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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Might And Magic: Heroes - My Next Game ideas.
Thread: Might And Magic: Heroes - My Next Game ideas. This thread is 3 pages long: 1 2 3 · NEXT»
Dorin01
Dorin01

Tavern Dweller
posted September 10, 2012 12:01 PM
Edited by Dorin01 at 10:22, 07 Oct 2012.

Might And Magic: Heroes - My Next Game ideas.

UPDATE: EDITS ARE MADE IN RED
UPDATE2: MADE BOTH THE SANCTUARY AND THE SWAMP THE SAME FACTION. It's like in H4, where Necro and Inferno were made into one. They are not going to be upgrades, but alternates

The Towns and Creatures.
There are going to be 17 (!) towns + the neutral creatures. 10 towns will have counterparts, like Haven/Castle, Inferno/Asylum, Necropolis/Scourge etc, but there are going to be those like Fortress or Sanctuary that do not. The left ones are the normal versions, while the middle and right are upgrades. They are sorted by tier, tier 1 being the first, tier 7 the last.

HAVEN:
- Peasant /Conscript
- Archer / Crossbowman
- Footman / Squire
- Griffin / Battle Griffin / Imperial Griffin
- Priest / Inquisitor
- Cavalier / Champion
- Angel / Archangel / Seraphim

INFERNO:
- Imp / Familiar
- Demon / Horned Demon
- Hell Hound / Cerberus
- Succubus / Succubus Seducer / Succubus Mistress
- Hell Charger / Nightmare
- Pit Fiend / Pit Lord
- Devil / Arch Devil

RAMPART:
- Sprite / Pixie
- Wood Elf / Grand Elf / Sharpshooter
- Blade Dancer / Blade Master
- Druid / High Druid
- Unicorn / War Unicorn
- Dendroid Guard / Dendroid Soldier
- Green Dragon / Crystal Dragon / Emerald Dragon

TOWER:
- Gremlin / Master Gremlin
- Stone Gargoyle / Obsidian Gargoyle
- Golem / Iron Golem / Steel Golem
- Mage / Arch Mage
- Genie / Djinn
- Naga / Naga Queen
- Giant / Colossus / Titan

DUNGEON:
- Gnoll / Gnoll Marauder
- Harpy / Harpy Hag
- Beholder / Evil Beholder
- Medusa / Medusa Queen
- Minotaur / Minotaur Guard / Minotaur King
- Manticore / Scorpicore
- Shadow Dragon / Red Dragon / Black Dragon

NECROPOLIS:
- Skeleton / Skeleton Archer / Skeleton Warrior
- Walking Dead / Zombie
- Ghost / Spectre / Poltergeist
- Vampire / Vampire Lord
- Banshee / Wight / Wraith
- Lich / Arch Lich
- Bone Dragon / Zombie Dragon / Ghost Dragon

STRONGHOLD:
- Goblin / Hobgoblin / Goblin Witch-Doctor
- Centaur / Centaur Captain
- Hog / War Hog
- Jaguar Warrior / Panther Warrior
- Ogre / Ogre Mage
- Roc / Thunderbird
- Cyclops / Untamed Cyclops / Siege Cyclops

FORTRESS:
- Defender / Shieldguard
- Spearwielder / Harpooner / Skirmisher
- Ape / Snow Ape
- Bear  / Black Bear  / White Bear
- Rune Priest / Rune Patriarch
- Thane / Thunder Thane
- Fire Dragon / Lava Dragon / Magma Dragon

CASTLE:
- Swordsman / Crusader
- Pikeman / Halberdier
- Marksman / Rifleman
- Horseman / Paladin
- Radiant Glory / Blazing Glory
- Monk / Zealot
- Fire Bird / Pheonix



ASYLUM:
- Gog / Magog
- Overseer / Horned Overseer
- Venom Spawn / Breeder / Mother Breeder
- Maniac / Demented
- Efreet / Efreet Vizier / Efreet Sultan
- Tormentor / Lacerator
- Juggernaut / Ravager

