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Heroes Community > Heroes 7+ Altar of Wishes > Thread: HOHS- Heroes of high seas
Thread: HOHS- Heroes of high seas This thread is 3 pages long: 1 2 3 · NEXT»
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 11:00 AM

HOHS- Heroes of high seas

after a combination of rum, a Pirates of the carribean-a-thon, one piece, a pirate themed society social event and looking over Jiriki9's fantastic HOSP (heroes of space and planets... I assume, I'm probably wrong on that) I felt it was time to shimmy up the crownest and set a course for my own abberation to the Homm universe.

Like Jiriki9's version, this is going to keep much of the same mechanics as Heroes 5, (turnbased combat, exploration, resource gathering, faction-based skills, etc etc.) but with a few exceptions.

1. fewer resources. Gold, Timber, Iron and a fourth one (I don't know, rum?)
2. the world map will be water based, heroes will be captains on ships, and combat will operate on various styles of boarding. gGing onto land will be breif, if at all used, but can still be used. Chests will provide random resources. rafts will have creatures on them, and trading vessels will move around the map which can be pillaged for booty.  
3. Frigate vessels. small, 4 creature vessels that can be used for exploration. these can board trading vessels, but can't pick up treasures.
4. upgrades to the ship. the ship wrights will allow upgrades to your ship, including cannons, larger boarding planks, wrecking hammers, larger sails, sturdier masts, etc etc, improving the performance of you're ship. this will all take part of the skill "Shipwrightship", allowing improvements based on town.

as for Towns, I've had a few ideas.

1. a Navy. an authority in the high seas. Marines, strong soldiers, ruthlessness,
2. the Ironclads. a group of engineers who have taken their hand at piracy. stronger ships, iron trawlers, lots of black-powder and experimental weapons.
3. the flying dragon. a chinese based group of pirates, using lots of fireworks and junks.
4. classic pirate faction. tricorns, rum, etc
5. arabian pirates. No name yet, but something cool. expert traders.
6. the ghost ships, the fleet of the damned. stuff like that.

possible future
7. a tribesmen faction. cannoes etc.
8. possibly a viking faction.

thoughts, ideas, advice and such are welcome.
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Jiriki9
Jiriki9


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posted May 28, 2010 12:23 PM
Edited by Jiriki9 at 12:41, 28 May 2010.

Hey bixie. Another great vision by you

I hoped someone else woudl go itno the spinoff thing. probably it HAD to be you...

So...may I join in here, giving suggestions etc.

First, for your factions:

Quote:
1. a Navy. an authority in the high seas. Marines, strong soldiers, ruthlessness,

Quite obvious one...but a question: do you go more for the Britain or the Spanish fleet etc. style? Or a mix?

Quote:
2. the Ironclads. a group of engineers who have taken their hand at piracy. stronger ships, iron trawlers, lots of black-powder and experimental weapons.


Are they necessarily pirates?

Quote:
3. the flying dragon. a chinese based group of pirates, using lots of fireworks and junks.

perhaps as only faction a dragon on high tier?

Quote:
4. classic pirate faction. tricorns, rum, etc

nothign to say about that, but one of them should definitely have a wooden leg

Quote:
5. arabian pirates. No name yet, but something cool. expert traders.


Hmmm, not sure. But coxuld be cool. Are you planning to use creatures? If, then here, definitely, a djin or roc as High level creature!!!

Quote:
6. the ghost ships, the fleet of the damned. stuff like that.

necropolis of the seas

Quote:
7. a tribesmen faction. cannoes etc.

unless massive in numbers or strong creatures, they could be rather week in comparison to teh others, since cnnons etcwould be highly unfitting here...

Quote:
8. possibly a viking faction.

Please YES YES YES! Dragonboats, and axes and beards and probably some water snake, if you use creatures.


