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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Proposed Game Modes
Thread: Proposed Game Modes
lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted October 18, 2010 11:23 PM

Proposed Game Modes

This is mine

Beware of the large images!

Possible Titles for my gamemode:

Blood of the Dragons
Dragon Blood Mode
Sacred Blood of the Dragons
The Blood of our Gods
Zealot War
Crusade for a Dragons Blood

Goal: Collect 100 units of Crystallized Dragon Blood to fuel a weapon of mass destruction(or to summon your patron god) that will obliterate your enemy.(This is mainly implied and serves no gameplay purpose)

Method: You go around collecting CBD and fighting over heavily guarded areas that contain 1-2 mines that provide you with crystallized dragon blood, or fighting over lightly guarded neutral mines(mines that are not in an area of control) that are easy to steal.

PLEASE NOTE: I am using information from what we currently know of H6(and perhaps speculation) and its various systems and using H5 units as an example.

A few things I make reference to is:

How you get a certain amount of creature points per creature choice(core, elite and champion) and how certain creatures cost more creature points than others(you can spend X number of points to buy 30 peasants or to buy a griffin)

How advanced creatures require CBD to recruit and build their dwelling.

Special Rules:

  -AoC is in play during this game type. Areas are linked to towns and forts. There would usually be 2 different town AoC's, in places opposite each other. These are starting areas and provide all of the resources you would need for the early game. Two neutral forts would be at the remaining two corners of the map. These would come into play early-mid game, and they would be used as areas to compete for more CBD. The other area would usually contain creature dwellings, where if someone would require a population boost for an assault they were going to pull off next week they would go there and conquer a few dwellings or try and tackle the huge fort which would grant them control over the whole area.
  There are also two neutral areas which provide CBD also. These are the focus points for conflict in the very first weeks of a game. These areas contain one CBD mine and one core dwelling each. Gaining control of these areas gives you an early advantage. These areas are also places where you can undertake challenges to boost either creature growth, gives you money,  or gives you CBD. Someone could chose not to go for one of the neutral areas, and go directly for one of the fort areas which, with allot of skill and a bit of luck in beginning heroes could allow for someone to attack these areas and gain valuable resources, early in the game.

  -Your resources are kept in a special store house building that is at least one turn away from your main town.
  Storehouses can be attacked, and if conquered 20-50%(more or less depending on how long the game has lasted) of the resources in that storehouse are carried away by a large slow moving caravan to your enemies town. These are called mega caravans and they have the same light guard as the usual caravans, which could be overtaken by any 2-3 week army.  
  After each raid both storehouses lock up. The player whose storehouse got raided cannot be raided again until after seven days, after which his storehouse will reopen. This is to stop continuous raiding of a vulnerable target. The raiding players storehouse however locks up only when a mega caravan on its way to your base is recaptured by the enemy. This stops the enemy from pushing towards your own storehouse when you likely have no more deffences.

  -All resources your hero collects are sent back to your main town via caravans that can be ambushed on their way back to your base. Caravans are faster than average heroes and have no movement penalties. Caravans are protected by a base guard of core creatures from the faction the caravan belongs to. These units are only there to prevent one man armies from grabbing your resources and are terminated once they reach destination. They cannot be removed from the caravan.
  A hero can also garrison inside a caravan for quick transport to their own city. The hero is unable to steer the caravan but can disembark at any time he wishes but loses a quarter of his movement points for that day. When you embark on a caravan, if the heroes army is larger than that of the caravans, the hero's army becomes the caravans guard until they disembark, then the caravans usual guard retakes control of the caravan for the remainder of the journey.

  -Players can't attack each others cities.

Map Buildings-

Blood Shrine

Shrine where you can sacrifice your troops for CBD. Only a certain number of troops may be sacrificed each week.



Mercenary Camp

Increase the creature growth of your town by gaining a -2 drain on your CBD, Only available by unlocking the gate with a key.

The Crystal Obelisk

Take on a creature challenge every week in exchange for CBD. The creature guarding the obelisk changes every week, and the further the game progresses, the tougher the enemies become. This week it is guarded by vampire lords.



Herculean Cavern

Take on a boss type creature every month for increased gold production and population. There is only one of these on the map. This month it is guarded by a very large demon.



Strategy(I have used the H5 editor to supply pictures of the said game mode I have in mind):

-Having an equal defensive and offensive force is key to success. Having your offensive force at full strength will make creeping easier, but will leave your storehouse exposed, while having a large defensive force will leave you behind as the opponent is using your paranoia to conquer as many CBD mines as he can so he can win the game.

-Secondary heroes can be used to punish people who camp out at their base too much by placing a hero on a mine and making it your own, while your enemy scrambles to send a hero to push that enemy hero out of there. This denies enemies valuable resources.

Example: I hinder my opponents resource collecting capacities by parking a couple of one man armies onto a couple of his mines.



-In the early games, the focus is more on treasure hunting and sizing up your opponent, as well as amassing an army through capturing dwellings and converting them to your own faction. The new map objects that I described are for that purpose. A really good player will be able to take on really tough monsters at the beginning of the game, and then gain an advantage.

