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Heroes Community > Heroes 6 - The New Beginning > Thread: Compilation of features, the general survey
Thread: Compilation of features, the general survey
admira
admira


Promising
Famous Hero
posted July 05, 2012 11:30 AM bonus applied by Elvin on 05 Sep 2012.

Compilation of features, the general survey

Hi, I just have some thought about the overall feature that is available. I wish to see what in general people prefer with all the series on Heroes so far.

The survey is simple, just copy them all, and put it on textpad or notepad, than change the '-' to 'X' for the feature that you preferred/vote. you may add your reason. In the end I want to see what is the general direction of Heroes player, what is the general direction of the "perfect" heroes based on the survey. So take your time.

and btw, if you find something I forgot to mention, please let me know, I will update this master survey with the number of vote. On each point.

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5)
- 4 (H4)

Area of Control:
- N/A (H1, H2, H3, H5)
- Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
- Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
- Available (H6)

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)

HERO

Hero Battle System:
- Hero in battle (H4)
- Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
- Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5)
- Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
- Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
- Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
- Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
- All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
- High (H3, H5)

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
- Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
- Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
- Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

Sorry for the long post

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admira
admira


Promising
Famous Hero
posted July 05, 2012 11:32 AM
Edited by admira at 11:38, 05 Jul 2012.

Here is mine:

GENERAL DESIGN

Number of Resource:
X 7 (H1, H2, H3, H5)
- 4 (H4)
Reason: I always have a feeling that 4 resources with area of control is overly simplified and not really fit Heroes in my opinion. especially in TBS game where "management" is part of the gameplay.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)
Reason: I still get the mixed feeling about this, area of control is good on paper but in real, it is overly simplified the game, but maybe I will give it another go if the 7 resources return.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)
Reason: In addition they fix it so, the system and the calculation is better. I mean currently if you have Light and Air magic for example, what is the effect? how is the damage calculation, how you see the elemental detail damage on creatures? None of them available in-game. But if it is available, I want to put the bet that the system has some promise

Castle Conversion
X N/A (H1, H2, H3, H4, H5)
- Available (H6)
Reason: Castle conversion is kinda dumbed down some of the important strategy, where everything are already pooled, I grew dislike the castle conversion system. Maybe with several limitation but still I think the old system still preferable.

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X Queue initiative when there is no specific turn only the initiative decided the queue (H5)
Reason: It really tick into me when talking about Queue, it added more variable on the battle, however the balancing might give you a headache but with some work I believe the queue system ala Heroes 5 might deliver a great battle experience.

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)
Reason: Honestly speaking, I always want to see Hero in battle as uber unit with specific unique set of ability on each hero. But the system will give trouble to the overall gameplay than it worth so Commander style hero it is.

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)
Reason: 2 Archetype is interesting approach. The more the marrier.

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)
Reason: It would be cool to combine race-specific with several skill and advancing the class with unique ability ala Heroes 4.

Random Hero Recruitment:
X Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
Reason: Total randomized on tavern has its merit, has its unique play.

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
Reason: The reason of H6 system is built around the online requirement, which I don't really fond with. So the usual Heroes with his/her own background and specialty is the best IMHO.

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
X Part of the creature queue (H4, H5)
Reason: I like both of the rule, but still prefer that Hero has their own move turn.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
Reason: well just an eye candy but it gave some flavor.

SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)
Reason: Give more variety on the build, I don't know, I might be biased here, either I really don't like the current skill system or simply the choosing option is not really well done

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)
Reason: I think the faction skill system on Heroes 5 where every factions has different set of skill tree embeded with the unqiue racial ability is the best so far

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
Reason: not the fans of the new skill system

School of Magic:
- All Random no specific Magic School (H1, H2)
X Elemental (H3, H6)
- Functional (H4, H5)
Reason: Elemental probably the better choice here, functional with dark debuff or light buff is not really my style.

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)
Reason: same reason, not the big fans of the new skill system

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)
Reason: So far the most comfortable system, at least for me

Creature power distribution:
X Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)
Reason: I find the current tier representation is very limiting, you cannot have permanent raise skeleton because the narrow distribution in power, which make everything boring at best, so yeah, level representation open up with more possiblities

Alternate creature system:
- Alternate Creature choice (H4)
X No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)
Reason: It is very difficult to decide, alternate upgrade seems like a good system but in the end, one upgrade is more usefull than the other which making the choice is too obvious.

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)
Reason: The external dwelling on H3 is the best IMHO, made the adventure map much richer and provided a beautiful atmosphere, I remembered the campaign mission "save the queen" scenario 2 where you get a bunch of Angel dwelling it is so majestic and beautiful, the unified dwelling like the one in high level creature at H5 and the one pooled in H6 is the least favorite in my opinion.

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
X Moderate (H4)
- High (H3, H5)
Reason: Moderate Dragon is the best, everything in Heroes series with high dragon types basically the same dragon with little tweak and different skin color.

Creature Art Direction:
- H1
X H2
- H3
- H4
- H5
- H6
Reason: If there is anything that is good about H6 it would be the beautiful adventure map and creature's design, however, I found that H2 design is the most appealing, not to mention they still have the best Dragon and Phoenix design to date (IMHO)

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
Reason: not the big fans of pooled system and most of the system on H6 so, the H5 still the best IMHO

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)
Reason: Don't fix it when it is not broken

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
Reason: not the big fans of online system which is what the H6 is built around, so normal artifact system will do

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)
Reason: similar to the general system pool and set item is awesome.

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esvath
esvath


Known Hero
posted July 05, 2012 12:12 PM

I thought that we have something like this before, right? But I'll do a little survey if it means better Heroes.

Here is mine :

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5) -X
- 4 (H4)

Area of Control:
- N/A (H1, H2, H3, H5) -X
- Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5) -X
- Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
- Available (H6) -X
note :
a) town converted revert to basic village with tavern/other basic building, no creature dwelling
b) requires one day minimum, a week maximum time of conversion

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5) -X
(note : queue initiative makes haste/slow spells more interesting; tweaks on initiative is necessary, but the whole system is good imho)


HERO

Hero Battle System:
- Hero in battle (H4)
- Hero as Commander (H1, H2, H3, H5, H6) -X

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6) -X

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6) -X

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5) -X
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5) -X
(note : this will add to "random factor" that make high replay value)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)
(Undecided, both H3/H6 and H5 is okay imho)


Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
- Varried, some even simply walk around without steed (H5) -X
(good for flavor!)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!
- Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
- Random Faction specific Skills with different tree on each faction (H5) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
- Functional (H4, H5) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!