ALTAR:
- Soul / Spirit
- Huntress / Priestess
- Dryad / Dryad Mistress
- Pegasus / Silver Pegasus
- Treant / Savage Treant / Ancient Treant
- Hippogryph / Hippogryph Rider
- Faerie Dragon / Gold Dragon / Azure Dragon

ACADEMY:
- Wolf / Black Wolf
- Leprechaun / Satyr
- Nomad / Itinerant
- Gold Golem / Diamond Golem
- Sphinx / Androsphinx
- Rakshasa Rani / Rakshasa Kshatra / Rakshasa Raja
- Rust Dragon / Golem Dragon


LAIR:
- Scout / Stalker / Assassin
- Maiden / Blood Maiden
- Dark Rider / Grim Rider
- Witch / Shadow Witch / Witch Mistress
- Gnasher / Gargantuan
- Chimera / Chimera Monarch
- Fallen Angel / Death Angel / Nephilim

SCOURGE:
- Ghoul / Ghoul Spearman / Ravenous Ghoul
- Acolyte / Necromancer
- Crypt Fiend / Crypt Lord
- Count / Nosferatu
- Lamasu / Putrid Lamasu
- Wyrm / Frost Wyrm
- Fate Spinner / Spider Goddess


HORDE:
- Orc Peon / Orc Grunt
- Troll Headhunter / Troll Berserker
- Earth Daughter / Sky Daughter / Shaman
- Brawler / Battle Rager / Berserker
- Wolf Rider / Boar Rider
- Warrior / Mauler / Crusher
- Behemoth / Ancient Behemoth

SANCTUARY:
- Troglodyte \ Shark Guard
- Lizard Man \ Coral Mermaid
- Serpent Fly \ Spring Spirit
- Basilisk \ Kappa
- Gorgon \ Siren
- Wyvern \ Kenshi
- Hydra \ Kirin



NEUTRAL:
- Tiger / White Tiger
- Air Elemental / Storm Elemental
- Water Elemental / Ice Elemental
- Fire Elemental / Lightning Elemental
- Earth Elemental / Magma Elemental
- Mummy / Mummy Pharaoh
- Enchanter / Sorcerer
- Death Knight / Dread Knight
- Rogue / Bandit
- Wolf Man / Werewolf
- Psych Elemental / Magic Elemental
- Vestal / Celestial
- Jester / Harlequinn
- Pirate / Corsair
- Halfling
- Demon Hunter / Demon Slayer
- Ice Demon

The Story.
Each campaing is going to be it's own story, separate from the others. During the campaigns, you play as all the factions in conflict and at the end you can chose your side for the final battle.

Campaing 1: The Capital
In the "Haven" Empire, a new king is chosen. Many people are unsatisfied and decide to occupy the capital of the Empire. So, the Castle faction is born. A full out war begins to recapture the city.

Campaign 2: The Riot.
In Inferno, the prison were the uncontrolable demons are held is broken into by Degol, an arch-demon that wants to become the ruler of Hell. The crazy demons of the Asylum join Degol and start destroying Inferno. You must stop them... or join them.

Campaing 3: The Undead Civil War.
Preparing for a great attack on the humans who find themselves in war, the Necromancers join their forces to create an army of Undead like never before. Sadly their plan fails and the balance of death is disturbed, resulting in the rising of a long lost squad of Undead, the Scourge who plan to eliminate the ones responsible for this.

Campaign 4: The Black Elves.
The Elves in the Rampart summon the mysterious Legion of Black Elves to come and help them restore the forests to their former glory. Sadly, in the Black Elves vision, this means purging the Ramparts too.

Campaign 5: Magic over Might.
At the great Academy of Magic, a few new faces appear that seem to promote the concept of Might instead of Magic. The Wizards from the Tower want to change the vision of those men and so they go to attack with one purpose: to prove that Magic rules over Might.

Campaign 6: The Underground Battle.
Deep down underground, were the Shadow Elves live their lives, suddenly they find out that their teritory is invaded by monsters unseen for hundreds of years, troglodytes, minotaurs and harpies. They must stop the from invading them and also find out what made them return.

