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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Wishes: New features - new voting thread
Thread: Wishes: New features - new voting thread This thread is 2 pages long: 1 2 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 18, 2011 01:02 PM
Edited by Jiriki9 at 13:17, 18 May 2011.

Wishes: New features - new voting thread

So, it's a pretty easy idea. THough it's become rather calm, we once had quite some ideas and activity here, in the "wishes: new features" thread. For thsoe unfamiliar with it: We proposed, discussed and voted for many new, and some familiar features, wether they shall occur in a future HoMM, maybe even allready in H6.

However, the voting got a bit confused, because many of the Wishes came later and, thus, "missed" some votes. I opened this thread to give all the points equal chances again. I ask all of you to vote for this.

NOTE: THIS IS NOT THE THREAD FOR SUGGESTIONS AND DISCUSSION!!! THE OLD THREAD IS STILL THERE FOR THAT!!!!!!!!!

Voting goes like this:
If you vote, please vote for everything. Not mentioning/voting for a point is counted as a neutral vote.
When voting a feature, please give it a if you want it (=pro/positive), a as a neutral vote or a if you don't like it (=contra/negative).
When counted, the votes will be summed up and made into a value for the feature, that will be symbolized behind the point.

This way, we should find out which of the suggested features are wanted and which are wanted and how much by the majority of the community.

If you are not sure about descriptions, they'll be in the second post in this thread.

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa
____________
ICTC announced

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 18, 2011 01:02 PM
Edited by Jiriki9 at 10:00, 30 May 2011.

Explanations:


Adventure Map

Random Events:
I'd really like to have some random events, maybe turned off for campaign maps, which could have minor to major effects. Diseases, catastrophes, perosnal effects on heroes, finds, etc. There are billions of options to this and it can bring much variation into the game, that's why i want it in.

various ultimate artifacts instead of just "the grail"/"tear of asha"
The idea is tto not have the same ultimate artifact to be found through the obeliscs on EVERY map, but several possible ultimate artifacts, which could have a lot of different effects and type of effects, but would be equally powerfull, much more powerfull than an ordinary artifact.

underground more distinct from aboveground
The idea here is that the underground should not, as you could say now, be pretty much like the ground above, but with other visuals. It should also have ingame effects, which could be of a very different kind - specific only-underground AM-buildings, effects on creatures (especially flying and big?), etc. etc. It would mean that being underground is quite more different from above than it's now.

sometimes underground on aboveground-level
THis means that sometimes there would be underground areas on the ingame aboveground-level. Sense in this would be for example concernign a mountain apssage through really big mountains. The Entrances to Moria in LotR is an example...at first, the fellowship is not descending but pretty much walking on the same ground level as they had been outside. This point should make this possible in HoMM.

Adventure Map-buildings improving hero skills, as long as you control them
PRetty much as it says here, there woudl be buildings increasing certain skills, as long as they are controlled, maybe only in a radius around them, maybe all over the map. A similar example is the Necromancer special buildign in HoMM3, that increased the necromancy skill for all of your necromancers, yet this was a town building. But why not ahving AM-buildigns doung it?

uncrossable rivers with crossing options (bridges&fords)
This simply is about having smal rivers (not necessarily, but mainly water, probably), which can't be crossed by your heroes (and probably not travelled over by ships?!), but there are multiple measn to cross them - bridges and fords, for the most obvious ones. Some should have advantages over others, but then again, you may have to take a quick qay. WHat I mena here is that for examples, that it takes longer and may be a bit dangerous to cross a ford - but it may still be better and quicker then travelling two days up the river til you reach the bridge.

Different water terrains
Pretty self-explanatory. Candidates could be lake, shore, ocean, deep sea, but many others, too.

multiple Ultimate Artifacts per map
Like in Heroes 4, you could have not jsut one ultimate artifact per map, but many, and different-coloured obeliscs, whilst thos eobelsics of the same colour lead you to one ultimate artifact.

Day and night like disciples 3
This means a Day and Night cyclus divided into some  time periods for each day, as far as I understood it, like "morning", "noon", "evening" etc.
Those periods could determine unit feats very strongly. Liek vampires being incredibly weak on noon, werewolves being extremly strong around midnight, such things.

A way to defend your buildings/bases without using creatures
There coudl be different ways of doing that. The suggestion was a secondary skill called “Realm Protector” (good name, eh Markkur? ;-) ). A hero with this skill can cast it on a mine or a garrison (but not a town so that it’s still possible to rush someone) to place a guardian. Guardian’s abilities/stats depend on the hero’s stats and expertise in Realm Protector. Guardian should be sufficiently powerful to defend against a small army and will be placed instead of troops (you can’t have a guardian alongside troops defending a place). Guardian would gain experience from successful battles and would also gain a small amount of experience per day. Hero can place one guardian per skill level (3 at expert). Something like this is needed because we hate to place precious troops in garrisons and thus garrisons are usually wasted and mines unguarded.