Magic Mastery:
- On Wisdom only (H1, H2)
- Available on school based (H3, H4, H5) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
- All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2) -X
(this will be better if there are some creatures that have second alternative upgrade. This way, better creature can be balanced by higher dwelling cost --> Black Dragon in H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)
(undecided, either is fine)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5) -XXX

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4) -XXX
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4) -XXX
- High (H3, H5)
(note : actually, I think that H3 is moderate in the number of dragons; we only have Rampart, Dungeon and Necropolis as faction with dragons, right? That is not as excessive as H5.)


Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
(whichever the most realistic one)

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
- Dwell & Castle visit with Caravan (H5)
- Dwell & Castle visit with Caravan that can recruit from other cities (H4) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!
(IIRC, H4 use a very different and advanced method of recruitment! Not only you can recruit the dwellings from town via caravan, you also can recruit from another town via caravan! this is important, yet still require strategic thinking instead of H6's unrealistic pooled creature growth *sigh)

Creature's Growth interval:
- Weekly (H1, H2, H3, H5, H6) -X
- Daily (H4)

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5) -X
- Weapon as Dynasty related, can level up (H6)
(It is okay to have Dynasty weapons, but please, please, please allow it in offline mode too, or introduce regular weapons! H6 is very, very punishing on this!)


Set Item
- None (H1, H2, H4)
- Available (H3, H5) -XXXXXXXXXXXXXXXXXXXXXXXXXXXX!
- Available in exception of Weapon as part of the set (H6)

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 05, 2012 12:55 PM

Adjusted a few things.
GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H4, H5)
- 4 (H6)
I prefer neither. In a game like Heroes, and strategy games in general, resources are arbitrary parameters used to make the building of things strategical. The number of said resources is even more arbitrary. What matters is balance between cost and effect. I've seen games with 3 rescources ballanced and I've seen ones with more than 20 be equally balanced. Again the number is arbitrary. What I would like to see though is resources that make sense. I can see why Wood, Ore and Gold are used in construction and payment, but I never saw the actual use of the socalled rare resources.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)
I like the Area of Control. But I could live without it.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)
Makes for more options, more planning and more considerations. Though I would not mind it reduced to simply Might and Magic Attack and Defense.

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)
Love it. Does away with all the useless Castles of other factions scattered over the map. I don't like combining creatures of different factions. Which, if conversion isn't available, makes for a whole lot of conquered towns I've conquered solely for keeping them out enemy hands and gold production.

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)
Again, I prefer neither. What matters is balance.

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)
I don't want the hero to be killable, or take up creature slots.

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6)
Again I prefer neither. One archtype makes for more lore-consistency, two makes for more strategies available. For me, neither weighs up to the other.

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
X Blood and Tear system, alignment advance class (H6)
I like Advanced Classes. I don't realy care how it is done, as long as it works and makes sense.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
Again I prefer none of the above, since I rarely use more than my primary hero.

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
X Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
Hero Specialties Period. Again, I don't care how it is done, as long as it is done well.

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
X Part of the creature queue (H4, H5)
I love the way they did it in H5.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
Varied, simply because Horses don't make much sense Lorewise for a great deal of factions. The only ones who can get away with Horses IMHO are Haven, Sylvan as long as they are distinctly different from the Haven ones and Necropolis with dead Horses.

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5)
X Persistance (H6)
Glad the randomness is out the window, forcing me to make discisions with/pick skills I don't want.

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)
Skills should differ between factions. They are distinct factions for a reason.

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
Again I prefer neither, because both have distinct disablities. I don't like the randomisation, because I want the spells I want. But then again, I also don't like to have to waste skillpoints on spells when I could use them on skills.

School of Magic:
- All Random no specific Magic School (H1, H2)
X Elemental (H3, H6)
X Functional (H4, H5)
I prefer neither of the chosen above. I like dividing magic into schools, since it allows one to specialise. How the division is made is rather arbitrary, as long as it makes sense Lorewise

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)
Schoolspecialisation should have distinct advantages.

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
X Varian level Upgrade (H2)
Upgrades are a must. Don't realy care how they are done, as long as they are balanced and make sense Lorewise.

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)
Tier presentation makes more sense lorewise.

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)
Alternate creatures are good as long as they are balanced, make sense lorewise and you are able to go back on a discision. If you can't do that, don't do it. The way it is done doesn't matter much to me.

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)
Don't realy care, as long as I can get them to the castle of my choice without having to get me a hero to transport them.

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
- High (H3, H5)
Don't care. If Dragons make sense lorewise, by all means use them. But make them stand out from one another if you do. I don't suffer from Dragon Overkill if it is justifiable by the Lore.

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
I like things about them all and I dislike things about them all. Making me prefer none of them.

Creature Recruitment:
X Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
Cointoss between the two. I don't realy care, as long as I can get them to the castle of my choice within a reasonable timeframe without having to get me a hero to transport them.

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)
Because having to check my castle's growth everyday is too much hassle.

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
Don't realy care. I don't mind Dynasty weapons/artifacts. And I like being able to level up certain weapons/artifacts.

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
X Available in exception of Weapon as part of the set (H6)
I like artifact sets, wether weapons are part of them or not.
____________
Vote El Presidente! Or Else!

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted July 05, 2012 12:57 PM
Edited by adriancat at 13:00, 05 Jul 2012.

Here is mine :

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H4, H5) - X
- 4 (H6)

Area of Control:
- N/A (H1, H2, H3, H5)
- Available (H6) - X

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5) - X
- Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5) - X
- Available (H6)


Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6) - X
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)



HERO

Hero Battle System:
- Hero in battle (H4)
- Hero as Commander (H1, H2, H3, H5, H6) - X

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6) - X

Hero Advance Class:
- None (H1, H2, H3, H5) - X
- Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5) - X
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5) - X
(note : this will add to "random factor" that make high replay value)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6) - X
- Part of the creature queue (H4, H5)



Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
- Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6) - X

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5) - X
- Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3) - X
- Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5) - X
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6) - X
- Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
- Available on school based (H3, H4, H5) - X
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
- All creatures 1 time Upgrade (H3, H5, H6) - X
- Varian level Upgrade (H2)


Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5) - X
- Tier presentation (H6)


Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6) - X
- Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2)  
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5) - X
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4) - X
- High (H3, H5)



Creature Art Direction:
- H1
- H2
- H3 - X
- H4
- H5
- H6


Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
- Dwell & Castle visit with Caravan (H5) - X
- Dwell & Castle visit with Caravan that can recruit from other cities (H4)


Creature's Growth interval:
- Weekly (H1, H2, H3, H5, H6) - X
- Daily (H4)

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5) - X
- Weapon as Dynasty related, can level up (H6)



Set Item
- None (H1, H2, H4)
- Available (H3, H5) - X
- Available in exception of Weapon as part of the set (H6)

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avalon00x
avalon00x


Bad-mannered
Known Hero
posted July 05, 2012 05:05 PM

Compilation of features, the general survey

Hi, I just have some thought about the overall feature that is available. I wish to see what in general people prefer with all the series on Heroes so far.