Campaign 7: West vs East.
The Orc Tribes divide after the death of their leader, Kubla. The East factions enter conflict with the West ones, each supporting a new leader. The East Strongholds support Kala, Kubla's daughter, while the West Hordes support Khaal, Kubla's son. Who do you support?

Campaign 8: No Man's Land.
The dwarfs from the Fortress and the creatures from the Sanctuary declare war on eachother for the small land that stands between their territories.

That's all for now. Hope you enjoy.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 10, 2012 12:13 PM
Edited by Jiriki9 at 12:15, 10 Sep 2012.

Nice to see a new idea here! And welcome, DoriN!

First, I have an issue now: Your faciton could be easier to read. It would help to use bold and/or underlined headlines. Also, more breaks, I think. So instead of writing
Quote:
HAVEN:        - Peasant / Conscript
               - Archer / Crossbowman
- Footman / Squire
- Griffin / Battle Griffin / Imperial Griffin
- Priest / Inquisitor
- Cavalier / Champion
- Angel / Seraphim / Archangel
INFERNO: - Imp / Familiar
               - Demon / Horned Demon
               - Hell Hound / Cerberus
               - Succubus / Succubus Seducer / Succubus Mistress
               - Hell Charger / Nightmare
               - Pit Fiend / Pit Lord
               - Devil / Arch Devil

like you did, I would write
Quote:
Haven:
- Peasant / Conscript
- Archer / Crossbowman
- Footman / Squire
- Griffin / Battle Griffin / Imperial Griffin
- Priest / Inquisitor
- Cavalier / Champion
- Angel / Seraphim / Archangel

INFERNO:
- Imp / Familiar
- Demon / Horned Demon
- Hell Hound / Cerberus
- Succubus / Succubus Seducer / Succubus Mistress
- Hell Charger / Nightmare
- Pit Fiend / Pit Lord
- Devil / Arch Devil


Also, several things remain unclear:
1. Which unit system do you use? 7 tiers or CEC?
2. is the left the unupgraded creature, and right of it the upgrade? Cause if so, I'd suggest a different symbol than'/', which usually means "or".

I will give more comments, on the topic, later, but just now have no time for it, unfortunately!

Keep up the good work!

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Dorin01
Dorin01

Tavern Dweller
posted September 10, 2012 12:15 PM

Quote:
Nice to see a new idea here! And welcome, DoriN!

First, I have an issue now: Your faciton could be easier to read. It would help to use bold and/or underlined headlines. Also, more breaks, I think. So instead of writing
Quote:
HAVEN:        - Peasant / Conscript
               - Archer / Crossbowman
- Footman / Squire
- Griffin / Battle Griffin / Imperial Griffin
- Priest / Inquisitor
- Cavalier / Champion
- Angel / Seraphim / Archangel
INFERNO: - Imp / Familiar
               - Demon / Horned Demon
               - Hell Hound / Cerberus
               - Succubus / Succubus Seducer / Succubus Mistress
               - Hell Charger / Nightmare
               - Pit Fiend / Pit Lord
               - Devil / Arch Devil

like you did, I would write
Quote:
Haven:
       - Peasant / Conscript
               - Archer / Crossbowman
- Footman / Squire
- Griffin / Battle Griffin / Imperial Griffin
- Priest / Inquisitor
- Cavalier / Champion
- Angel / Seraphim / Archangel

INFERNO:
       - Imp / Familiar
               - Demon / Horned Demon
               - Hell Hound / Cerberus
               - Succubus / Succubus Seducer / Succubus Mistress
               - Hell Charger / Nightmare
               - Pit Fiend / Pit Lord
               - Devil / Arch Devil


Also, several things remain unclear:
1. Which unit system do you use? 7 tiers or CEC?
2. is the left the unupgraded creature, and right of it the upgrade? Cause if so, I'd suggest a different symbol than'/', which usually means "or".

I will give more comments, on the topic, later, but just now have no time for it, unfortunately!

Keep up the good work!

I am new and I have to get used to this forum.
I am going to edit the first post to make it more clear.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 10, 2012 12:17 PM

I thought so! The comment was made as help, not criticism!