Simple Day and Night cycle
There would be not only days anymore, but days and night, whilst the time defines some things, probably, here some (possible) examples by Agent_00_Blerd
At night, undead are stronger, have greater chance of inflicting fear. Griffins do less damage (poor night vision).
At day, vampires are weaker. Treants regenerate hp, fire elementals do more damage.
At night, a hero specializing in ambushes gets one free round of attack at the beginning of combat (no enemy retaliation for all troops for one round, troops get extra movement to reach the other side of  battlefield)
At day,  scouting bonus to all heroes. Fire, earth and light magic spells are more powerful.

Multi-Tile Events:
Single events occupying spaces of (as well as the old 1*1) 2*1, 1*2, 2*2 3*1, 1*3, 3*2, 2*3 and 3*3.


Battle

Bigger Battlefields
Quite Obvious^^ The idea is battlefields could be bigger in terms of squares/hexes, and in comparison to size of one unit and the army.

Option to retreat without losing the whole army
This means that when you retreat, you would not, as now, loose your whole army, but keep some troops.

war machines can be controlled without skill
A hero has control of war machines whether or not he has the required skill. The secondary skills increase the effectiveness of war machines but the manual control option should always be with the hero. He who can command 100 dragons at level 1 should be able to command a catapult. Whether that catapult hits the target or not, how much damage that ballista does etc. depends on the skill level.

Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
This means every battle turn takes some time from the hero, ssymbolized by movement points. When a battle last longer than the hero still has movement points, it ends (at this point), but will continue on the beginning of your next day/the enemies next day (if it's a player). Heroes, of course, cannot leave this battle. Maybe it could be possible to send Reinforcements into the Battle.

simultaneous retaliation
Like it was in H4, the retaliation system would work not with the attacker striking first and then the defender, but both striking the same time, usually. This makes offence less usefull and obvious.

combats with more than one hero on one side
The idea is that, still fighting against each other on two sides of the battlefield, there can nevertheless be more than two heroes fighting, since each side could have more heroes. This would probably need Bigger Battlefields. Concerning bonuses, there are at least three ways: Each hero grants bonuses only to their own part of the army, only one hero gives bonuses to the whole army, or both heroes are considered, and allways the best bonusses are taken.

Castle and obstacle Penalties for shooters.
Shooters have high penaltys, usually, when shooting a target behind obstacles or a wall.

simple options when starting a battle, like quick combat button
When you start a battle, you first get a message „What action do you want to take?“, then you get options like „Attack (play battle)“, „Quick Combat“ and „Quick Combat, but don't use spells“. Maybe, here could also be options when enemy creatures want to join you, or even the option „Leave them alone“, if you just redecided not to attack the enemy.^^

many options when starting a battle
New things that can be done; ambush, negotiate, bribe creatures, poison enemy army, scout etc. Meaning we should be able to do more to an enemy stack than just walk up and attack. Probably at least partly dependant on secondary skills.

infinite (weak) retaliation for most creatures
Quite obvious point. There are, for most creatures, no retaliation limits, each creature can retaliate unlimited times. However, retaliations are much weaker.

progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
This is to discourage the concept of eating retaliation with 1 peasant and then attacking without fear with your remaining troops. A stack will continue to retaliate till it has done N amount of damage (N depends on the strength of the stack).

Chess-like Battle (Hero as King)
This rather unusual idea is to have the battle to be won not (only) by killing all enemy troops, but by setting the Hero "Checkmate" in some way.

Active Morale (morale changing through battle, see whiteriders thread)
It's all explained in the mentioned thread. However, the basic point is that the morale of a unit is not necessarily fixed for a whole battle, but can be altered in various ways - dying allies, killed enemies, fearfull enemies, etc.

morale has different effect than another/quicker turn
The phrase itself is quite self-explaining. Proposed effects were various, could be stat boost or maybe, for very high morale, ability addition.

Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
Not really a NEW feature, but taken in nevertheless. It's about having a battlefield with hecagons, not squares, like it was in H3.

Can split unit stacks on battlefield
Definitely not a new feature, it was at least in Wake of Gods. However, it means, that on battlefield, you are able to split one of your stakcs into two, using up the stacks' turn.

Units have area of control, which usually can't be passed by enemy creatures
THis idea means that there's a certain area around each creature (assumably one square in each direction for most creatures) that cannot be passed by most creatures (Flyers can, probably, pass ground units, though, and some units may have abilities to pass aoc). The effect is that you can easily block the enemy with your units, for example to defend your shooters longer.