The survey is simple, just copy them all, and put it on textpad or notepad, than change the '-' to 'X' for the feature that you preferred/vote. you may add your reason. In the end I want to see what is the general direction of Heroes player, what is the general direction of the "perfect" heroes based on the survey. So take your time.

and btw, if you find something I forgot to mention, please let me know, I will update this master survey with the number of vote. On each point.

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5)
x 4 (H4)
5 would be optimal for me but 4 allows you to build what you want not what you can build because you got lucky.

Area of Control:
- N/A (H1, H2, H3, H5)
x Available (H6)
capturing mine was tiresome at best.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
x Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
x Available (H6)
But tweaked.

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X Queue initiative when there is no specific turn only the initiative decided the queue (H5)


HERO

Hero Battle System:
X Hero in battle (H4)
- Hero as Commander (H1, H2, H3, H5, H6)
Hero is battle was awesome!

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)
This round goes to H4 by far for me.


Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
X Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5)
X Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
Creating your own Hero's with own abilities is certainly the best,
but more specific heroes need to be available aswell.

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
X Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
X All horse (H1, H2, H3, H4)
- Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5)
X Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
- Random Faction specific Skills with different tree on each faction (H5)
X Uniform skill system with few choice of faction specific skill (H6)
But we need better skill trees!

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
X Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)
One of the best improvements of H6.

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
X Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
X Low (H1, H2, H6)
- Moderate (H4)
- High (H3, H5)

Creature Art Direction:
- H1
- H2
- H3
X H4
- H5
- H6

Creature Recruitment:
X Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
- Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5)
X Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
- Available (H3, H5)
X Available in exception of Weapon as part of the set (H6)


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Protolisk
Protolisk


Promising
Famous Hero
posted July 05, 2012 06:36 PM

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H4, H5)
X 4 (H6)
Although I don't really mind either one, I did notice I was a bit less frustrated when there were less types to pick up. Halving the types means a bit more of the ones you got, so it overall felt better.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)
And even still, there were some things out side of the areas anyways, so it didn't matter all that much.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)
Well, I found it a bit interesting, more tactics involved.

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)
Even still, you don't have to convert, so really the conversion is good for both sides, I think.

Initiative vs Queue System:
X Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)
I actually liked the idea behind the H5 way, but its problem was that some things could just walk circles around others. Maybe if they modified it a bit more, I'd choose it instead. Also, this way's a bit more methodical.
HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)
Just seems right.

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6)
Well, this one's a bit tough. Can't really choose one over the other, as long as the way it was done is well thought out.

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
X Blood and Tear system, alignment advance class (H6)
Advancing classes, and more abilities to boot, means more stuff to replay. Either is fine.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
X No Random, All Hero can be recruited limited by the faction of choice (H6)
I don't care for it all that much, I mostly just stick to the main hero, but I suppose the mass selection in H6 was good.

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
X Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
As long as the specialties exist, I'd be happy.

Hero's action:
X Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)
Now, I find that this way means better tactics. I'm all for them having specific times, but here it sort of forces you to only act at this time, instead of choosing to go after a key action plays out.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
A Demon Lord should not have to ride, and it's fun to see mammoths and T.rexes running around every where.

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5)
X Persistance (H6)
Luck when it comes to planning out your heroes? Yeah, I'd rather choose what I want.

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)
Ignoring the "random" bit, as that was answered just above, I'd choose this, as it make each faction a bit more unique

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
The perks of H5 did just fine when it came to spells, I don't think you need to use them to build a character. Still, I wish they got rid of the RANDOM...

School of Magic:
- All Random no specific Magic School (H1, H2)
X Elemental (H3, H6)
X Functional (H4, H5)
Can't really decide how each one is separated, only that it is somehow separated, if only for those perks to work better.

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)
Just cause your level fifteen means you can just learn meteor shower? A little odd...

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)
Although multi-upgrades are indeed cool, the variable upgrades means you can't upgrade everything. I think all units should get a chance to upgrade.

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)
Not everything is better than another. With large amounts of tiers, it becomes noticeable what things are better than other. With equalized tiers, things seem more rounded out, and the question of what is inherently stronger goes out in favor of tactical advantage.

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)
Each unit still has their own area of specialty, but it's changed according to the way you want? Pretty good, all thing considered...

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
X Fort and Tier system (H6)
Hard choice on those two, as I like that each creature gets to be recruited reliably, but the large dwellings for the core, elite, and the lonely, but great, champion dwellings, are great army-enhancers...

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
- High (H3, H5)
I personally like dragons, but now that they have better graphics and what not, I'd rather them not all be basically the same. Golds/black/azure/bone dragons in H3 were mostly the same unit, with slight differences. The other ones, like crystal or faerie, were a bit of a relief. I say make each one unique, no matter the amount.
Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
I don't mind art all whole bunch, I like games for their ability to be games, those graphics are plus. My favorite, though, is a cross between H3 and H6. I like a bit of realism. One reason I hated the elves in H5 was their foot long ears... The heroes didn't have them in the portraits, but the units did...

Creature Recruitment:
X Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
I hated the long treks to each and every dwelling for their troops, though it does make it a bit more personal. The Pools and caravans seem to speed things up, for the conqueror on the go.

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)
I like getting a bigger army, but man, every day got a bit tedious...

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5)
X Weapon as Dynasty related, can level up (H6)
I like to level things up... replay value to me.

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
X Available in exception of Weapon as part of the set (H6)
I like sets. I think it would be fun, however, to still have sets with added bonuses for leveling weapons, but I think that'd be a bit unbalanced...

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foxxxer
foxxxer


Promising
Famous Hero
posted July 05, 2012 07:41 PM
Edited by foxxxer at 20:04, 05 Jul 2012.