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Dorin01
Dorin01

Tavern Dweller
posted September 10, 2012 12:23 PM

Quote:
I thought so! The comment was made as help, not criticism!

Thank you for help! Hope you can check it out later

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 10, 2012 12:45 PM
Edited by Jiriki9 at 19:09, 10 Sep 2012.

Now, here it comes.

Quote:
There are going to be 17 (!) towns + the neutral creatures

from my own experience, I know the deesire to have many factions, but I think 17 may be difficult concerning uniqueness and balance.

Quote:
10 towns will have counterparts, like Haven/Castle, Inferno/Asylum, Necropolis/Scourge etc, but there are going to be those like Fortress or Sanctuary that do not

please explain what you mean by counterpart. For the examples you mentioned, it seems to me these "counterparts" are not much more than having 'split' one faction into two, more or less... also, I count only 3 factions which have no counterparts^^

Quote:
The left ones are the normal versions, while the middle and right are upgrades.

with 3 names, are these alternate upgrades or double upgrades (so f.e. would you upgrade griffin to Battle griffin and Battle Griffin to Impereal griffin?)

going on to factions...
one note: I of course cannot judge the creatures truly, since you gave no further specifications than name. Where things are unclear, I'll tell...

Haven
well^^ H5 Haven, 100% so far^^ Not sure how I feel about that, but haven was allways a faction for being 'Clasical', with relatively few changes.

Inferno
Another H5 town^^ And one more open to changes, I think. So, not my favorite inferno lineup, but ok^^

Rampart
And H5 again^^ which, at this point, I must say I do not like. First, it seems like you just copied the factions from H5. Second, H5 Sylvan was allways a bit Elvish to me. Maybe Blade Dancer could become something else? Another issue, is that Treants appear later and Dendroids and Treants are...well...the same?!!?

Academy
Well, more H3 Tower than H5 acaademy, from the lineup, yet i cannot say what you imagine the units and faction like...

Dungeon
Again H3^^ I am fine with it, though

Necropolis
Something between H3 and H5, I think. I like the Lich going Tier 6. I am not sure about having ghost and wight in this faction when there comes another undead one. And, personally, I allways desire a zombie dragon rather than 2 ghostly dragons

Stronghold
I like the faction, even without orcs What's a hog, though?

Fortress
Hello, Hammers of Fate^^ honestly: not my taste! too many similar-looking units, abit many dwarves. also..."wooden dwarf"?^^ Sounds like it's made of wood, maybe change the name? The others, well...if the thane does not look liek a giant dwarf it can be ncie in here. Still I'd take at least 2 dwarfs less! Either Wooden Dwarf or Defender should change, think, and one of the other 3 dwarves as well. Suggestions to have in here: A Gnome. Maybe riding some bird. A Bear without rider. Some mountain beasts. Mechanical units or animated units (imagine a Runic Weapon or Armor, moving through the rune power, as unit, for example) could serve as well.

Castle
Ok, many concerns here. First: too close to haven to call it an own faction, honestly. Not even the tactical roles of the tiers seem to change^^. There would be some changes I think would be NECESSARY, to distinct it from haven. Ideas by me are:
-change the position of Marksman and Swordsman. The Marksman souns MUCH more powerfull than the archer, so it should be of higher level. Also, that gives more distinction between factions.
-Put the Maceman out of this lineup and give the Footman of Haven a mace => no upgrade that seems weird and more distinction between factions.
-Phoenix on Tier 4???? Honestly, that's one of the most awesome, most legendary magical beings. It does not need to have tier 7, but it should be at least Tier 6, then, I think. Or maybe you could argue me into it being the best tier 5 in the game, but  you'd have to talk good!!! So, put it higher. Honestly, I would put it into Tier 7, and Fallen Angel into Tier 5 or 6, and monk into Tier 4. that again would give more distinction as well.
So, my suggestion for the lineup, to alter it more from Haven, and make it better in itself:
-Pikeman
-Swordman (could also even be exchanged with pikeman, imo)
-Marksman
-Monk
-Horseman
-Fallen Angel
-Fire Bird

Asylum
Here, the issue of above is less strong - or so it seems. The naems here do not at all give away the roles, so I'll keep my judgement until I know more.

