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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Re-listing of Concept to a possible Heroes 6
Thread: Re-listing of Concept to a possible Heroes 6 This thread is 2 pages long: 1 2 · «PREV
Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted May 20, 2010 05:08 PM
Edited by Brawlermatrix at 17:14, 20 May 2010.

Quote:
when have I said that it was a stone hard rule?

I've just stated the advantages of it and why I prefer a relatively low number of units in a faction.

also, way to promote discussion, blocking out all criticism, demanding that I change rather than take my advice. yeah... take lessons from Uwe boll, do we?


Then you should have said that than presenting your preference in such a way that under your preference I must chance my layout to meet your preference.

Quote:
you come onto a forum and post an idea, and you don't expect for people to rip it apart like a bunch of snarling hyenas? My criticism is justified, the idea, whilst not bad, was introducted like a slab of concrete. lack of criticism does not nessecarily mean victory, it might be because the way you've layed it out is so bloody imprentrable, that all the flaws in the design is hidden by one enormous flaw.


I expect people to rip it apart but to go about it should be this way and not this way is not a discussion, its your attempt to forcefully change what is not of your liking to a concept that fits your idea and not the idea of the original creator, aka. ME

Quote:
and is this is just the basic information about the game, then...ugh! I pity the poor fools who have to read it for a living.

this is purely a presentational critique, at the moment. If I can't get past that, then there is no point in trying to impress me with other features. the amount of creatures was only a niggle compared to the ham-handed presentation.


Unlike some i have spent 4 years working on this concept with advice from professional and other gamers, and was only posted here to present a potential way the game could be developed, unlike the presentation here my documents are well presented and throughly work out. Most of the presentation issues are related to the need to reformat already formated material to the forum input area.

Quote:
grow a set, take the stuff on the chin, rework it, and then come back and present. what we have here is a presentational mess, a pile of statistics and words that might make sense to those who have the brain damage to attempt to, but otherwise, it's a total mess. this amount of information is what I would expect after the thread has reached... I don't know, 50 pages of discussion of factions, ideas being batted about and honed, until we have a finished product.


Unlike you who prefers simple short concepts that require 50 pages of input be it either random comment or actual input to generate a working concept that the majority feel happy with becasue they forced there point of view over the other parities you now get snooty when a "concept" is posted worked through, tested and is posted for feedback and comments and instead would rather complain about it having to many units for your linking.

The layout of the posting here is a result of discussion in the previous forum where the original concept was posted with a collection of work concepts that required structure for the reader to understand.

Quote:
and that is not a compliment. Presentation of a heroes game should, when working well, start off with concepts and general ideas of what factions should be, how they are organised, unit names, some abilities, and so on, and gradually, with the input of others, go down to stats, and so on. to those who can do it on their own, I aplaud them, but presenting this as a discussion in this format is just... horrible.

this is one of the reasons why a relatively small number of units is useful, as it provides the discussion to hone those units and make them really unique and effective at their job, rather than having a level 3 whatsit tank that can be easily replaced with a level 4 numpty tank. if each unit feels replaceable, then that doesn't allow each unit to feel unique and useful, it feels paultry and throw away, not using them to their full tactical advantage, and simply wasting them in oder to get loads of the most powerful units.


And there we go again you stay your way is best, working a small group of units and the need to discuss when its posted the way it is for discussion about those very areas, stats, skills and class.

Quote:
if you can make each faction have a unique and special way to play for each unit available, then you are doing a good job in a heroes game.


Each faction is unique and special and so is each unit, but you are unable to comprehend that and i would not wont to overload your brain with my concept for you might break something that you should use more often.

Quote:
you call this limiting, I call it good advice. there is a reason why we don't use rocks in surgery, or embriodery in jet-cars. whilst those people might not have "Freed their mind!", but they are using the tools that they have access to at the moment to do the best possible job. and the reason why it's copied, because it works.

Revolutionary ideas are often ignored for being too different. ordinary ideas are often ignored for being more of the same. excellent ideas are often praised for being a healthy mix of the two.