-Elemental attacks
THis means every units' attack can have an elemental attribute. For Which elementals, there are various possible options. Of course, attacks can also be just physical. The elemental attacks would preseumably to a different choice who is attacked by whom.

Campaign

variable campaign structure:
Like we had in H2&3. I find gradial campaigns not so great and I'd like things like:
-choices between scenarios. coudl effect later scenarios
-optional scenarios (the option can be taken only at a time)
-multiple preferences in campaigns. Like H3 campaigns: Not a gradual lineup of scenarios, but you have a map or such and can at first choose between 2 scenarios and when you did them you get the next one/s.
-multiple preferences in the super-campaign-screen (like in H3: You have to finish Campaign one and two to get to campaign 3,4,5 and finish those three to get to campaign 6, such things.
-choices in scenarios which effect the rest of the campaign/s (not too major though. Maybe a change like wether a neutral creature type becomes your favored ally or archenemy. THis also applies to the first point)
I think you got my point.

Include Tournament "Campaigns" (incl. Multiplayer):
This would mean to introduce a new type of campaign into the game, the Tournament. A tournament would not work like the typical campaign and tell a story, but rather, a certain sequence of scenarios will be played, one after another, and the winner/s get points. There are many possible options, like each scenario lasting only a limited time, certain special scenarios, etc. This campaign type can also be played as multiplayer "campaign".

Include World-Campaigns with region conquering (incl. Multiplayer) :
A World Campaign would work a bit like the TW games. The campaign is played on the world, which is divided into several-many regions, which are owned by the different players. Players move armies around, built out their outposts and settlements in the region, etc. When players meet in a region, they play a 1-month (or so) scenario to see who can quickly establish a better foothold in the region. On the camaign map, rounds would last one month, too.
This campaign would probably last rather long, but allow deeper, longer-lasting strategies. It would be also possible for multiplayer.

Editors

Faction Editor:
An editor, like the Map Editor, coming with the game, allowing to create own factions for the game, following certain rules and probably a point system. Maybe a bit similar to the Duel preset editor in H5 (concerning the basic system not any details!!!)

Creature Editor:
An editor, like the Map Editor, coming with the game, allowing to create own creatures for the game, following certain rules and probably a point system. Maybe a bit similar to the Duel preset editor in H5 (concerning the basic system not any details!!!)

Heroes

each tavern has different heroes for hire:
This means that each single tavern on the map has two different heroes to be hired there. This should be more realistic than the same hero hanging around in any tavern on the whole map^^ of course heroes would change in the taverns at the end of the week, as usual.

Advanced classes (as in H4):
This means that there are classes that aren't the basic classes in which you hire the hero, but advanced classes, that can be obtained during the game in any way, and probably give the hero some special bonus (like f.e. H4 Bard class gave allways maximum luck to the hero). There are several ways in which advanced classes could possibly obtained: Skill combinations, choice at a certain level, special learning from AM-buildings, and many more.

Different Hero direct attack options :
This means that there are abilities for might heroes to attack in different ways than jsut the simple attack. It would cover any might-attack, examples could be: "Strike-Around" (striking in a circle, like frost-ring), "Double Strike", "Bash" (also stuns the enemy), but also things like "Aimed shot" (double damage but reduces ini) or "Backstab" (attack from back dealing massive damage). Such things.

2 hero classes by faction:
THis is just a returning of the old H3(and4)-system that every faction has not 1, but 2 hero classes, maybe differed by being more might/magic oriented (though thats not necessary)

New hero classes unconnected to towns
Pretty simple, there would be hero classes that are not connected to a town or faction, but free. Maybe they would not have a racial, but that's also possible, there are many ways to implement this feature.

hero classes can't learn certain spells
Easy: Each Hero class ahs some spells which are forbidden for them (for example Animate Dead or Curse of the Netherworld for a Knight).

Hero on Battlefield (as in H4):
Pretty self-explainatory. Just as in Heroes 4, Heroes would take place of a stack and fight in battle, rather than being just the leader.

Heroes on Battlefield, but with infinite HP & can't fight without army:
This means the hero merely takes a position on the battlefield - otherwise they still are more in a leading function, but now their acitons are limited by their position, they also have to walk around, range mali apply to them, etc. The hero cannot be attacked, and neither block enemies who wish to attack one of your creatures. When no creatures are left, the battle is lost as usual.

switchable mounts with different benefits:
There would be different and switchable hero mounts, which give different benefits, like greater army speed, lesser terrain penalty or even things as more morale. If heroes take a more active role in battle, mounts could also have impact here (for example Gryffin allowing the hero a kind of dive attack, dragons giving him dragin breath, etc.).

your style of play varies Hero Stats:
It would be so that during the time of a scenario, you would change your hero's stats by how you act with them, so directly attacking very often would increase attack stats, while a hero often casting spells would gain a bit spell power. the changes would be minor, but the hero would alter a bit towards your style.

