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Heroes Community > Heroes 7+ Altar of Wishes > Thread: A creational game [masterpost on page 224]
Thread: A creational game [masterpost on page 224] This Popular Thread is 419 pages long: 1 ... 47 48 49 50 51 ... 100 150 200 250 300 350 400 419 · «PREV / NEXT»
evinin
evinin


Supreme Hero
Servant of Asha
posted March 10, 2011 08:30 PM

Quote:
How often do mages spend seven days with a spell-knowledgeable hero in a town?

It's rather unprogrammable - using separate towns, you'd get mages knowing different spells, so what'd happen on a merge?

Spell Reader is just simpler.


Doesn't matter anyway, it's already chosen.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 08:34 PM

@evinin: Spell reader is more powerfull than arcane studies in a way. Of course they wouldn't learn any spell with arcane studies, at least the chances would be higher the lower the spell level is...

anyways, for Sphinx.

I'm not into ideas for it now, but I'm sure you can come up with sth. I'll follow in
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evinin
evinin


Supreme Hero
Servant of Asha
posted March 10, 2011 08:41 PM
Edited by evinin at 21:15, 10 Mar 2011.

Sphinx - flyer, of course.

Clever one - could be used three times for a battle. A Sphinx loses half (or all) of it's turn in order to "find" the weakness of some enemy creature. When it strikes it again, it does double damage but only once.

Wise one - could be used three times for a battle. A Sphinx loses half (or all) of it's turn in order to "find" the weakness of some friendly creature. That creature receives a double defense for a round.

Strange one - could be used three times for a battle. A Sphinx loses half (or all) of it's turn in order to "ask" a riddle. All the nearest enemy creatures lose some of their move trying to figure it out.

Bloodthirsty one - could be used three times a battle. A Sphinx can do a battle-dive-like maneuver and has 25% chance for a critical hit on a single unit.

Choose one.

(I don't know if I can do that, Jiriki, I'm sorry if I can't, I just had a couple of ideas and I wanted to write them all down)
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 10, 2011 09:13 PM

Manure, eh?
I choose Enigmatic Incursion, A.K.A Clever One

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evinin
evinin


Supreme Hero
Servant of Asha
posted March 10, 2011 09:16 PM

Quote:
Manure, eh?
I choose Enigmatic Incursion, A.K.A Clever One


I've fixed it, sorry.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 09:22 PM
Edited by Jiriki9 at 21:24, 10 Mar 2011.

It's not what I intended, though, since you did it, for THIS SINGLE MOMENT things are turned around. And I choose one of these to go on

I choose flyer as a naturality.

NOW THIGNS ARE BACK TO NROMAL AGAIN

The others, btw., were great but a bit difficult maybe in the system we're using, since we'Re not having H5-like unit turns, but battlefield-turns like in H3, so they are no half turns...

However, which of these shall be in, too, for sphinx. Some of course are altered from evi'S.

Clever one (Activated ability. 3 times a battle, sphinxes can use this ability to find the weakness of the chosen enemy stack. For this battle, the sphinxes will deal double damage against that stack.)
OR
Wise one (Activated ability. 3 times a battle, sphinxes can use this ability to find the weakness of the chosen friendly stack. Target stack receives a huge defense bonus for 2 turns)
OR
Strange one (Activated ability. Once per battle, sphinxs can ask a riddle. All nearby enemy creatures will loose their next turn, trying to figure it out)
OR
Bloodthirsty one (Activated Ability. Once per battle, sphinxes can target an enemy ANYWHERE on the Battlefield and directly attack it, with a damage bonus of +25%)
OR
Mystery (They say in the eyes of the Sphinx, you see all the mystery of the world - and that's too much for most. Once per battle, a Sphinx can gaze at a target enemy stack, making them loose their next 3 turns unless they are immune to Mind Magic, have no Eyes or similar. No obstacles may be between Sphinx and target in order for this ability to work. Also does not work on Champion units)
OR
Old One (A Sphinx has seen many mysteries and all tricks, for sure. Enemies can never have luck when attacking a Sphinx)
OR
Old One (A Sphinx has seen many mysteries and all tricks, for sure. Enemies positive Luck is reduced to half while attacking a Sphinx)

EDIT: meh, aviros' post wasn't there when I started posting...anyway, aviros, do you want the altered form of "Clever One" to be the other ability?^^
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 10, 2011 09:25 PM
Edited by Avirosb at 21:26, 10 Mar 2011.

Quote:
I've fixed it, sorry.

Oh, don't be. I just thought it was pretty funny in context.
Imagine being bombarded with a barrage of feces

EDIT:
Quote:
do you want the altered form of "Clever One" to be the other ability?

I choose Enigmatic Incursion, A.K.A Clever One.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 09:26 PM

FIne. Shall Sphinxes have a third ability of the List above?
Yes (And which) or No?
...I ask this because I feel Sphinxes are a quite...abilityic creature...
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 10, 2011 09:30 PM

Yes...?
How about Guardian, which raises the Sphinxes' attack & defense momentarily if it remains in place under siege attacks?

Kinda specific, I dunno. I'm not a game designer.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 09:40 PM

a bit specific yes, but I suggested almost the same ability for Minotaurs a page ago ...also I said "from the list above"...could you befriend yourself with one of these, or shall it be guardian?

anyway proceeding, to the fire-water-elemental.