I call the insistent need by you to limit my concept to 7 tiers limiting for this is a "concept" discussion and not a "7 tier creature" discussion, if you wont a discussion like that go and make it in a new group and get over yourself and stop demanding that i change just to make you happy. This is a worked concept that can be worked on further but i do not need to strip it down to the bone just so you can feel fulfilled in yourself ego that your way and approach to discussion and "concepts" flows to your linking.

Yes there are areas of discussion that can take place regards things within the design but get it thought your thick skull that its staying  structured with dual tiers, factional unit specials and field variations, this is the it has been designed and this is the way it will be presented.

LIKE IT OR LUMP IT, GET OVER YOURSELF AND MOVE ON.
____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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Baklava
Baklava


Honorable
Legendary Hero
Mostly harmless
posted May 22, 2010 01:02 AM

Dude let's face it, Bixie is the only guy insane enough to read through this stuff so the least you can do is cut him some slack
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 22, 2010 10:06 AM

I am not INSANE...

now if you'll excuse me, Sandra the burmese walrus is waiting for me, driving a daffodil and taking mescholene... S**t, this is bat country!
____________
Love, Laugh, Learn, Live.

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted May 29, 2010 06:38 PM
Edited by Brawlermatrix at 14:50, 30 May 2010.

Turn System and Battlefields

I will edit this post tomorrow to make it more readable, for now its a post to see if its a workable turn system.

As the player progresses through the day the world environment will change from;
Day-phase Lawful Chaotic
Dawn - -
Day (morning) +25% -25%
Day (afternoon) +25% -25%
Dusk - -
Night (first watch) -25% +25%
Night (second watch) -25% +25%
Underground -25% +25%

These times of day will affect the type of creatures roaming the adventure map at any given time.
The time of day changes every 100 steps in total being taken by each faction.

Environmental Characteristics:

During the course of the game environmental factors will affect how a army performs duration of a mission, be it adventuring or combat, the environment will affect every aspect of unit performance to resource and unit production.

The status of Moral, Speed and Movement with the army will be affected by Weather and Terrain specialities:
Rain Speed: +1 Movement: +2 Initiative: –2 Moral: –1
Fog Speed: –1 Movement: –1 Initiative: –1 Moral: –2
Blizzard Speed: –2 Movement: –2 Initiative: –2 Moral: –3
Sand Storm Speed: –2 Movement: –3 Initiative: –3 Moral: –4

Hot Speed: –1 Movement: –2 Initiative: –2 Moral: +2
Warm Speed: +1 Movement: +1 Initiative: –1 Moral: +1
Reasonable Speed: +/– 0 Movement: +/– 0 Initiative: +/– 0 Moral: +/– 0
Cool Speed: +1 Movement: +1 Initiative: –1 Moral: +1
Cold Speed: –1 Movement: –2 Initiative: –2 Moral: +2

Native Terrain Speed: +2 Movement: +2 Initiative: +2 Moral: +2
Aligned Terrain Speed: +1 Movement: +1 Initiative: +1 Moral: +1
Enemy Terrain Speed: –2 Movement: –2 Initiative: –2 Moral: –2

If army is on their native terrain negative affect relating to variations of weather based on their land type does not affect them.
The maximum reduction a units stats can be dropped to is 1 point of the affected stat.

The status of Resource Production and Unit Growth with Mines and Dwellings will be affected by Weather specialities:
                       Hot  - Warm  - Reasonable - Cool  - Cold
Sawmill                 +5   - +15   - +10        - +15   - +5
Ore Pit                 +5   - +15   - +10        - +15   - +5
Stone Quarry            +6   - +8    - +7         - +8    - +6
Crystal Mine            +6   - +8    - +7         - +8    - +6
Gem Mine                +6   - +8    - +7         - +8    - +6
Gold Mine               +500 - +1500 - +1000      - +1500 - +500
Alchemist's Lab         +6   - +8    - +7         - +8    - +6
Sulphur Mine            +6   - +8    - +7         - +8    - +6
Mana Extractor          +5   - +15   - +10        - +15   - +5

Dwellings               -2   - -1    - +0         - +1    - +2


----------------------------------------------------------------------


Combat System
Heroes are able to control 16 spaces consisting of 1 Hero and 15 Unit Stacks maximum under hero control; this allows the hero to carry both base and upgraded forms of the same unit stack.