Skills&Racials

no ultimate skill/perk:
Self-explaining.

no cross-skill prerequesites:
Rather self-explaining. If perks exists, no perk will have a perk from a different skill as prerequesite (like many had in H5)

choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial:
The hero would start without racial skill, instead the player can choose from any racial skill during the game, so in H5, for example, a Knight could also choose Necromancy as racial. So you can use heroes from different factions, too.

game should hide Navigation as an option if there is no or very little water on the map:
self-explaining.

more skills that are used outside combat, like ambushing skill or construction skill
Rather self-explaining, imo. There would be more skills that don't take effect in battles, but on the Adventure Map, as Logistics allready does.

diplomacy skill should work like in H4
In H4, diplomacy didn't jsut increase the chance that the whole stack will join you. Instead of that, before a combat, a few of the enemy creatures (even in combat against enemy player) will offer to join your side for money.

a skill to improve the spellcasting prowess of creatures
self-explaining

More skills, and make the perks more logical
First part is self-explaining. More logical perks, as far as I remember, means that the perks should fit better into the skills and such...

Racial skills should be workable without needing a town
There are several ways to achieve that. The point is that some H5 racials were very dependent on the town, not working at all without it. THis would be changed here, in any possible way.

Spells&Magic

Spell schools by effect:
If this is taken in, spells will be ordered in spell schools by their effect. So there would be one school for damage spells, one school for blessings, one for curses, etc., rather than have some theme or elemental schools.

more spells
Self-explaining

More Adventure Spells:
Self-explaining!

Can learn spells in mage guilds of allied castles
Self-explaining, too. When you visit an allied castle with one of your heroes, you learn the spells there.

Towns

multiple different tech & research paths:
This idea was that, for the whole AM as well as for towns (as far as I remember), you can choose certain techs & researches, giving your creatures boni, allowing creatures, and giving them abilities. THe system proposed was rather complex. Probably, this could be done in several, very different, ways.

Spies available in thieves guild, capable of watching an area:
For an amount of money, you can hire Spies in the Thieves Guild, and send them to a certain area to keep watch over that area.

2 creatures per level
Self-explaining. Could either be like in H4, with choice, or more like in H6, where you have multiple creatures per Tier, but can stil build all of them.

possible to build several capitoles :
Self-explaining.

many options in the tavern:
The tavern would have quite many ingame options with this points. Could be almost anything: Spying, card-games, maybe special deals, quests, many things are possible.

Mini-towns:
Towns which don't have all buildings, but only some, and only up to abot 4 creature dwellings available. Cannot build capitols.

unlock special features as you gain more castles
Capturing more than one of a specific type of castle would unlock powerful buildings e.g. Mana multiplier for the wizard, bonus fortifications for humans/dwarves, more creature growth for elves etc.

Ability to move quickly between towns
Transport armies from one castle to another very quickly, however it should not be instantaneous like a town portal. This would make it easier to get reinforcements on maps that have castles long distances apart and no monoliths. Mapmakers can always disable the building if such a delay is intentional.

Units

Creature Experience, but only stat boost, no new abilities
Creature stacks gain experience from battles (like in H3:WOG) and can “level up”, but they do not learn abilities by that, they just get their stats increased.

creature Experience, including new skills&abilities
Creature stacks gain experience from battles (like in H3:WOG) and can “level up” and even learn new abilities. Pikeman cold learn to do more damage to cavalry, archers could gain no range and obstacle penalty, etc.

unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
THis just means that there should be units - and not just a few - that are especially strong against one type of units, but not so strong agaisnt any other unit. A simple example is a pikeman, very strong against Cavylry (and maybe monsters), but weak against others.


Unit initiative (as in H5)
This just means that battle shall work, concerning turns, like in H5

higher chance for creatures joining your army when they have the same faction as the hero
Self-explaining^^

use the linear formula for spell damage from creatures like in H4
That means roughly that when you have twice the number of casting creatures in a stack, they will deal about twice the damage.^^

some creatures have adventure spells and abilities
Rather self-explaining imo. It just makes creatures also having a greature influence on the AM

Mercenary Creatures fighting for a daily amount of gold
Also, rather self-explaining, isn't it?

Upgrading troops that have joined you on the map.
When unupgraded units join your army for “greater glory” but you have no space because you have the upgraded version with you, you should either be able to upgrade those unupgraded units on the field on the field (for more than normal amount of gold if needs be).Wasting those troops is painful…


Creature Spellbook variable
This means that the creature spellbook is not fixed, like in former HoMMs (if creatures even had spells), but variable. this could f.e. either be done random or by learning from mage guild as heroes, though more limited probably.