Legion
...why THAT name, for a seemingly elvish faction??? Seems rather unfitting for me, at least for typical elves. "Legion" implies large, uniform armies, whislt elves are usually rare and a bit individualistic. Also Legion implies order, while the faction is obviously connected to nature, which is usually (and imo logically) closer to chaos (however legion is used for chaos-factions in other settings as well, I know, so that's not the main issue)
aside the name, I like this, which seems to be rampart coutnerpart, mcuh better as counterpart than the other 2!!! Still, here it are internal conflicts I dislike. Hyppogriff seems a bit storng for me, for example. And I'm not sure about huntress upgrading to priestess. But again, I'll wait for closer judgement til I know what the units are meant to be.

Tower
Well, here, I have many issues. I get the feeling this could be Academy counterpart, but I', not sure. Most important, the units seem very randomly put together, I see no connection between all, allways only with 2-3. then, the upgrades are not logical. Why should a halfling become a satyr?^^ and why shoudl a nomad turn into a Sphinx??? for the latter, I must say it is a 100% no-go for me. Why should a riding man (or woman if you insist) turn into a mystical, magical being made of stone, twice the size? And Rakshasas...well, I never like them, but that is personal taste...

Lair
eh...MANY dark elves^^ VERY many dark elves. For me, this faction needs a creative boost, and less dark elves. Maybe it could give 1 or 2 to dungeon? Also: What does the glory here?^^ And as champion??? It is not a great mythical figure, it does nto seem powerfull, and it does not fit dark elves^^ maybe put a faceless in? Or exchange it with the fallen Angel from castle...

Scourge
necropolis the second^^
Several issues, again.
-What is a crypt fiend?
-a COUNT on tier 3? should be stronger imo. And should definitely be stronger than an acolyte! And than a vampire, since it probably is one...
-Wyrm and Abomination...well, hello Warcraft. Not sure baout htem here, especially the wyrm, there could bemade more interesting udnead units, definitely!!!

Horde
Mixed feelings about that one. Very racial, but inthis case, it deos not disturb me that much, somehow. What disturbs me is the jaguar warrior (that does certainly not sound like a tier 6 unit!!!) and, most of all, the Tauren!!! Sorry, but this is a total no-go here! Not (just) because they are taken from the Warcraft-World, but mainly because they are Minotaurs, which you allready have!!! It is the same issue as with the treant, but stronger even!!! And then, I also see NO reason for them being Tier 7...would have expected Behemoth here, or some other monster...but whatever you put here, I would definitely take the Tauren out!

Swamp
Needs a better name. How about Hideout, Preserve or Ziggurat?
the lineup is the H3 lineup, which is ok, but could be embettered, definitely.

Sanctuary
And another one taken from H6, I think. And one I do not like, especially since you allready have Nagas in Academy!!!

Faction Summary
Well, overall, I have to say I miss creativity here. Also, I still do not quite grasp the counterpart idea. They seem a bit like "hmmm, I wnated to put that unit into the faction, but the lineup is fulll---ok, I have 3 of these, I make a counterpart. Of course, that's just the first impression! Creativity is my main issue. Too many factions are just taken from other HoMMs. Don't be shy or afraid to put your own ideas into them and alter them! that would imo work better than take all old factions and add some more, of which many are not that distinct from the old ones...

So, quite a bit of comments to read I think, so time for a break. But before:
I see a potential here, do not let yourself be offended or put down by my critics! I am looking forward to see how this develops!

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Dorin01
Dorin01

Tavern Dweller
posted September 10, 2012 08:22 PM
Edited by Dorin01 at 20:26, 10 Sep 2012.

I can't be put down, especially by very well argumented points! When criticism is good, I accept it full force xD
Also, on the many factions being just copies of the other games, I tried to make it more like a "reunion" of all the characters. Being able to play as both, let's say a Fate Spinner from Heroes 6, with a Ghost Dragon, you can.