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H4, H5)
- 4 (H6)
I like more the old system than the new but I think we need something else. Maybe 6 are enough (Gold, 2 common, 3 rare). Looked from a scientific (chmical) perspective gems are crystals. So maybe the crystals are redundant - they are too extensive term. They could be involved as a super rare resource "Sacred Crystals" or something like that - 1 piece per 2 days. But this can lead to cumbersome gameplay.
Oh, and you should fix misprint in the options above - H6 has 4 resources not H4

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)
I think it should be available but choosable. I mean before you load the map it there should be an option with or without Area of Control.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)
I think the best way for primary skills is Might & Magic Attack and Might & Magic Defense. And after that to be enhanced by secondary skills.

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)
Same as Area of Control - choosable before starting the map.

Initiative vs Queue System:
X Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)
I like more to be divided to turns.


HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)
It's hard for ballancing hero to be in the combat. The creatures are the soldiers, the hero is comander.


Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)
2 Archetypes but like in H6 - 2 more options (Tears and Blood) per type or even more complex. I like the diversity.

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
x Blood and Tear system, alignment advance class (H6)
Maybe something mixed between H4 & H6.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
X Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
I think the recruitment should be based on the relationships with other factions. Think about it, Demon Lord enter in Haven tavern. What is going to happen?
Probably 4 heroes in each tavern are enough per week - 1 from your own faction and 3 from other friendly/neutral factions.


Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
IMHO best way is like in H3/H5. It should be developed that specialty somehow though.

Hero's action:
X Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)
The hero is on the sideline so it's not directly involved in the combat. It should act anytime, once per turn.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
I'm for different mounts. For example Sylvan - deers, zebras, tigers, unicorns; Dungeon - dragons, manticores; Necropolis - dead horses, lamasu; Inferno - nightmares, big hell hounds; and so on, and so on... There are many possibilities.

SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)
Absolutely random. This is the interesting in the game. Sometimes you're f****d (especially in H3), sometimes not.

General Skill System:
- Random Uniform skill system (H1)
- Random Uniform skill system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
X Uniform skill system with few choice of faction specific skill (H6)
I think the H5 and H6 skills system should be mixed - skills tree like H5 and points system from H6. In every level up you can choose skill (new or advance former) but at the same time you receive a point which can use for choosing ability (perk). For exaple you can learn 8 amongs 30 skills and 4 (amongs 6) abilities per skill. Such system needs very, very creative team to develope such diversity (plus some unique factional abilities).

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
I like the excitement of what spell you will get.

School of Magic:
- All Random no specific Magic School (H1, H2)
X Elemental (H3, H6)
- Functional (H4, H5)
I think partially elemental and partially factional magic schools would be great. I mean most of the spells could be learned by all factions, sorted in elemental schools, also other spells which are sorted factional like H4. The only deference is that each faction has their own spells and no other faction can learn them.
Note: IMO H4 should to be in a seperate option, spells are more factional/racial than functional

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)
Tier system but a little bit different. IMO 4 grade tier system will be more efficient. My idea is 8 creatures per faction in tier system 3-2-2-1. The hero will have 7 slots so when you build your champion will have to leave behind a creature from the Core.

Alternate creature system:
- Alternate Creature choice (H4)
X No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)
One of the things that I hate in H4 is when I capture a town from my faction, enter and see that there are built dwellings which I don't like. I want to play with all creatures. For example I want Genie and Naga in my army but can't have 'em if I want to win. I have to choose one of them for bigger growth. So I only want upgrades, I don't mind if there are alternative upgrades.


Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)
I guess you speak here for dwellings on the adv map. So I like the option to have a separate dwelling for each creature even for high level. I don't mind also some additional combinations.

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
X Moderate (H4)
- High (H3, H5)
4-5 (including upgrades) dragons are enough.
note: you should move H2 to Moderate option. H2 has 4 dragons, H4 has 5.


Creature Art Direction:
- H1
- H2
X H3
X H4
- H5
- H6
Every heroes has good and bad concepts but I most like H3, H4 and partially H6 concepts. There are some good concepts in H5 but I don't like the cartoonish graphic.

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
I don't like shared pool for towns/forts/dwellings in H6. It makes no sense to me.
note: The Caravans were a feature shown in H4 for first time. Even you can make a caravan from dwelling (on adv map) to town.

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)
It's annoying every day to buy low level creatures

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5)
? Weapon as Dynasty related, can level up (H6)
I haven't played H6 too much so I don't know the advantage/disadvantage of the Dynasty Weapons.

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
? Available in exception of Weapon as part of the set (H6)
Same here as above.

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Brukernavn
Brukernavn

Hero of Order
posted July 05, 2012 08:26 PM
Edited by Brukernavn at 20:29, 05 Jul 2012.

GENERAL DESIGN

Number of Resource:
X 7 (H1, H2, H3, H5)
- 4 (H4)
More important is that building prices are balanced.

Area of Control:
X N/A (H1, H2, H3, H5)
- Available (H6)
If it still was available, at least make it optional.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
- Elemental & Might for both Attack and Defense (H6)
Don't care too much, as long as it's balanced.

Castle Conversion
X N/A (H1, H2, H3, H4, H5)
- Available (H6)
Please, no!

Initiative vs Queue System:
X Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)
As long as initiative and speed are separate.

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6)
Don't care as long as it's balanced (which 1 would be easier to do).

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)
Don't care, as long as it's balanced (which none would be easier to do).

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
X Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
 As long as I can choose my starting hero.

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
I want specialties, don't care how, as long as it's balanced. But usually there's one or two that are clearly best, and others very underpowered. In that case, I could survive none.

Hero's action:
X Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
Not that important.

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5)
X Persistance (H6)
I want to choose the skills I want. But make them balanced, so several builds are viable.

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X [Random] Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
X [Randomized on] Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
Bring back the Mage Guild, but it doesn't have to be completely random.

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
- Functional (H4, H5)
Don't care, as long as it's balanced (which functional would be easier).

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
X Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)
Not that important, but the balancing between tiers have proven to be hard.

Alternate creature system:
- Alternate Creature choice (H4)
X No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
- High (H3, H5)
As long as they are different, but perhaps moderate.

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
Not that important, although I like 3 the most.

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
H5 caravans can recruit from cities as well.

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
No internet connection demand, please!

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 06, 2012 12:39 AM
Edited by gnomes2169 at 06:44, 07 Jul 2012.

Edited to include reasons for everything~

Quote:
GENERAL DESIGN

Number of Resource:
X 7 (H1, H2, H3, H4, H5)
- 4 (H6)
4 is too... simple. I like to have my shiny gems and powdery yellow rock that smells of rotting eggs, thank you very much please!

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)
I like it, and though it can use some revising I think that Area of Control could be great for strategy!