Very strong Tier 8 Creatures IN faction
Rather self-explaining. There should be a highest (8th) tier with EXTREMELY strong creatures.

Very strong Neutral Tier 8 Creatures
There shall be very strong and rare 8th tier neutrals (not in the factions!!!). Seems a bit similar to bosses in H6, but maybe not THAT unique

consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
Rather self-explaining. THe idea is that, like for dragons in H2, you can upgrade a creature more than once)

Worker units
Units not useful in combat, but needed to work the mines. More workers increase the effect of mines.



Miscallaneous


More complex sieges
What I mean by that is to make a siege more complex, give (more) defensive and ofensice siege weapons such as rams, boiling oil, portcullis (when the main gate broken they serve as "another" weaker main gate,  defensive catapults, entunneling for the dwarves, wall-climbing for some units, ladders, etc.etc.etc. Also there cold be options to lay sieges which last soem time, days, even weeks, etc.

more diplomatic options:
Since those are really low by now, I think this quite an obvious suggestion. I'd like alliances&peace, variable inside a scenario, more and mroe variable trading options (trading mines&dwellings&artifacts&such) and more like this. Also, a "shared army" could be nice, giving troops of yours to a weekened ally, which you still control in combat.

Ambushs:
I would like the option to lay an ambush, with a different battlefield, the ambusher in a better position and quicker start, and such things. Of course, there could also be neutral ambushs and such things.

Number ranges given with the lots, horde, throng info
Instead of saying for example “Throng of Goblins” it should say “Throng of Goblins (100-249)”. Same, of course, for any unit. This way we don’t have to remember the ranges which seem to change in every game.

loan option like in h3wog
In H3:WOG, you can take a loan from your city hall, maximum amounts depends on the number of buildings in town. Every subsequent turn, half of your daily gold income is used to return that loan till all of it has been paid back with interest. This makes it easier to get that building on the last day of the week or to load up a hero with troops and send him on the way instead of waiting for 3 more days.


more naval elements in the game, different boat types
This is quite self-explanatory. Sea-travelling and fighting, etc. is not that complex in HoMM, and not that important. That could be changed a bit, bringing more naval elements into the game. Which this would be, could be very different.
One important step would be having different boats/ships with different attributes.

stepping in and out of boats -> movement costs + "reminder" [That's nto a message!!!] instead of loosing the turn
This does mean, that you do not loose the Turn when stepping into a boat. Instead, you just loose some movement. But also, the game has a reminder that you allready stepped into a boat this turn and you cannot directly step out again - or at least the in-and-out would be limited to a very low number of times per round.

weather
Weather is a phenomenon of high importance in the real world - why shouldn't be the same in a fantasy world? IN HoMM, weather like Rain, Sunhine, Wind, etc. (to only name very basic things) could definitely have effects on Adventure Map and in Battle. Possible AM-Effects could be AM-Movement change, but maybe also things like price change (more difficult to build a building in a blizzard^^) or influence on Creature Growth. In battle, many effects are thinkable, from movement and morale change to favored weather to even things like chance for random lightning strikes on units. These are, of course, not the only possible effects, and as usual, this point just asks wether you want weather at all, or not.

heroes operating on day or night
I do not remember this point much, I must confess. But it was about some Heroes operating on day and OTHERS on night...

AM-movements determinates daytime
That is what it explains. Daytime is determined by how much movement a hero has still left and daytime, woudl of course have influence.

Heroes can fortify their armies
This means that, when having enough movement left, an army can build a quick fortification around them. This gives a bit protection in battle, shall the hero be attacked, possibly some barriers hindering the enemy.

Mini-factions
Basically, these are reduced factions, which are independent from "real" factions, but have fewer units than these, and, if there are more than one hero type, fewer heroes. ...such things.

A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
Self-explanatory?!

Make the marketplace exchange rates less expensive
self-explanatory

more choices for starting bonusses
Self-explaining, I think. Possible new bonusses could be many thing - starting with an extra building, more creatures, starting hero starts on level 2, and many possible more...

Ambiance

Fluid animations
Troops (and heroes) would now combine the animation of their last movement step with their attack animation making it look very natural. Same for all combinations of action (like f.e. moving and shooting).

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted May 18, 2011 02:00 PM

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 21, 2011 10:36 AM

Thanks for your votes, Dark LorD! =)
People, it would be really nice of you, to vote, too! So we could find out, which of these are liked and which not...
____________
ICTC announced

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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted May 21, 2011 02:44 PM


Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options (???)
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill (moot, there will be none)
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo (???)
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites  
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking  realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa  

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tsar-ivor
tsar-ivor


Promising
Legendary Hero
Scourge of God
posted May 21, 2011 06:59 PM
Edited by tsar-ivor at 19:10, 21 May 2011.