Field Combat:
During combat the hero starts battle with only use 8 units including itself on the battlefield at a time, if the hero has no other units on the battlefield or wishes to reinforce its forces the hero can call upon their reserve forces equalling up to 8 unit/hero stacks on the battlefield at any one time. Where both forces no longer have reinforcement or wish no to use their reinforcement the battle is completed and the defeated hero will be transported to the victorious hero’s castle or if the hero has been killed in combat there body will remain on the battlefield till being retrieved by friendly forces.

In combat the hero does not need the hero to use all of its forces; the hero can retreat/surrender with its remaining forces at a cost depending on method;
Retreat: The hero losses a percentage of its forces in the retreat
Surrender: The hero pays the enemy a percentage of gold calculated on the level and number of surviving units and hero level.

Navel Combat:
In this system there will be 3 types of combat:
1. Ship to Ship (Boarding)
2. Ship to Landing or Ship to Sea
3. Ship to Ship (Distance)

1. Ship to Ship (Boarding)
This battlefield is the standard of all battlefields. The primary objective of this battlefield is control and treated simular to ground combat.
2. Ship to Landing or Ship to Sea
This battlefield is for unique situations where the hero is unable to move after boarding (Ship to Landing) and when the hero’s vessel is attacked by aquatic units (Ship to Sea).
Ship to Land and Ship to Sea works simular to Ship to Ship (Boarding) expect there is no other ship involved. During this combat the hero on the ship gains a high advantage and is also able to use deck guns to eliminate there threats
3. Ship to Ship (Distance)
This battlefield is different to Ship to Ship boarding. The primary objective of this battlefield is to utilize the ship armaments, Ranged, Spellcaster and Flying units compared to Ship to Ship (Boarding) where its primary focus is the use of Melee and Calvary units over other classes.

Conclusion of battle:
At the conclusion of battle and a vessel is destroyed over the army, the survivors are transported to the nearest moveable/passable land tile where they suffer from maximum negative moral and movement penalty for the remainder of the week.
The number of survivors that are transported as effected by their classification, if a class has a greater chance of the unit drowning then these unit will have a high percentage of loss compared to units that are not affected or have less of a chance of drowning will have a low percentage of loss.

Units highly affected by drowning:
Breast (Calvary)
Humanoids (Infantry, Ranged)
Plant

Units moderately affected by drowning:
Construct (Warmachine)
Elemental (Earth, Fire)
Fiend
Humanoids (Spellcaster)
Insect

Units not affected by drowning:
Avian
Construct (Non-Warmachine)
Dragon
Elemental (Water, Air)
Giant
Undead

Siege Combat:
Siege Combat is set up into 4 Field Types and 3 Sizes;
Fort
Citadel
Castle,
Fortress

Fort Field:
Fort field combat is the first and the smallest of battlefields.
The Defences consist of Timber Walls, Towers and City Gate (Gatehouse) with a Native Fortification that reduces enemy movement and damages them as they move closer to the Forts fortifications

Citadel Field:
Citadel field combat is the second and is treated as the same size as the fort field.
The Fort defences are upgraded to Stone Walls, Towers, Gate House and Dry Moat fortifications while an additional line of defences are placed in front of the Forts original fortifications doubling the area of fortifications in play.

Castle Field:
Castle field combat is the third and is a second largest of the battlefields.
The Defences are again upgraded, but this time the fortifications are reinforced. The ""Citadel"" defences turn the existing Dry Moat into a Wet Moat while reinforcing these defences with another line of Native Fortifications between the Citadels Walls and Moat.

Fortress Field:
Fortress field combat is the last and the largest of battlefields.
The Defences get another upgrade in reinforcement, where the ""Fort"" defences section of the castle gain a Dry Moat while the Fortress aspect adds another level of Towers (Outside the battlefield) adding to the offensive capabilities of the fortifications.
Fortress is limited to one per Team and can only be access by completing its base requirements.

All Towers (Offensive) Warmachine’s are treated as "creature" stacks and are controlled by the hero, when a "Offensive" Warmachine’s is destroyed (HP level drops to 0) the weapon becomes inactive, incapable of any offensive actions and is removed from the attack phase.
These Warmachine’s can be "repaired" to continue their offensive actions.

____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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