Also, on the conterparts things, I should have made it clear, but the post was getting to huge and if I see that there are enough people who care I will probably continue this topic. I want the counterparts to be similar factions, but specialized on Might OR Magic. Example Inferno-Asylum. Inferno is the more Magic oriented one, since it has some characters like Pit Lords or Devils, while Asylum having Gogs and Efreet (who in my version are shooters to differentiate them more from Genies) they have good ranged damage, and the Mother Breeder who can increase the forces make it the more Might oriented version.

The three names are double upgrades, as a matter of "balance" since usually these will be the strongest characters in their tiers, but instead of making it so the units are TOO expensive, I chose to make the player have to buy another dwelling upgrade.

On the character topic, I will maybe get on to that on a latter time since it's hard to get on each individual. But I will try to answer your complaints at least.

On Inferno it isn't the same town as in H5 IN MY HEAD, but from the names, yes, they were inspired from H5 a lot.

Well, yes. Here I copied like a madman. Sylvan was my favorite town in H5 and since H3 I always imagined that town as the elves town, not the nature oriented on it has been. And again, in my head, the Dendroids are a different from Treants (Dendroinds are living trees, while Treants are Dendroids possesed by Souls).

On the Academy I want it to be like the campaign, the Might over Magic. The Mages serve as animators of Gargoyles and Golems.

I am glad you are okey with Dungeon xD

I will say that here is a matter of preference at most, but I must say I dig the Zombie Dragon!

A Hog is a man-pig. Similar to the Orcs in H2 (if I a m not wrong).
The Wooden Dwarf is supposed to be an untrained Dwarf (kinda like a Peasant)

I never liked the Pheonix so I put him low. I can see where you are getting at with the Castle though.

I explaind up that the Asylum are the fighters. They deal damage from strength, not Magic.

I don't think the Hippogryph is as strong as you think. I found it stronger than a unit, but not as strong as a Dragon. Especially since here you get the AZURE Dragon. Regarding the name, I don't find the problem, but it's your point of view.

The Lair is supposed to be the faction of the exiled Elves. I really think you really don't like elves xD Also the Priestesses are not supposed to be like the sisters in H6, they are more like Amazonian women xD

A Crypt Fiend is supposed to be a huge spider. Like the one in LOTR, or the lower half of the Fate Spinner in H6, lol. Abomination, probably not, but I find the Wyrm to fit here. Also, the Count is a special case, and my favorite unit in the line-up, he is low only because the Acolyte has a Mind Control spell and the Necromancer the Raise Dead one.

The Jaguar Warrior is going to be a huge guy, as big as a Cyclop. Not a half man-half jaguar guy.

On the name, it truly needs a change. But I don't have the imagination now, since I channel it very much in a novel I am writing.

I never liked this thing too. But as I said in the beggining, it's supposed to be a reunion. Also, the Wizards are some screwed up guys, the capture Nagas and make them fight on their side !

That's it for now. Hope I made myself clear. Anyway, can't wait for your thoughts of the campaigns!

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 11, 2012 12:44 AM

Not going to lie man, it seems to be a little much... Making a game is more about just the creatures and lineups, you also have to make the lore and history and all this ***** that just pops up to ruin your day. I started to do this too, but to be honest it is an absolutely massive endeavor that takes allot of time with just 11 (Holy hell, I made 11?! O.o) factions. I shudder to think of what would be required with 17... I suggest narrowing it down a little bit.
____________
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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MattII
MattII


Legendary Hero
posted September 11, 2012 11:45 AM

Quote:
There are going to be 17 (!) towns + the neutral creatures.
IMO that's a bit high, as Jiriki said, you're going to run into issues with balance and uniqueness.

HAVEN
Pretty much the H5 faction, but that's okay, because it's hard to do much different without ditching the cultural feel of medieval Europe.

INFERNO
Again, very much the H5 faction, which I'm less okay with than for Haven becuse there's not so much of a stereotype here.

RAMPART
Very much the H5 lineup yet again, and this one always felt a bit elven, which isn't necessarily a bad thing, but I at least am getting a bit sick of seeing beautiful elves in every single fantasy setting.