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)
I like the thought of elemental damage. We have had the ability "Fire breath" for so long, but it never actually starts the enemy on fire. :/ I also like the thought of defense against magic powers, but I do not like the current H6 system of a damage soaking %. It just seems a bit too strong, and makes battles last longer than they have to. So a hybrid, maybe?

Castle Conversion
X N/A (H1, H2, H3, H4, H5)
- Available (H6)
No, no, absolutely not. I like mixing armies, and conversion is entirely too simple and cheap right now.

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X Queue initiative when there is no specific turn only the initiative decided the queue (H5)
I like to see a flowing battle, the staggered battles that H1-4 and H6 have just felt too... simple for the chaos of a real battlefield. Initiative has always just been a fun idea for me. Pluss, I'm one of those guys who played as Dungeon and spent an hour killing 300 Zombies on turn 2 with his handful of 4 Blood Sisters.

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)
While I love H4, there is no way to balance out heroes on the battlefield.

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)
The game is called "Heroes of Might and Magic," So give me might and magic heroes!

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)
Another feature that I loved about H4, the advanced classes! The perks for each class had varying amounts of usefulness, but it added something more to the game IMHO.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
x Randomized but limited on faction and faction alignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
Having the ability to recruit outside of your faction but having assurance that your own faction will have a champion of its alignment always available is another feature that I like from H5. I would like to see it come back.

Hero Specialty:
- None (H1, H2, H4)
x Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
Again, use varies but this feature has always been one of my favorites in the Heroes games. I missed it in H4, and in H6 it appears to have very little noticeable impact... Give me my reduced-cost empowered spells (Catalyst) and overbuffed mass haste (Windsrider ability) please!

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
x Part of the creature queue (H4, H5)
I liked that heroes got their own turn, and I would like to see this in the next game.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
x Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
GIVE ME MY DEMON OVERLORDS OF WALKING DOOM! Also, my evil Lizard things. They made for good eye candy.

SKILL

Choosing Skill:
x Random (H1, H2, H3, H4, H5)
- Persistance (H6)
None of this fixed skill tree silliness. I like some chaos in my games.

General Skill System:
- Random Uniform skill system (H1)
- Random Uniform skill system in exception of Necromancer with preset unique Necromancy (H2, H3)
x Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)
Faction-unique skills easily set factions apart from one another and I find that they make the game far more interesting and add strategy, which I think set factions apart much better than in H1, 2 or 3.

MAGIC

Learn Magic:
x Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
Mage Guilds are needed. Forever.

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
x Functional (H4, H5)
I want a school that I can specialize in to blow things up, and another one to heal, and another one to curse. I liked the division based on function, it once again added diversity.

Magic Mastery:
- On Wisdom only (H1, H2)
x Available on school based (H3, H4, H5)
- Tier based (H6)
Schools of magic can be focused in, which gives you a better ability to use them and stronger spells at the higher levels. I liked that system, it was good.

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
x All creatures 1 time Upgrade (H3, H5, H6)
- Variant level Upgrade (H2)
One upgrade should be good enough, and no creature should be left out!

Creature power distribution:
x Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)
Don't fix what isn't broken, the seven tier system works.

Alternate creature system:
x Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)
Another feature that I loved from H4, the alternate creature selection can have staggering impacts on army strategy and changes the shape of the army itself. It is hard to balance, I'll admit, and I would not be too sad to see it not implemented, but I think that it adds a little flavor to the game.

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
x Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)
H5, all the way. Again, don't fix what isn't broken.

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
x High (H3, H5)
The gods of ashan themselves are dragons, so...

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
x H6
Realism FTW, it is so shiny~

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
x Dwell & Castle visit with Caravan (H5)
Caravans were an awesome idea, they should come back!

Creature's Growth interval:
x Weekly (H1, H2, H3, H5, H6)
- Daily (H4)
Daily growth can be somewhat annoying, and is just a complication that can be avoided anyway.

ARTIFACT

General System:
x Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
I like the idea of a weapon that becomes stronger, but I hate that I can't use them unless I'm online. Also, the exp required to level up each weapon is somewhat ridiculous... For now, I'd have to stick with the normal artifact system.

Set Item
- None (H1, H2, H4)
x Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

Sets are awesome, period. That will be all.

Over-all, I would like to see a h5 system with more fancy art and alternate creature choices like there was in h4.
____________
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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malgore
malgore


Adventuring Hero
posted July 06, 2012 02:10 PM
Edited by malgore at 14:17, 06 Jul 2012.

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5)
- 4 (H4)
War-overlord nailed it right. No matter the quantity, its all about balance.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)
I would like to see AoC Forts role extended. Few tiers of defence towers perphaps, so that it won't be taken simply by enemy.  

Attack and Defense (I have difficulties on explaining this but you got the point):
X Normal Damage and Defense (H1, H2, H3, H4, H5)
- Elemental & Might for both Attack and Defense (H6)
While Magic is common in Ashan, I think having separate stat for Magic Resistance downgrades Magic to a very common thing like weather.

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)
The conversion concept is fine, but current implementation is just lame. Gradual or partial convertion feels more "real".

Initiative vs Queue System:
X Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)
While queue initiative is fantastic, turn-limited concept is natural for Heroes series.

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)
Since the game is about heroe of Might & Magic...

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4)
X Blood and Tear system, alignment advance class (H6)
Blood and Tears is an original concept that aims to enhance RPG element. While fixed progression and unique reputation abilities in H6 were pretty bad, it could be developed further to support skills and abilities.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
X Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
H5 had it right - you choose Faction and then any Faction Hero.

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
Specialties bring some character to those tiny portraits.

Hero's action:
X Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)
Freedom of action brings you the feeling of the general reviewing the battlefield. It also helped to develop feeling of "right time, right place". Queuing Heroes with units was restrictive.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)
Semi-random to be precise.

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
X Uniform skill system with few choice of faction specific skill (H6)
Uniform skills with different tree on each faction would seem right. Randomizing is hard to balance and uniforming is too dull.

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
Neither. Spells purchased at Mage Guild and learned accordingly to the Magic-specific mastery level.

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
X Functional (H4, H5)
Functional like in H5.

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)
Though I would prefer 2-2-2-1 tiers instead of 3-3-1.

Alternate creature system:
- Alternate Creature choice (H4)
X No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)
Selective upgrade is better then alternative system.

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
X Fort and Tier system (H6)
Forts as a settlement makes more sence.

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
X Moderate (H4)
- High (H3, H5)
Over-dragoning was hilarious in H3.

Creature Art Direction:
- H1
- H2
X H3
- H4
- H5
- H6

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
Creature pool simply does not fit "adventure & conquer" spirit of the Heroes series.

