that one was a good one. It's good for the setting and also provides alot more in terms of setting that getting rid of it.
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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted May 29, 2010 01:23 PM

Quote:
also, Keep energy, because that one was a good one. It's good for the setting and also provides alot more in terms of setting that getting rid of it.


I don'T know what you mean by that


I like your time energy ressource very much!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 29, 2010 01:28 PM

ignore it, I was probably not making sense a few moments ago.

do you think that the lore bit with the forces of chaos and the progenitors is...well... appropriate?
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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted May 29, 2010 01:30 PM

Yeah! it's used, but the whole concept is based on taking bits from here and there around sci-fi.

Chaos fighting Order and the win of any of them would be worst case scenarios for all otehr beings is calssical, and perfectly fitting into this game vision.

...waht do you say to the skills?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 29, 2010 03:59 PM

it's not so much that the progenitors represent order (i thought that would more suit the cult of the machines), but they are the first civilisation.

the skills seem fine.
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