I think some kind of double-elemental ability is a must have here.

Paradox Resistance (This creature gets only half fire and water damage)
OR
Paradox Immunity (This creature gets no fire or water damage)
OR
Paradox Absorbtion (THsi creature gets no damage through fire or water, but even absorbs 50% of the damage into healing)
OR
Bielemental Strike (This creature deals no physical damage but 50% water, 50% fire damage)
OR
Elemental Chaos (Activated Ability. Once per battle, this creature can set an elemental chaos on some hexes (one hex and all around). THis elemental chaos deals heavy fire+water damage to all creatures in it's range)
OR
Instable (the mixture of fire and water is  highly instable. Sometimes the elementals cannot act, because they are in a mess enough not to implode)
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evinin
evinin


Supreme Hero
Servant of Asha
posted March 10, 2011 09:44 PM

Paradox Absorption.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 09:58 PM

2nd ability?

Bielemental Strike (This creature deals no physical damage but 50% water, 50% fire damage)
OR
Elemental Chaos (Activated Ability. Once per battle, this creature can set an elemental chaos on some hexes (one hex and all around). THis elemental chaos deals heavy fire+water damage to all creatures in it's range)
OR
Instable (the mixture of fire and water is  highly instable. Sometimes the elementals cannot act, because they are in a mess enough not to implode)
OR
Another idea by you
OR
none
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Minnakht
Minnakht


Known Hero
Green eyed monster
posted March 10, 2011 10:00 PM
Edited by Minnakht at 22:01, 10 Mar 2011.

Boil: When a fire-water-elemental dies, it explodes in a burst of hot steam, damaging the adjacent creatures. The damage goes up the HIGHER the enemy's defence is, and is multiplied by some additional multiplier if the enemy has "Armored".

...um... I've got a creature I could do with getting ability ideas for too. Are you interested in helping me out?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 11:29 PM

of course I am, but not here...you could take a look HERE (has MANY abilities) or ask there

going on to Crystal Golem. Mechanical, obviously...

and which of these?

Reflect Magic (The Crystal Golem reflects spells cast on him onto a random target)
OR
Absorb Magic (Magic has no effect on the Crystal Golem)
OR
Anti-magical Aura (Spells targeted on Crystal Golems or adjacent tiles or units have some chance to fail)
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Minnakht
Minnakht


Known Hero
Green eyed monster
posted March 10, 2011 11:43 PM

Reflect magic.

None of the existing abilities seem fitting... the other thread seems quite old, so I guess I'll just try to think of something myself. It'll be Shoggoth-y.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 10, 2011 11:50 PM

you can also open a request thread or ask it in the thread with your faction! I'D be glad to help if I knew for what, but don't want it discussed detailedly here...

OK another wish/suggestion for crystal golem?
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Minnakht
Minnakht


Known Hero
Green eyed monster
posted March 11, 2011 12:04 AM

Dazzling&Transparent - Attacks against the Crystal Golem are treated as if only 80% of the enemy stack executes them, 40-60% if it's a ranged attack, as it's hard to target being so shiny and they miss.


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2011 12:08 AM

Ok. Proceeding to Dragon-Golem. Also mechanical...and large

what else? Ideas?

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted March 11, 2011 12:20 AM

OhGodWhatIsThat - Induces fear in attacked units, making them run and not retaliate. Like H4 Bone Dragons did.

this, or flamethrowers

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2011 01:05 AM

hmmm ok.

Now, I go to bed, soon, so a cascade...

1. Which of these shall be Dragon Golem ability?

Steam (The dragon can, once per battle, blow off his hot steam, dealing air/water/fire damage to all adjacent fields, hurting all units standing there)
OR
Another good idea by you
OR
NONE

2. Which of these shall be Jaguar ability?

Follow (When an adjacent enemy moves away from Jaguar, Jaguar will follow and attack 'em)
OR
Stalker (No Enemy Retaliation when attack from anywhere but Front)
OR
Hide in the Undergrowth (Needs better name; Jaguars can move INTO (but not THROUGH!) some kind of obstacles: bushes, etc. They cannot be targeted there, and they cannot stay there: in their next turn they must come out. Attacking from an obstacle though, the jaguars have "No retaliation")

3. Naga Warrior

No Enemy Retaliation
OR
Many Arms (Melee Attack & Realiation hits 3 tiles)
OR
Unlimited retaliation
OR
Whirlwind (Once per battle, Naga Warriors can perform a melee attack that strikes all units around them)
OR
Parry (Instead of having a Retaliation, they parry the enemy, preventing a large part of the damage, this also works only 1 time per turn, like retaliating)

4. Turtle Rider

No Enemy Retaliation
OR
Throw Net (ONce per battle, the Turtle Riders can throw a net onto an enemy in reach. As long as the enemy is under the net, they can not move. Each turn, they have an increasing chance to get free)
OR
Shooter
OR
Swimming (This creature can move freely through water-moats and water-obstacles like rivers, ponds & lakes)
OR
Turtle Shell (When Defending, the turtle retreats into it's shell, and the Rider follows as best as possible. Defense command has double effect on this creature)

So far, good night...
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