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

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TristanIJB
TristanIJB


Hired Hero
posted July 06, 2012 02:33 PM

GENERAL DESIGN

Number of Resource:
X 7 (H1, H2, H3, H5)
- 4 (H4)
NOTICE: There were 7 resources in H4 and 4 resources in H6!
I liked the previous economy system. Now it's too simplified:-(

Area of Control:
X N/A (H1, H2, H3, H5)
- Available (H6)
This feature was ok, but if I have a choice I would prefer N/A

Attack and Defense (I have difficulties on explaining this but you got the point):
X Normal Damage and Defense (H1, H2, H3, H4, H5)
- Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)
I think that conversions were quite ok.

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X Queue initiative when there is no specific turn only the initiative decided the queue (H5)
Initiative was very good, one of the best HV features.

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)
I really liked the H4 system but now I think that hero should stay as a commander.

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6)
Here I don't know. This feature is not important for me.

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)
H4 system was the best! While on the other hand H6 system was the worst one:-(

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
Here I don't know. This feature is not important for me.

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
Here abilities were nice, it gives some additional strategic flavour.

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)
Here I don't know. Both features have got pluses and minuses.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
In H5 dwarves rode on Mammoths that was nice. Imho steed should be varied.

SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)
H6 skill system sucks:-(

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
- Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)
I would prefer the H4 system, but not avilable in this question.

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
Of course magic guilds!

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
X Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
X Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)
I really like the tier presentation, it's classic you know:-)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)
Alternates is a very good feature! It increases the number of creatures by 1/3!

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)
Didn't like the fort and tier system of H6

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
X High (H3, H5)
Nor me it's not bad when there are lot's of dragons. If they fit the town's lineup then why not?

Creature Art Direction:
- H1
- H2
X H3
- H4
- H5
X H6
H3 and H6 has got the best art direction.

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)
Hard to say but if I had to choose one I would choose weekly.

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
Don't like the dynasty weapons at all:-(

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)
Sets are ok:-)

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nerevar
nerevar


Adventuring Hero
posted July 06, 2012 02:51 PM

GENERAL DESIGN

Number of Resource:
X 7 (H1, H2, H3, H5)
- 4 (H4)

Area of Control:
X N/A (H1, H2, H3, H5)
- Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)

Initiative vs Queue System:
X Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)

Random Hero Recruitment:
X Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
X Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
X Functional (H4, H5)

Magic Mastery:
X On Wisdom only (H1, H2)
- Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
X Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
X High (H3, H5)

Creature Art Direction:
- H1
- H2
X H3
- H4
- H5
- H6

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 06, 2012 06:43 PM

Ok, let me have a go at this:

GENERAL

Number of Resource:
(X) 7 (H1, H2, H3, H5)
- 4 (H4)
* I'd say 5 would be interesting to try: We need at least two rare resources, not sure we need more than that. 4 is too few however.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
(X) Elemental & Might for both Attack and Defense (H6)
* But we need a proper defence stat to return!!! Only on "might" stat is BAD.

Castle Conversion
- N/A (H1, H2, H3, H4, H5)
X Available (H6)

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X Queue initiative when there is no specific turn only the initiative decided the queue (H5)

HERO

Hero Battle System:
(X) Hero in battle (H4)
- Hero as Commander (H1, H2, H3, H5, H6)
* But he should not be able to die! I want the Hero's position on battlefield to actually matter - which creatures can he attack (no more horses galloping through castle walls please!), what is the extension of his spells, etc. Come on, let's make the Hero a tactical element.

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
X Blood and Tear system, alignment advance class (H6)
* I like both of those. The Blood/Tear system looks good on paper, perhaps it could be made to work with tweaking.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
X Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
* It adds personality to each Hero.

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
X Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)
* But perks should be chosen freely once skill is learned!

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
X Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4)
X High (H3, H5)

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
* Should be considered as part of the overall art direction - but NOT Heroes 4 *lol*

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)
* But with Town Portal spell as in H3 but adventure magic.

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)
____________
What will happen now?

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Quique30
Quique30


Adventuring Hero
posted July 06, 2012 07:19 PM

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5)
- 4 (H4)
The number of resources doesn't matter to me. I like the reasoning behind the decision to make all of the resources needed to all factions, like in H6.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)

Castle Conversion
X N/A (H1, H2, H3, H4, H5)
- Available (H6)
I think it makes capturing forts/castles ASAP too mandatory so you can convert them and start snowballing with creature pool. Also diminishes the desire to combine creatures from different factions for cool armies

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X Queue initiative when there is no specific turn only the initiative decided the queue (H5)

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4)
X Blood and Tear system, alignment advance class (H6)
Blood and Tear system has a great potential, I think. It needs polishing to make the choices have more weight, as well as better balance. I really like it.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
X Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)
But it would be really awesome if the heroes were truely disctinctive from one another. Have bonuses that you could not acquire by any other means (unique spells, skills, etc.)

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
In consonance with the above.

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
X Part of the creature queue (H4, H5)
According with iniciative

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5)
X Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
- Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)
A combination between H5 and H6: Uniform faction specific skills with different tree for each faction. All skills should be attractive, though! (No more +2 destiny skills)

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
X Elemental (H3, H6)
- Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
X Tier presentation (H6)

Alternate creature system:
- Alternate Creature choice (H4)
X No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
X Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
X Moderate (H4)
- High (H3, H5)

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
X H6
Just don't abuse with the faction color theme

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
Dynasty weapons feel like a trap. It's an interesting concept, to have items that level, but the way it was implemented leaves you with no other options.

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted July 06, 2012 08:27 PM

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5)
- 4 (H4)
x 5 (new)
I believe that something between 4 and 7 it's ok. 4 feels to little, 7 maybe too much.


Area of Control:
x N/A (H1, H2, H3, H5)
x Available (H6)
Haven't try it out enough, so I don't care

Attack and Defense (I have difficulties on explaining this but you got the point):
x Normal Damage and Defense (H1, H2, H3, H5)
x Elemental & Might for both Attack and Defense (H6)
x range & melee Attack and Defense (H4)
While magic & might defense it's a nice innovation, trying again with melee & ranged may be not that bad. In H4 wasn't so used. Any choice'll be good as long as is balanced and more important, it doesn't make too much difference (between magic & might defense, for example).


Castle Conversion
- N/A (H1, H2, H3, H4, H5)
x Available (H6)
But not like H6. Conversion should cost a lot in terms of time & resources, and also depending of how much is complete the town. Still, I want to be a strategical choice, so mixing units of different factions shouldn't punish you too much.

