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Heroes Community > Heroes 7+ Altar of Wishes > Thread: A H6 factions etc. idea following the campaign
Thread: A H6 factions etc. idea following the campaign
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 09, 2010 05:51 PM
Edited by Jiriki9 at 09:48, 28 May 2010.

A H6 factions etc. idea following the campaign

I decided to post here an idea right out of my mind and go an unconventional way for it: I will follow the campaigns, and expain the game by the way, as the new features, factions, etc. appear.

Things that have to be clear before starting the game:
Basic gameplay will be much H5 like, I take over the battle system, the general adventure map system, etc.
Skill system, will also be much H5 like, but with H4 mixed in: You  have 5 levels of each skill (Beginner, Veteran, Expert, Master, Grandmaster), not three, and can choose up to seven perks...also, you can theoratically learn 10 skills, but every skill avanced over the expert level will cost you one skill slot...so finally - without racial - you can either learn 10 skills and be no master at all, or master 5 skills. And anything in between (4-2,3-4,2-6,1-8 mastered-nonmastered skill/s). perks can have levels, too, and count as many perks as their level is. So expert Tactics costs you 3 perk slots.

So, just to beign with the fun, we now begin with the first Campaign:

Prologue ~ How to rule a kingdom
On the Western Side of the Grand Continent, Dyam, lies a rag rug of smaller nations, kingdoms, duchies, and similar small, aristocratic realms, mostly dominated by humans, and ruled by their nobilities, often lead by a king, though in some lands, republic, democratic, or even stranger forms of government have formed - yet those mostly were conquered by neighbouring lands and didn't last long. These kingdomes live without a greater nation suppressing it - like the Iron Empire, quite away from this area in the north, does, and without any real social conformity - and yet all quite the same.
One of these small Kingdoms, a good way from the cost, is the small, mostly unimportant Kingdom of Thalon, inhabited by a mostly peaceful people, though this peace does not stretch on a centuries-long Feud with the neighbouring County of Drathen.
Prince Marc of Thalon, brother to the king, has, up to now, spent quite a formidable, comfortable life, since his brother has avoided open war with Drathen, and he could live his life of feasting and hunting, jousting and fun. But unknown by the people of this small, unimportant land, strange times are about to appear, and the prince shall play his role...if he is to survive and overcome his first obstacles, minor to the continent, but immense to Thalon and it's prince.
...it is a chilly day in autumn...

Scenario 1 ~ An unexpected task
We see Prince Marc return from a hunting party, appearently called back by his advisor and pretty angry, stepping from his horse and scorning at the old man before him, who now steps aside and gives the prince way to look at an exhausted manager, bowing down.
"My Lord, I have dire, and disastrous news. Your brother, the king has died in his bed, of a quick and unknown sickness, we couldn't send you emssage earlier - it lasted only one night, and the king was dead by the morning." The envoy is pale and keeps looking down. "It is possible that the King was poisoned. The last thing he proclaimed was that you, his brother...shall be the next king, since his wife has not given birth to any soon yet. Your nieces, however highly disagree, and the court is in tumult. Duke Owen, your cousin, tries to keep the nobles on your side, but it's difficult...he send me with the message you must come to the Capitol ... to YOUR capitol ... as soon as possible." As the messenger finishs, the scene switches to the Prince and his advisor, having a talk. Finally, the prince is convinced he needs to take this tasks, though he does not feel prepared for it (he never suscpected he would be king, so he never truly studied the rules of rulership), and travel to the capitol city, Ondren, as soon as possible, accompanied by his advisor, mentor Haern, and a group of soldiers loyal to the new king and his dead brother.

The first scenario deals with this journey. MEchanically, you learn the basic movement, battle and gameplay principles, including diplomatic communications, quests, commandin units and advancing in levels. For the story, you meet bandits in the land, which have taken  advantage of the uncertainty of ruledom in the kingdom, and you meet nobles who are sometimes against you, sometimes for you adn sometimes insecure still, but you will not engage their cities.
You have 1 month time, or your nieces will have brought up too much of the court against you. This should, however, be time enough. If you finish the scenario in half of the time, you get a bonus at the beginning of teh next scenario.

New:

Faction ~ Castle
The basic human Faction. The humans of the castle live a life similar to the people in the high medieval times in europe, ruled by nobles and king. they are not ruled by a church, and the belief in a castle can vary highly. They tend neither to magic nor might, or better, each castle, each king, can tend to one or the other side just by his preference, but the faction on its whole is not focused.

Units:

~Peasants
Peasants are no true warriors, but they can easily be called and summoned if needed. Peasants can be recruited in some Castle towns, without a dwelling, or in the peasants hut on the adventure map.
Tier: 0
Faction: Castle
Abilities: Taxpayer;
Upgrade to: -

~Lumberjack
Lumberjacks are not really fighters, but they can be strong nevertheless, capable of good blows with their two-handed axes.
Tier: 1
Faction: Castle
Abilities: -
Upgrade to: -

~Militia
Militias are the backbone of the Castle armies. You will seldomly find a town that's not guarded by some form of militiamen.
Militias wield a sword and a small shield, and are not formidable in any kind of combat, but useful for melee nevertheless. In a castle town, you can build the Guardhouse, where you can recruit militias. Sometimes, you'll also find Guardhouses on the adventure map.
Faction: Castle
Tier: 1
Abilities: -
Upgrade to: Town Guard or Countryside Militia
The Town Guard is stronger armoured than the Militia, and better equipped generally, using a bigger shield, for instance. Countryside Militia is not, but are really fierce and loyal troops.
Town Guard Abilities: Large Shield;
Countryside Militia Abilities: Bravery;