-If you are behind, you can always spend a few units of CBD to get a unit that you can use to assault an enemy store house.

Example:  My opponent is using an abundance of Imps and Cerberi to defend his store house. At the moment, my opponent has successfully massed 60 units of CBD by not buying any upgrades. I however have only 40 CBD because I have been wasteful. In a few more weeks he will have won the game. The only way to feasibly win is to sacrifice a part of my 40 CBDs to make a couple of mass slaughter units. Seeing how fragile and easy to kill imps and cerberi are I upgrade my barracks so I can build vindicators who get an extra attack each time they kill one creature. This costs me 10 CBD leaving me with 30 units of CBD. I go and attack the enemy storehouse and successfully plunder it. Supposing the rate of transfer from his storehouse to mine was 30% the score is now 48 to 42 in my favor. I can't stick around for long though, his storehouse has locked up, and I have to defend the mega caravan that is transporting the plunder to my own storehouse.





-You can always catch up to a mega caravan, because they are a quarter slower than regular heroes. This way the player will always have a chance to recapture his stolen resources.

Example: My opponent is really angry that I got the better of his cheap mass produced units and he is coming back to fight me with horned leapers and sucubus's. Even though I have called for reinforcements, I have called for the wrong kind which can do nothing against this attack. My army gets massacred and the enemy walks away with a big smug smile on his face, and his resource firmly in his grasp.


This lost battle doesn't put me at a horrible disadvantage though. My explorer hero has just conquered one of my enemies forts somewhere else, allowing me to gather up some more CBD before my enemy regains his 60 CBD. With no secondary hero my opponent has to give ground to my sneaky hero until he can transfer part of his main army to another hero.



Variations(I will document these more if the reaction is generally positive):

Pillage and Plunder- The map has become a large collection of islands. The large amount of water separates storehouses, making them difficult to attack. This opens the door for a type of games where rushing the enemy storehouse is not worth the effort. Secondly, mines of CBD are exceedingly rare, with only one on your island and a few heavily guarded ones out on remote islands, frequently beset by violent storms. To compensate, there are a host of varied places where you can try and out resource your opponent. Due to the turbulent nature of the sea, certain areas will become unavailable from time to time. This ensures the players will be actively seeking these treasure hoards.
There is a weather option on the mini-map that tells sailors when the next storm is about to hit.

Some random events specific to this gametype are: Pirate Bases that spring up on different islands(which are most of the time completely devoid of any advantages), Sea Monster ambushes, and Tsunamis that will reset control of an island.

Feedback:

Is the game type fun?

Is there anything that is unclear that you would like me to specify?

Do you see it as a possible addition to MM:H6?

Should the player also have access to a one-way portal that he can use to recapture an escaping caravan or would that be to much of an advantage?

Should a player have the opportunity to raid the enemies storehouse when their own mega caravans are still in the open?

By the way, this is the basic layout but I forgot about adding a second neutral zone:
____________
So much has changed in my absence.

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted October 18, 2010 11:49 PM

Awesome thread.
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vitorsly
vitorsly


Known Hero
Joker!
posted October 19, 2010 12:12 AM

Cool!
I want that mode in my heroes game so if anyone makes a mod about it I will download it!

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted October 19, 2010 01:32 AM

Is the game type fun? Yes.

Is there anything that is unclear that you would like me to specify? What does a mercenary camp look like?

Do you see it as a possible addition to MM:H6?
Not really, simply because the place looks different.

Should the player also have access to a one-way portal that he can use to recapture an escaping caravan or would that be to much of an advantage? No portal.

Should a player have the opportunity to raid the enemies storehouse when their own mega caravans are still in the open? Yes. More added risk and strategy.
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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted October 19, 2010 07:04 PM

Very interesting. I want to know what happened in the end... :-D

This is something like a turn based version of a hybrid of domination and capture the flag modes of unreal tournament. You need to control resource points for a specific time and can raid the enemy's accumulated resources and send them back to your base.

Is the game type fun?
-Very much.

Do you see it as a possible addition to MM:H6?
I would definitely like it as an option. I believe something like this can be made from scripts but not everyone has such good programming skills and if this system is implemented by the game makers, then the other people will only have to focus on making a map.

Should the player also have access to a one-way portal that he can use to recapture an escaping caravan or would that be to much of an advantage?
Perhaps a moderate-heavily guarded one-shot artifact could allow such a technique.

Should a player have the opportunity to raid the enemies storehouse when their own mega caravans are still in the open?
I'm not sure. Go ahead and allow it. Would add to the thrill.

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted April 19, 2011 04:20 AM

Bump because i just reread this thread and i still like the idea alot.
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So much has changed in my absence.

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castiel_789
castiel_789


Adventuring Hero
posted April 20, 2011 02:24 AM

hmmmmm
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People have the solution most of the time -- they just need to think more about it

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted November 22, 2019 11:55 PM

You could technically do something like this with H4 triggers, also import whatever isometric images you would like to act as scriptable "quest huts" that do whatever you want.
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Never changing = never improving

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