Initiative vs Queue System:
x Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
x Queue initiative when there is no specific turn only the initiative decided the queue (H5)
I really like both. If it's initiative, then don't make it soooo random please

HERO

Hero Battle System:
- Hero in battle (H4)
x Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
x 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
x Combination of primary skill will promote the hero to the advance class (H4)
x Blood and Tear system, alignment advance class (H6)
We could give Blood and Tear another shoot. But with some changes.

Random Hero Recruitment:
x Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
x Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
x Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
x Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)

SKILL

Choosing Skill:
x Random (H1, H2, H3, H4, H5)
- Persistance (H6)
Witth skills & perks, but perks not random.

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
x Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
x Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
x Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
x Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
- All creatures 1 time Upgrade (H3, H5, H6)
x Varian level Upgrade (H2)

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
x Tier presentation (H6)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
x Alternate Upgrade (H5)
Or maybe alternate creatures from tier. So, for example, having 4 elites and you have to choose 3 of them. Of course, demolishing buildings feature'd be a must, to avoid H4 problem

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)
A mix between h3 & h5 : one dwelling for each creature and one big building where you can put up to the seven creatures of the faction (as map-maker wish).

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
x Moderate (H4)
x High (H3, H5)

Creature Art Direction:
- H1
x H2
x H3
- H4
- H5
x H6

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
x Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
x Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
x Normal Artifact system (H1, H2, H3, H4, H5)
- Weapon as Dynasty related, can level up (H6)
Dynasty weapons sucks

Set Item
- None (H1, H2, H4)
x Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)
____________

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 06, 2012 09:28 PM

GENERAL DESIGN

Number of Resource:
- 7 (H1, H2, H3, H5) X
- 4 (H4)

Area of Control:
- N/A (H1, H2, H3, H5) X
- Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5) X
- Elemental & Might for both Attack and Defense (H6)

Castle Conversion
- N/A (H1, H2, H3, H4, H5) X
- Available (H6)

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5) X

HERO

Hero Battle System:
- Hero in battle (H4)
- Hero as Commander (H1, H2, H3, H5, H6) X

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
- 2 Archetype: Might & Magic (H3, H4, H6) X

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4) X
- Blood and Tear system, alignment advance class (H6)

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction alignment (H4) X
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
- Specific Hero has Specific Specialty (H3, H5) X
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5) X

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
- Varied, some even simply walk around without steed (H5) X
- All Horse except some special character (H6)

SKILL

Choosing Skill:
- Random (H1, H2, H3, H4, H5) X
- Persistence (H6)

General Skill System:
- Random Uniform skill system (H1)
- Random Uniform skill system in exception of Necromancer with preset unique Necromancy (H2, H3)
- Random Faction specific Skills with different tree on each faction (H5) X
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5) X
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
- Functional (H4, H5) X

Magic Mastery:
- On Wisdom only (H1, H2)
- Available on school based (H3, H4, H5) X
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
- All creatures 1 time Upgrade (H3, H5, H6)
- Variant level Upgrade (H2) X

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6) X

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
- Alternate Upgrade (H5) X

Creatures' external dwelling:
- None (H1, H2)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4) X
- Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
- Moderate (H4) X
- High (H3, H5)

Creature Art Direction:
- H1
- H2 X
- H3
- H4
- H5
- H6

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
- Dwell & Castle visit with Caravan (H5) X

Creature's Growth interval:
- Weekly (H1, H2, H3, H5, H6) X
- Daily (H4)

ARTIFACT

General System:
- Normal Artifact system (H1, H2, H3, H4, H5) X
- Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
- Available (H3, H5) X
- Available in exception of Weapon as part of the set (H6)
____________
Eccentric Opinion

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xerox
xerox


Promising
Undefeatable Hero
posted July 07, 2012 12:50 AM

Number of Resource:
- 7 (H1, H2, H3, H5)
- 4 (H4)
X, Other: I want a hybrid system where there are six resources. Wood, Ore, Sulfur, Mercury and Crystals. The crystal is a super-rare resource that can be used to build buildings instead of using normal resources, an alternate idea is that it is used to build high tier buildings and units such as Champion creatures.

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6). I want to expand by allowing you to link towns to forts. That way, we don't need town portals and heroes spend more time exploring than running back to town. In the fort, you can recruit creatures from the linked town but not learn stuff such as spells.

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6), it adds a larger strategic depth though the difference between the two should be bigger, making it more important for you to be aware of Might/Magic Attack/Defense values.

Castle Conversion
- N/A (H1, H2, H3, H4, H5),
- Available (H6)
X, Other: It is a bad idea that makes the map feel very homogenous in the end. Instead of allowing conversion for all towns, each town you capture would increase the creature growth in your faction's aligned towns. To prevent random map imbalance, there should be new neutral towns which can be converted to your town once.

Initiative vs Queue System:
- Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
X, Queue initiative when there is no specific turn only the initiative decided the queue (H5), I liked the H5 system better. It made the battles feel more dynamic and fluid. But it shouldn't be as strong as in H5.

HERO

Hero Battle System:
X, Hero in battle (H4). I'm willing to test out a reworked H4 system which fixes the flaws it had. Instead of having heroes die, they pass out for a turn or two (possibly affected by skills). Heroes should be HARD to kill.
- Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X, 2 Archetype: Might & Magic (H3, H4, H6). There should possibly be separate racial skill for Might and Magic heroes.

Hero Advance Class:
- None (H1, H2, H3, H5)
- Combination of primary skill will promote the hero to the advance class (H4)
- Blood and Tear system, alignment advance class (H6)
X, Other: I want a new system similar to talent specializations in many online games. Each Hero would have its own unique talent tree with different perks.

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
X Randomized but limited on faction and faction allignment (H4), with the exception of allowing you to choose your own alignments heroes freely.
- Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)


Hero Specialty:
- None (H1, H2, H4)
X, Specific Hero has Specific Specialty (H3, H5), I want to see an expanded system where there are six heroes per town but they are all very different and change the way that your faction plays.
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)

Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
X, Part of the creature queue (H4, H5), because casting spells is fun.

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X, Varried, some even simply walk around without steed (H5). The H5 system was much more creative and contributed to racial diversity among the factions.
- All Horse except some special character (H6)

SKILL

Choosing Skill:
X, Random (H1, H2, H3, H4, H5)
- Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X, Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
- Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)
X, Other: A three level Mage guild where you can research spells.

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
x, Functional (H4, H5). Possibly add one more school.