And now, faction suggestion by me:

9. Pirate Hunters. Hunting and killing pirates for money, but are free from the navy. Are mean and use stealth etc.

10. Sea folk. A must have, imo. Fish-men and women, tridents, undersea creatures.

11. Air Pirates. Could be nice, imo. Maybe ahrd to fit in, though. Could use early

12. Traders union. Unlike the navy, hired merchants, less based on tradition, units cost maybe gold per turn. Unlike the pirates, not necessarily pirating. Rule with money. Concurrence to the arabian traders...

EDIT: btw. heroes of space and planets is quite right

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 01:34 PM

hey jiriki.

Thanks for the feed back. I haven't been around due to revising for  an exam in a subject that I failed quite spectacularly in the essay with.

Quote:

First, for your factions:

Quote:
1. a Navy. an authority in the high seas. Marines, strong soldiers, ruthlessness,

Quite obvious one...but a question: do you go more for the Britain or the Spanish fleet etc. style? Or a mix?



probably just a general navy. I would like to think that it would be more similar to the british navy of the era (wigs, tail coats, muskets, etc), but that's just how I feel about it.

Quote:

Quote:
2. the Ironclads. a group of engineers who have taken their hand at piracy. stronger ships, iron trawlers, lots of black-powder and experimental weapons.


Are they necessarily pirates?



Well... yes and no. the idea of using a more mechanised army intrigues me. similarly, there could be lots of fun with more experimental gunpowder weapons. Whilst these are not pirates in the classic sense, they are outside the law on a many number of exploits.

Quote:

Quote:
3. the flying dragon. a chinese based group of pirates, using lots of fireworks and junks.

perhaps as only faction a dragon on high tier?



possibly. I'm a little unsure about adding mythological creatures in. whilst it would be fun and exciting, the problem is, of course, where to store them and so on in the ship.  

Quote:

Quote:
4. classic pirate faction. tricorns, rum, etc

nothign to say about that, but one of them should definitely have a wooden leg


of course, naturally.

Quote:

Quote:
5. arabian pirates. No name yet, but something cool. expert traders.


Hmmm, not sure. But coxuld be cool. Are you planning to use creatures? If, then here, definitely, a djin or roc as High level creature!!!



the idea of a drunken djinn coming out of a rum bottle is quite funny. and the possible idea of guys on flying carpets.

you mentioned further down about the possiblity of aerial pirates. maybe these guys could be it. this could give way to lots more possiblities for units.

Quote:

Quote:
6. the ghost ships, the fleet of the damned. stuff like that.

necropolis of the seas



and you were expecting a ripsnorting piratical adventure without some kind of undead pirates?

Quote:

Quote:
7. a tribesmen faction. cannoes etc.

unless massive in numbers or strong creatures, they could be rather week in comparison to teh others, since cnnons etcwould be highly unfitting here...



I was thinking of a more mystical bent to these guys. the idea of voodoo, witches and the magic of the seas would be quite cool.

I mean, come on, would it or would it not be cool to have, as a unit, a golem made entirely out of snakes and shrunken heads.

Quote:

Quote:
8. possibly a viking faction.

Please YES YES YES! Dragonboats, and axes and beards and probably some water snake, if you use creatures.



yeah, awesome is it not... possibly not water snakes. maybe something a little bit... more epic.

Quote:

And now, faction suggestion by me:

9. Pirate Hunters. Hunting and killing pirates for money, but are free from the navy. Are mean and use stealth etc.



I see these as more of a useful unit in the navy faction rather than a seperate faction entirely.

Quote:

10. Sea folk. A must have, imo. Fish-men and women, tridents, undersea creatures.



this is going to be a tricky one. I think the idea of using sea-folk would be awesome and made totally of win, but it leads us to a duo of problems:

1. how are they going to get around. all the other factions use ships and have ship wrights as transportation. would these guys use the same? or something different entirely?
2. if sea monsters are going to be available fore the other factions as high level units, what does that leave these guys with as a sort of unique bent.


Quote:

11. Air Pirates. Could be nice, imo. Maybe ahrd to fit in, though. Could use early



as Stated above, I think the arabian pirates would suit this motif very well indeed.