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
not viable-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
never played diablo-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa


Also are you a fan of total-war?

____________
"No laughs were had. There is only shame and sadness." Jenny

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Crayfish
Crayfish


Known Hero
posted May 22, 2011 02:13 AM

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events          
-various ultimate artifacts instead of just "the grail"/"tear of asha"  
-underground more distinct from aboveground
-sometimes underground on aboveground-level  
-Adventure Map-buildings improving hero skills, as long as you control them  
-uncrossable rivers with crossing options (bridges&fords)  
-Different water terrains  
-multiple Ultimate Artifacts per map  
-Day and night like disciples 3  
-A way to defend your buildings/bases without using creatures  
-simple day and night cycle  
-Multi-Tile Events  
-You often have to invest money to extract the ressources of a mine  
-Mines' ressources are limited        
-Safe path and Unsafe path options      
-"Object of interest"-button            

Battle:
-Bigger Battlefields      
-Option to retreat without losing the whole army  
-war machines can be controlled without skill    
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.    
-simultaneous retaliation:    
-combats with more than one hero on one side    
-Castle and obstacle Penalties for shooters.    
-simple options when starting a battle, like quick combat button  
-many options when starting a battle  
-infinite (weak) retaliation for most creatures  
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.  
-Chess-like Battle (Hero as King)  
-Active Morale (morale changing through battle, see whiteriders thread)    
-morale has different effect than another/quicker turn  
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)  
-Can split unit stacks on battlefield  
-Units have area of control, which usually can't be passed by enemy creatures.  
-Elemental attacks    

Campaign:
-variable campaign structure      
-Include Tournament "Campaigns" (incl. Multiplayer)    
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor      
-Creature Editor      

Heroes:
-each tavern has different heroes for hire    
-Advanced classes (as in H4)                    
-Different Hero direct attack options          
-2 hero classes by faction                    
-New hero classes unconnected to towns        
-hero classes can't learn certain spells      
-Hero on Battlefield (as in H4)              
-Heroes on Battlefield, but with infinite HP & can't fight without army        
-switchable mounts with different benefits      
-your style of play varies Hero Stats            
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)            
-heroes have a backpack like in diablo              
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.        
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).    
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.  

Skills&Racials:
-no ultimate skill/perk          
-no cross-skill prerequesites      
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial    
-game should hide Navigation as an option if there is no or very little water on the map  
-more skills that are used outside combat, like ambushing skill or construction skill.  
-diplomacy skill should work like in H4.    
-a skill to improve the spellcasting prowess of creatures  
-More skills, and make the perks more logical  
-Racial skills should be workable without needing a town.  

Spells&Magic:
-Spell schools by effect    
-more spells                
-More Adventure Spells        
-Can learn spells in mage guilds of allied castles  

Towns:
-multiple different tech & research paths  
-Spies available in thieves guild, capable of watching an area  
-2 creatures per level.  
-possible to build several capitoles  
-unlock special features as you gain more castles  
-many options in the tavern  
-Mini-towns  
-Ability to move quickly between towns  
-Thieves' guilds offer more information    
-Government change in a town after it's conquered  
-Building some advanced buildings takes more than one day  

Units:
-Creature Experience, but only stat boost, no new abilities.  
-creature Experience, including new skills&abilities  
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)  
-Unit initiative (as in H5)  
-higher chance for creatures joining your army when they have the same faction as the hero  
-use the linear formula for spell damage from creatures like in H4  
-some creatures have adventure spells and abilities  
-Mercenary Creatures fighting for a daily amount of gold  
-Creature Spellbook variable  
-Upgrading troops that have joined you on the map.  
-Very strong Tier 8 Creatures IN faction  
-Very strong Neutral Tier 8 Creatures  
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)  
-Worker units  

...miscallaneous:
-more complex sieges      
-more diplomatic options - changing allies, etc. during scenario  
-more diplomatic options - shared armies  
-more diplomatic options - increased tradeing    
-ambushs  
-more naval elements in the game, different boat types    
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn  
-weather    
-heroes operating on day or night  
-AM-movements determinates daytime    
-Heroes can fortify their armies      
-Mini-factions      
-Number ranges given with the lots, horde, throng info  
-loan option like in h3wog  
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.  
-Make the marketplace exchange rates less expensive  
-more choices for starting bonusses  

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art    
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.  
-Terrain defines look of towns (intown, too)  
-and terrain defines look of AM buildings      
-Fluid animations      
-Easily changeable music files      
-return of ambient textbox messages    

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa  

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted May 22, 2011 02:35 AM

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures :sux;
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn :sux;
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield :good;
-Units have area of control, which usually can't be passed by enemy creatures. :sux;
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa
____________
Eccentric Opinion

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 25, 2011 09:27 AM

This are allready 5 =) Thanks, guys!
And you others, come on, please vote! =)
____________
ICTC announced

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted May 25, 2011 05:00 PM
Edited by Nocturnal at 17:01, 25 May 2011.