Magic Mastery:
- On Wisdom only (H1, H2)
- Available on school based (H3, H4, H5)
- Tier based (H6)
x, other: Some kind of combination between the H5 and H6 system. In my skill system, mastery levels do not exist but there is three spell levels. If you link it to levels, then there's a risk that you will never see high level spells in small maps. I'm leaning towards a new system, where you can learn all spells from day 1 but researching high level spells would cost a lot of resources.

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
- All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)
X, Other: The H5 system with alternate upgrades but I also have an idea where there are no upgrades, instead there is a pool of skills for each creature so you choose what abilities your creatures have.

Creature power distribution:
- Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)
X, Other: Like in H4, there would be four levels. Two lv1s, two lv2s, two lv3s but only one lv4. There needs to be a slightly bigger difference of power between the creatures.

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X, Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
- Specific dwelling for specific creatures in exception of high level creatures (H5)
X, Fort and Tier system (H6), but there are normal neutral dwellings. The first time you capture a dwelling you also get a few of the dwelllings creatures.

Number of Dragons (Either as faction's line up or neutral):
X, Low (H1, H2, H6).
- Moderate (H4)
- High (H3, H5)

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
X, Other: It would be desirable with a combination between H5 and H6. H6 was beautiful, but some things looked to small and spell effects were generally less impressive.

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
- Dwell & Castle visit with Caravan (H5)
X, Other: Not pooled but based on the new Fort system I mentioned above.

Creature's Growth interval:
X, Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X, Normal Artifact system (H1, H2, H3, H4, H5). The dynasty weapon system is interesting and I'd be willing to expan upon it but it should not take ages to level a weapon.
- Weapon as Dynasty related, can level up (H6)

Set Item
- None (H1, H2, H4)
X, Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

Sorry for the long post
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted July 07, 2012 06:53 PM
Edited by seddy at 18:54, 07 Jul 2012.

GENERAL DESIGN

Number of Resource:
X 7 (H1, H2, H3, H5)
- 4 (H4)

Area of Control:
- N/A (H1, H2, H3, H5)
X Available (H6)

Attack and Defense (I have difficulties on explaining this but you got the point):
- Normal Damage and Defense (H1, H2, H3, H4, H5)
X Elemental & Might for both Attack and Defense (H6)

Castle Conversion
X N/A (H1, H2, H3, H4, H5)
- Available (H6)

Initiative vs Queue System:
X Initiative when all creature can move only once during turn, there are turn system this way (H1, H2, H3, H4, H6)
- Queue initiative when there is no specific turn only the initiative decided the queue (H5)

HERO

Hero Battle System:
- Hero in battle (H4)
X Hero as Commander (H1, H2, H3, H5, H6)

Hero Class:
- Only 1 Archetype per faction (H1, H2, H5)
X 2 Archetype: Might & Magic (H3, H4, H6)

Hero Advance Class:
- None (H1, H2, H3, H5)
X Combination of primary skill will promote the hero to the advance class (H4)
X Blood and Tear system, alignment advance class (H6)
---------BOTH----------

Random Hero Recruitment:
- Total randomized (Castle Tavern can randomized Sorceress, Warlock or Heretic) (H1, H2, H3)
- Randomized but limited on faction and faction allignment (H4)
X Randomized but only the same Heroes on the faction of choice (H5)
- No Random, All Hero can be recruited limited by the faction of choice (H6)

Hero Specialty:
- None (H1, H2, H4)
X Specific Hero has Specific Specialty (H3, H5)
- Hero can be created on avatar and the specialty of choice, excluding Tavern Hero (H6)
---------This is what I consider to be one of the most important features for replayability (that and a rework of the skill system) for it adds a sense of uniqueness and replayability!)----
Hero's action:
- Can act anytime, limited 1 action per turn, cast magic/special ability (H1, H2, H3, H6)
- Part of the creature queue (H4, H5)

Hero avatar's steed (eye candy):
- All horse (H1, H2, H3, H4)
X Varried, some even simply walk around without steed (H5)
- All Horse except some special character (H6)
--------Though what non-specil characters didn't ride on horses in H5?----
SKILL

Choosing Skill:
X Random (H1, H2, H3, H4, H5)
- Persistance (H6)

General Skill System:
- Random Uniform skil system (H1)
- Random Uniform skil system in exception of Necromancer with preset unique Necromancy (H2, H3)
X Random Faction specific Skills with different tree on each faction (H5)
- Uniform skill system with few choice of faction specific skill (H6)

MAGIC

Learn Magic:
X Randomized on Mage Guild (H1, H2, H3, H4, H5)
- Part of Skill point distribution (H6)

School of Magic:
- All Random no specific Magic School (H1, H2)
- Elemental (H3, H6)
X Functional (H4, H5)

Magic Mastery:
- On Wisdom only (H1, H2)
X Available on school based (H3, H4, H5)
- Tier based (H6)

CREATURE

Creatures Upgrade:
- No Upgrade (H1 & H4)
X All creatures 1 time Upgrade (H3, H5, H6)
- Varian level Upgrade (H2)

Creature power distribution:
X Level presentation (H1, H2, H3, H4, H5)
- Tier presentation (H6)

Alternate creature system:
- Alternate Creature choice (H4)
- No alternate Creatures (H1, H2, H3, H6)
X Alternate Upgrade (H5)

Creatures' external dwelling:
- None (H1, H2) <-- not sure about this, it has been a while since my last game on H1 and H2 (please help me confirm)
- Specific dwelling for specific creatures and a combination of it. e.g: golem factory (H3, H4)
X Specific dwelling for specific creatures in exception of high level creatures (H5)
- Fort and Tier system (H6)

Number of Dragons (Either as faction's line up or neutral):
- Low (H1, H2, H6)
X Moderate (H4)
- High (H3, H5)

Creature Art Direction:
- H1
- H2
- H3
- H4
- H5
- H6
Don't care much

Creature Recruitment:
- Pooled (H6)
- Dwell & Castle visit (H1, H2, H3, H4)
X Dwell & Castle visit with Caravan (H5)

Creature's Growth interval:
X Weekly (H1, H2, H3, H5, H6)
- Daily (H4)

ARTIFACT

General System:
X Normal Artifact system (H1, H2, H3, H4, H5)
X Weapon as Dynasty related, can level up (H6)
-----------Leveling up is fun, but NOT ALL WEAPONS should be dynasty ones. Let there be some variations!-------

Set Item
- None (H1, H2, H4)
X Available (H3, H5)
- Available in exception of Weapon as part of the set (H6)

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admira
admira


Promising
Famous Hero
posted July 10, 2012 02:48 PM

checkpoint, I'll update the voting pool based to the entry up to this point.

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