Quote:

12. Traders union. Unlike the navy, hired merchants, less based on tradition, units cost maybe gold per turn. Unlike the pirates, not necessarily pirating. Rule with money. Concurrence to the arabian traders...



I'm not to sure about this one. I can see this more as a facet of other factions, like the Arabian pirates, the Iron clads, possibly even the Pirates themselves, rather than as a seperate faction. But then again... urghn, it's a difficult thing to make.

once again, Jiriki, thanks for you're input.

Quote:

EDIT: btw. heroes of space and planets is quite right


F**K YEAH!
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MattII
MattII


Legendary Hero
posted May 28, 2010 01:50 PM

Interesting concept, but you seem to have missed out on a few vital elements IMO, namely big-nation-rivalry and privateers. Two powerful nations gives you a lot more option, you can play as a navy captain (for either side), as a merchant (for either side, or freelance), as a privateer (for either side), or as a pirate.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 02:43 PM

well... we still do kind of have that... ish.

we have four very distinct styles and cultures at play here, oriental, middle eastern, nordic and european. whilst not totally like definate nations, there is a sembelence of that.
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Jiriki9
Jiriki9


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posted May 28, 2010 03:03 PM

Quote:
yeah, awesome is it not... possibly not water snakes. maybe something a little bit... more epic.


With water snake I meant soemtzhing like taht:


so a gigantic, epic, water creature...yet, giants could posibly also work...but agian we ahve the problem of: where on a ship you'd store them...

Quote:

Quote:
9. Pirate Hunters. Hunting and killing pirates for money, but are free from the navy. Are mean and use stealth etc.


I see these as more of a useful unit in the navy faction rather than a seperate faction entirely.


Hmmm but I think these WOULD make a good faction, seperate from the navy, a free league of bounty hunters...

I like the idea of arabian air/sky pirates!!!

Quote:
this is going to be a tricky one. I think the idea of using sea-folk would be awesome and made totally of win, but it leads us to a duo of problems:

1. how are they going to get around. all the other factions use ships and have ship wrights as transportation. would these guys use the same? or something different entirely?
2. if sea monsters are going to be available fore the other factions as high level units, what does that leave these guys with as a sort of unique bent.


1. They use either a strange (atlantean) half-under-half-over-water vehicle or some big creature, I'd suggest.
2. They don't necessarily need to be completely water bent, if we see them as half-atlantean...

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 04:25 PM

the main problem with the water snake is that it would probably be too similar to the water dragon for the flying dragons faction, so possibly something different... like a terrible evil narwhal-Like thing!

this is one of the problems, how to make all the end units all feel unique as well as making them water-based. It will be very tricky to do, I feel. I'll give it a shot.

also, another problem will be how many units in each faction. I'm tempted to say 6, as it will prevent too many units sounding to similar and provides enough units to make each faction have a different style of play.

about the pirate hunters, I feel, that in style, they would be too much like pirates and, in agenda, they'll be too much like the navy. I suppose there could always be missions to hunt pirates bounties for moneys.

and about the mer-folk/ atlanteans/ "Under da see!" faction, having them travel around in a sort of submarine style ship would fit in character and be queit interesting.

however, their natural state as... well, merpeople, will affect their creatures and will naturally be more inclind to watery environments. I'm saying if most of the creatures are linked to the watery environment, then adding the mer-folk will raise all sorts of questions over how they can't control levaithans or krakens or sea dragons or such-like.
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Jiriki9
Jiriki9


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posted May 28, 2010 04:43 PM

Or, if you're inclined to do racials, that could be their...
...but better, I think, would be that those would be old enemies to this old folk...they WILL have "their" creatures (I would hav thought kraken as one of those, honestly), but not every creature in the sea is their ally...as not every creature on land is truly tamed by us^^

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bixie
bixie


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my common sense is tingling!
posted May 28, 2010 04:50 PM

fair enough.