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields (if that means I can seperate my units into more stacks than 7: if not and there will be still 14 stack of units in that big battlefield: )
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of losing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa

Although I should say it is not clear what you mean by a few of the things. And also I was surprised to not see Alternative Upgrades, which is the only thing I want added to H6 asap
____________

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 25, 2011 06:34 PM
Edited by markkur at 18:37, 25 May 2011.

@Jiriki9
With these efforts; I think you are the “Realm Protector” As for the number of voters; this IS rather long But, I did have to take the time. <IMO> Too important for feedback and it could matter one day.

Edit= <IMO> What this seriously lacks, is a large area addressing the Editor. Though, I know that's not your focus.


Quote:
I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-:uncrossable rivers with crossing options (bridges&fords)
-ifferent water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-:Mines' ressources are limited
-Safe path and Unsafe path options
-Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-:Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
=limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa



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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted May 25, 2011 07:13 PM

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures  
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle.
-Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure  
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

I'll do the rest later.
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 25, 2011 10:34 PM

Quote:
Although I should say it is not clear what you mean by a few of the things. And also I was surprised to not see Alternative Upgrades, which is the only thing I want added to H6 asap


Not even with the explanations in the second post? O.o Please tell me which points and why, and I'll edit the explanations!
For the alternate upgrades they are probably not in because it was originally about NEW features...
____________
ICTC announced

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted May 26, 2011 02:08 AM

Units:
-Creature Experience, but only stat boost, no new abilities.  
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations  
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nocturnal
Nocturnal


Promising
Supreme Hero
posted May 26, 2011 02:37 AM

Quote:
Quote:
Although I should say it is not clear what you mean by a few of the things. And also I was surprised to not see Alternative Upgrades, which is the only thing I want added to H6 asap


Not even with the explanations in the second post? O.o Please tell me which points and why, and I'll edit the explanations!


I now see your second post, sorry for that. The only one remaining unclear for me is multi-tile events as I didn't get what you mean by "event"

Quote:
For the alternate upgrades they are probably not in because it was originally about NEW features...


But not all of these are new? Some you already say in which game were present. And some were also present in previous games although you don't say.


____________

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted May 26, 2011 02:43 AM

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from above ground
-sometimes underground on above ground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the resources of a mine
-Mines' resources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-Battlefield (H3) instead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures kill able by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts command able by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequisites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spell casting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitols
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spell book variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscellaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased trading
-ambushes
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determines daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal game play) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonuses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (in town, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient text box messages

III - fun and miscellaneous:
-Mini-game in taverns, like card game, darts or whack-a-kappa
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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admira
admira


Promising
Famous Hero
posted May 26, 2011 08:09 AM

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation: ( as creature specific ability)
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction (NOTE: not new feature?)
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa

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MattII
MattII


Legendary Hero
posted May 26, 2011 11:31 AM
Edited by MattII at 03:41, 31 May 2011.

I - Gameplay,etc. Issues:

Adventure Map:
-Random Events
-various ultimate artifacts instead of just "the grail"/"tear of asha"
-underground more distinct from aboveground
-sometimes underground on aboveground-level
-Adventure Map-buildings improving hero skills, as long as you control them
-uncrossable rivers with crossing options (bridges&fords)
-Different water terrains
-multiple Ultimate Artifacts per map
-Day and night like disciples 3
-A way to defend your buildings/bases without using creatures
-simple day and night cycle
-Multi-Tile Events
-You often have to invest money to extract the ressources of a mine
-Mines' ressources are limited
-Safe path and Unsafe path options
-"Object of interest"-button

Battle:
-Bigger Battlefields
-Option to retreat without losing the whole army
-war machines can be controlled without skill
-Battles taking time, possibly even lasting day (with a certain rate of turns=>day Heroes, unless surrendering, are stuck in the battle. Reinforcements can be sent.
-simultaneous retaliation:
-combats with more than one hero on one side
-Castle and obstacle Penalties for shooters.
-simple options when starting a battle, like quick combat button
-many options when starting a battle
-infinite (weak) retaliation for most creatures
-progressive retaliation=ret. not capped by a number of strikes, but an amount of damage done.
-Chess-like Battle (Hero as King)
-Active Morale (morale changing through battle, see whiteriders thread)
-morale has different effect than another/quicker turn
-Hexagons-BAttlefield (H3) isntead of Squares-Battlefield (H5)
-Can split unit stacks on battlefield
-Units have area of control, which usually can't be passed by enemy creatures.
-Elemental attacks