ACADEMY
Now this is straight out of H3, and I was never quite sure of that faction, snakes in snow and golems alongside genies never quite appealed to me.

DUNGEON
Another direct port from H3, and although I was never quite sure of it, it was a refreshingly new faction back in the day.

NECROPOLIS
The first faction that's not directly taken from elsewhere, and then it's just the H5 faction with the Wight and Lich swapped. I never really liked the traditional Necropolis, the zombies never worked, the vampires never seemed to go with the other creatures, and nor did the ghosts, though for different reasons.

STRONGHOLD
It's got a traditional feel to it, but the lineup isn't quite traditional. Am I right in assuming that hogs are basically wild-boars?

FORTRESS
This smells like the widely lambasted H5 fortress, most didn't like it because they felt there were too many dwarves in the lineup. I personally wasn't bothered about that so much, but I did dislike the way berserkers were supposedly more powerful than the bear riders, so I'm grad to see them gone.

CASTLE
This feels more like the H3 Castle, which is still very close to the H5 one (or the H5 one was very close to the H3 one). The phoenix seems a bit low to me.

ASYLUM
This lies on the other end of the Inferno scale, and I like to see contrasts like that. In all a pretty demonic town with very few really anthropomorphic creatures.

LEGION
An interesting mix of wood-elves and high-elves.

TOWER
Seems a little mismatched, I mean where do wolves fit in with rakshasa or golems, and where do any of them fit in with dragons?

LAIR
This feels like a pretty good if slightly too anthropomorphic faction, right up until the Glories, they just don't seem to me to fit in with the rest of the creatures.

SCOURGE
I like it slightly more than Necropolis, though only because of the originality of some of the creatures, it still feels a bit mismatched.

HORDE
Seems like mix of H5 and H6 Strongholds, but not to the best results, the jaguar warrior doesn't seem to me to quite fit.

SWAMP
Another town pulled straight from H3, but while is was refreshing and new back then it never did feel quite right, maybe because the Gnolls never seemed to fit, fur vs. scales and all.

SANCTUARY
Never played H6 so I'm not going to say much about this one, although it seems to me to be sublty the wrong culture for an aquatic faction.

NEUTRAL:
A nice mix, although the upgrades for the elementals don't fit IMO.

All up, keep up the good work, but use your imagination more, try to be original, innovative. Also pare it down a bit if you can, try for maybe 12-13 tops.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 11, 2012 03:59 PM

I seee you took some of the suggested changes in. I think the changes good, they give more diversity.

Now to the answer to my comments

Quote:
Also, on the many factions being just copies of the other games, I tried to make it more like a "reunion" of all the characters. Being able to play as both, let's say a Fate Spinner from Heroes 6, with a Ghost Dragon, you can.

i see. I personally see unit choice inside a faction a better idea on that than more factions, but that is a taste thing, many people here are very critical about unit choices...

The Counterparts as Might vs Magic give the whole thing a different, better angel to me!

Quote:
On the character topic, I will maybe get on to that on a latter time since it's hard to get on each individual. But I will try to answer your complaints at least.

Well, I know it's hard work. (I have started some proposals here as well, but never really finished one ) But a short stanza about the creatures should be there, explaining how you imagine them, at least a bit. Elsewise, people may misjudge your factions and find them bad, but maybe they would have liked your faction as you imagine it, but trhey imagined it differently by jsut the names. ...first question on that: How DO you imagine Inferno, if not like H5?

Quote:
Well, yes. Here I copied like a madman. Sylvan was my favorite town in H5 and since H3 I always imagined that town as the elves town, not the nature oriented on it has been. And again, in my head, the Dendroids are a different from Treants (Dendroinds are living trees, while Treants are Dendroids possesed by Souls).

Well, just as matt says...one gets a bit bored a while of elves everywhere, in all fantasy settings and in quite many proposals here, since these tend to be mroe or less the same all the time...

Quote:
Regarding the name, I don't find the problem, but it's your point of view.