~Bowman
Bowmen are the basic archery unit of the Castle, used for attacking enemies from far away and backing up your melee troops. If you have enough bowmen, you can let them shoot a rain of arrows on an 3*3 area of the map. Bowmen can be recruited in the Castle building "Shooting Range".
Faction: Castle
Tier: 2
Abilities: Scatter Shot, Shooter;
Upgrade to: Longbowman or Crossbowman
The Longbowman uses the longbow, a great weapon for long distance, and rather quick in comparison to the crossbowmens Crossbow, whcih deals more damage and can pierce through armour a bit, but is MUCH slower.
Longbowman abilities: No Ranged Retaliation, Scatter Shot, Shooter;
Crossbowman abilities: Armor Piercing Shot, Precise Shot, Scatter Shot, Shooter;

~Spearman
Spearmen are formidable basic Melee units, especially in defense, using the spear to hit attackers before those can hit them. In a Castle, the Barracks can be built, where you can recruit Pikemen.
Faction: castle
Tier: 3
Abilities: First Strike Retaliation;
Upgrade to: Pikeman or Helbardiers
Pikemen wield  pikes, extremely long spears, which help them attack a target from distance. They also are proficient in using the pikes for spear walls, enhancing their retaliation. The Helberdiers weapon is the helberd, which deals a good more damage than an ordinary spear.
Pikeman abilities: First Strike Retaliation, Long Spear, Spear Wall;
Helberdier abilities: First Strike Retaliation;

~Ruffians:
Ruffians are to be found almost anywhere. Their sole purpose seems to be causing trouble, and they aren't even good in it, unless in masses.
Faction: Neutral
Tier: 0
Abilities: "pöbeln"

~Rogues:
Rogues are not simple thiefs, bandits or similar thing, but skilled on their field. Rogues are found anywhere all over the continent, wherever humans dwell.
Faction: ?
Tier: 1
Abilities: Stealth
Upgrade to: ?

Hero Classes

The Noble

Gameplay

The Diplomacy system basics are introduced. When you have met a player, you can send them envoys to communicate with them. Those envoys need time, but not so much, since they travel with 5 times the quickest possible hero speed and therefore can realistically easily make on one day the way which would take a hero with army a week.
Following things can (as we learn in this scenario) be proposed:
1. (Trade) Offers
2. Declarations
3. Treaty Proposals

1. Trade offers are the most basic thing. You can offer the other player (or AI) soemthing of the following list against some other thign from teh following list, and he agrees or not. In the bottom of the scren, you will see how much the other player likes this offer and how probable he will accept it:
-Ressources (needs market place, not available in this scenario)
-Adventure map buildings
-Artifacts
-Spells (needs mage guild, not available in this scenario)
-Unit stacks

2. There are two types of declarations: Final declarations, and IF / IF NOT declarations. Declarations can have far reaching effects, especially the latter type.
Things you can declare:
-War
-Break of a Treaty
Conditions possible in the IF/IF NOT part:
-other player attacks an ally
-o.p. travels into or out of a certain area (only usuable when areas are defined in the scenario)
-o.p. does/not pay tribute
-o.p. recruits a certain hero/type of hero/type of creature
-o.p. makes (certain) trades or treaties with another player
-o.p. declares war /break of treaty with another player
-o.p. conquers certain town/adventure map building
-o.p. fulfills a certain unique adventure map quest (like of a seer's hut)
-o.p. passes a certain border guard
When you once have declared a condition, and do not take it back, once the other player does such a thing, you will IMMEDIATELY finish the declaration of War/Break of Treaty.

3. Proposing treaties is not too complex, but you can give gifts, or demand them from the o.p. (the same as in the list of trade offers).
Treaties to be proposed:
-No-Attack-Pact: The players agree not to attack each other. Canbe broken by just attacking the other player, but that will make all future diplomatic actions more difficult for you.
-Peace: THe players are in peace. THey can VISIT each others towns, but not their garrisons. They do NOT share sight.
-Alliance: Like the alliance status in former HoMMs, AND each player can place troops in the other's garrisons, towns, heroes and mines to help them defend them - he will still have control over them in battle!!!
-Trading Contract: Only possible in times of peace. Creates an amount of gold per day, according to this formular: 500*(n+0.5m)*k, while n is the number of towns the trade partner owns, m the number of gold miens the trade number owns, and k is either 1 (for peace) or 2 (for alliance) (not possible in this scenario)
-Knowledge Exchange: Only possible in times of peace. At the beginning of each weak, each of your heroes in or close to a town (at most 1 day of travelling away) has a small, but reasonable chance to learn a spell that's available in a mage guild in one of the Exchange partner's towns. (not possible in this scenario)


also, the Bandit system is introduced. Most humanoid and some other units can be "bandit" units. Bandit units are to be found in the wilds. they sometimes lay ambushs and cannot be seen on the map. Bandits can try to steal a player gold. In battle, bandits are not too different from the ordinary unit, but the "bandit" attribute gives them slight random stat changes at the beginning of the battle. Bandit units usually can't be hired, but they can want to follow the hero - some times...

Ambushs are as well introduced. Ambushed, a hero can't palce their troops, but they are randomly placed in the middle of the battlefield, while the ambusher places their units on the battlefield borders, normally still not seeing how the ambushed units will be placed.

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