I've had some pretty interesting ideas for top level creatures, the whale-like Levaithan, the sea dragon, the kraken, a giant enemy crab, some kind of giant nautilical robot for the iron clads, and the arabian roc.
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Jiriki9
Jiriki9


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posted May 28, 2010 05:01 PM

I'll, just for fun, give a proposal of (6 tiers) lineups:

Mere-folk:

1 Nock (Seaman with fishtail instead of legs, wielding a trident for melee and some ranged weapon)
2 Ceturus (Humanoid with Shark-Head, attacks with bites)
3 Siren (Fishtail instead of legs, "Sirens singing" ability)
4 Atlantean Priest (2-legged "over-human", possibly with (mind-)magical abilities)
5 Fire Turtle
6 Giant Kraken

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Jiriki9
Jiriki9


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posted May 28, 2010 05:03 PM

Quote:
I've had some pretty interesting ideas for top level creatures, the whale-like Levaithan, the sea dragon, the kraken, a giant enemy crab, some kind of giant nautilical robot for the iron clads, and the arabian roc.


What would the sea-dragon be like? And what of some mystical-ethereal top tier creature for the tribes, if thesse would be included?

For the tribes, anyone, I'd suggest maybe, if there's option for "only-water" creatures, useage of orcas...

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bixie
bixie


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my common sense is tingling!
posted May 28, 2010 05:11 PM
Edited by bixie at 21:49, 28 May 2010.

that is actually pretty good... although I was kind of hoping I could use a giant turtle thing for the tribesmen. but anyway.

as for the sea dragon. It would probably look like the chinese dragons we are most familiar with.

at the moment, I'm just going to put down ideas for units and see what people think of them.

units that I really want to be in:

Navy-
Marine
giant enemy crab

Ironclads-
riflemen
cannoneer
automaton
depth titan

red dragons-
lowly
Ronin of the waves
Snap dragon
Sea dragon

flying emir-
corsair
flying carpet raiders
rum Djinn
Roc

Pirates-
pirates
swashbucklers
bosun
leviathan

undead pirates-
zombies
the damned
resurrected horror

tribesmen-
tribesmen
shaman
Giant turtle thingy!

vikings-
vikings
beserkers
Narwhal monster

yeah, just a basic list of units I would like in it.
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Jiriki9
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posted May 28, 2010 10:20 PM

maybe a "Sailor" unit for some faciton, possibly the Navy.

Also maybe a "Fisherman" for some other^^

alos I'm not sure 'bout the crab with the navy

otherwise, good.

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bixie
bixie


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my common sense is tingling!
posted May 28, 2010 10:28 PM

I only really put the Crab in the navy because It seemed to fit, really.

a Giant, well armoured creature, that could be easily controld and with a broad enough back to fit cannons. It would be awesome!
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Jiriki9
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posted May 28, 2010 10:32 PM

okay, so a tamed crab. Yes, it could do

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bixie
bixie


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my common sense is tingling!
posted May 28, 2010 10:39 PM

I think the only thing left to do is the figure out the remainder of the units.

I'm not a fan of using non-human races in this (apart from the mer-folk), but I was thinking of giants for the Viking faction. at this stage, I'm accepting suggestions fairly freely.
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Jiriki9
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posted May 28, 2010 11:02 PM

I suggest for Navy:

1 Slave (Weak melee with cowardice and treachery)
2 Sailormeen (stronger melee, good basic unit)
3 Marine (good ranged unit (muskets!))
4 Some imported beast, like a lion...
5 Pirate Hunter (Strong small human unit)
6 Giant Enemy Crab

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 28, 2010 11:56 PM

I really don't see the navy using slaves. they might be fairly authoritarian, but slavery doesn't suit them at all. Possibly penal soldier or conscripts, but slaves would more suit the red dragons of the sky pirates, or general pirates over the navy. otherwise, good.
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MattII
MattII


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posted May 29, 2010 12:00 AM

Give the navy a deck-gun (a small cannon that can be man-handled around by a squad of marines), which can fire either solid shot or canister shot (like Archers' Scatter Shot).

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 29, 2010 12:07 AM

yeah, probably make that a number 4 slot instead of the lion.

as I say, this is all relatively fluid about how it's used. and now that I think about it, that unit would more suit the Ironclads.
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