Campaign:
-variable campaign structure
-Include Tournament "Campaigns" (incl. Multiplayer)
-Include World-Campaigns with region conquering (incl. Multiplayer)

Editor(s):
-Faction Editor
-Creature Editor

Heroes:
-each tavern has different heroes for hire
-Advanced classes (as in H4)
-Different Hero direct attack options
-2 hero classes by faction
-New hero classes unconnected to towns
-hero classes can't learn certain spells
-Hero on Battlefield (as in H4)
-Heroes on Battlefield, but with infinite HP & can't fight without army
-switchable mounts with different benefits
-your style of play varies Hero Stats
-limited amount of creatures killable by a hero in one physical strike (only with Heroes on battlefield)
-heroes have a backpack like in diablo
-The quantity of creatures, stacks and artifacts commandable by the hero is limited by his power.
-All the heroes from a player receive a morale penalty when one of their allies/towns has been defeated/taken (until next battle).
-Heroes can have squires or helpers that transport artifacts for them, or use potions on them during battle.

Skills&Racials:
-no ultimate skill/perk
-no cross-skill prerequesites
-choose racial skill for any hero (thus quasi making him the hero class of your like) instead of hero belonging to one class, having it's racial
-game should hide Navigation as an option if there is no or very little water on the map
-more skills that are used outside combat, like ambushing skill or construction skill.
-diplomacy skill should work like in H4.
-a skill to improve the spellcasting prowess of creatures
-More skills, and make the perks more logical
-Racial skills should be workable without needing a town.

Spells&Magic:
-Spell schools by effect
-more spells
-More Adventure Spells
-Can learn spells in mage guilds of allied castles

Towns:
-multiple different tech & research paths
-Spies available in thieves guild, capable of watching an area
-2 creatures per level.
-possible to build several capitoles
-unlock special features as you gain more castles
-many options in the tavern
-Mini-towns
-Ability to move quickly between towns
-Thieves' guilds offer more information
-Government change in a town after it's conquered
-Building some advanced buildings takes more than one day

Units:
-Creature Experience, but only stat boost, no new abilities.
-creature Experience, including new skills&abilities
-unit counters - abilities making unit stronger against certain types of other units (like, f.e., mounted units)
-Unit initiative (as in H5)
-higher chance for creatures joining your army when they have the same faction as the hero
-use the linear formula for spell damage from creatures like in H4
-some creatures have adventure spells and abilities
-Mercenary Creatures fighting for a daily amount of gold
-Creature Spellbook variable
-Upgrading troops that have joined you on the map.  Does this mean you can upgrade any stack if you already have an upgraded one?
-Very strong Tier 8 Creatures IN faction
-Very strong Neutral Tier 8 Creatures
-consecutive upgrades (like f.e. Green Dragon>Red Dragon>Black Dragon)
-Worker units

...miscallaneous:
-more complex sieges
-more diplomatic options - changing allies, etc. during scenario
-more diplomatic options - shared armies
-more diplomatic options - increased tradeing
-ambushs
-more naval elements in the game, different boat types
-stepping in and out of boats -> movement costs + reminder instead of loosing the turn
-weather
-heroes operating on day or night
-AM-movements determinates daytime
-Heroes can fortify their armies
-Mini-factions
-Number ranges given with the lots, horde, throng info
-loan option like in h3wog
-A button in the scenario information panel (accessible while selecting a map to play AND during normal gameplay) that tells you exactly which spells, skills, artifacts etc. have been disabled for the current map.
-Make the marketplace exchange rates less expensive
-more choices for starting bonusses

II - Ambiance Issues:

-more peaceful visuals, less "shiny" art
-realistic visuals - NOT 3D and such, but the things looking realistic, in opposite to a comic look.
-Terrain defines look of towns (intown, too)
-and terrain defines look of AM buildings
-Fluid animations
-Easily changeable music files
-return of ambient textbox messages

III - fun and miscallaneous:
-Minigame in taverns, like card game, darts or whack-a-kappa

BTW, can we have an explanation for every ability please, because there are a few that I'm not sure I understand, and which aren't explained (government change, weather, and tavern minigames for instance).

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 30, 2011 10:00 AM

Just read your comment, sorry. Explanatiosn to miscallaneous points are added!
____________
ICTC announced

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MattII
MattII


Legendary Hero
posted May 30, 2011 12:22 PM

Thanks, although I think there's still a few bits missing from Adventure Map (the stuff about mines, the safe-path thing and the objects on interest button), and Towns (the Thieves Guild offering more info and Government Change idea).

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