I may change my opinion when the faction gets lined out, but to me, it's npot just opinion, since I gave a point, which, imo, is very strong. The word "legion" means "thousand" and your faction still seems more like a "few strong units" faction rather than one that gathers legions of troops to me.

Quote:
I really think you really don't like elves xD Also the Priestesses are not supposed to be like the sisters in H6, they are more like Amazonian women xD

No, I like elves! But they are, well, not much INTERESTING any more, when presented in such classical fashion. Was the last comment to the lair or the legion?

Quote:
A Crypt Fiend is supposed to be a huge spider. Like the one in LOTR, or the lower half of the Fate Spinner in H6, lol. Abomination, probably not, but I find the Wyrm to fit here. Also, the Count is a special case, and my favorite unit in the line-up, he is low only because the Acolyte has a Mind Control spell and the Necromancer the Raise Dead one.

Your points here don't convince me, I'm sorry to say. Spider for Necros is perfectly fine, but it also reminds me of WC3 again. And the count, well, it may be so, but I sitll cannot see why a vamprie Count, which is a noble title can be lower than an acolyte, which is the name for a low-ranked, still learning, scholar, as far as I know. And lower than a normal vampire^^

Overall, I repeat what I said last time, and I think matt mentioned a similar thing: Go more out of your and the former games' borders. For example your wish for a reunion should not make you take a faction you don't like in!!!

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MattII
MattII


Legendary Hero
posted September 11, 2012 10:19 PM

STRONGHOLD
That's even better IMO now you've sorted out the Behemoth's place.

FORTRESS
Not sure of the spear-dwarves, but I'm glad to see at least a couple more non-dwarf units in the lineup.

CASTLE
Better, but it still feels like an alternate Haven, although a non-angel in the top tier is a sight for sore eyes.

TOWER
Slightly better, but it still feels quite mismatched.

LAIR
That's better.

SCOURGE
Nice changes, but again it still feels a bit mismatched, in the way that mixing humans elves and dwarves in a single faction would.

HORDE
Much beeter now, although maybe you could change the wolf/boar riders into boar/warg riders, wolves just don't seem big enough for that tier.

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Dorin01
Dorin01

Tavern Dweller
posted September 12, 2012 12:07 PM
Edited by Dorin01 at 17:03, 06 Oct 2012.

I am now going to start and try to give a little inside look at the characters and their abilites.

HAVEN:
Peasant
- Cost: 12 Gold
- Growth: 20
- Attack: 1
- Defence: 1
- Health: 4
- Speed: 3
- Initiative: 5
Ability Taxpayer: 1 gold per creature.

Conscript
- Cost: 15 Gold
- Growth: 20
- Attack: 1
- Defence: 2
- Health: 6
- Speed: 5
- Initiative: 5
Ability Taxpayer: 2 gold per creature.

Archer
- Cost: 30 gold
- Growth: 12
- Attack: 3
- Defence: 3
- Health: 5
- Speed: 3
- Initiative: 4
- Shots: 10
Ability Shooter. Scatter Shot: Damage inflicted on area.

Crossbowman
- Cost: 50 gold
- Growth: 12
- Attack: 4
- Defence: 4
- Health: 4
- Speed: 3
- Inititive: 5
- Shots: 12
Ability Shooter. Double Shot Shoots two different characters in the same area

Footman
- Cost: 45 gold
- Growth: 10
- Attack: 5
- Defence: 3
- Health: 12
- Speed: 5
- Initiative: 3

Squire
- Cost: 50 gold
- Growth: 10
- Attack 5
- Defence: 5
- Health: 15
- Speed: 3
- Inititative: 3

Griffin
- Cost: 150 gold
- Growth: 5
- Attack: 6
- Defence: 5
- Health: 20
- Speed: 7
- Initiative: 5
Ability Unlimited Retaliation.

Battle Griffin
- Cost: 200 gold
- Growth: 5
- Attack: 7
- Defence 5
- Health: 25
- Speed: 7
- Initiative: 7
Ability Battle Dive

Imperial Griffin
- Cost: 230 gold
- Growth: 5
- Attack: 6
- Defence: 7
- Health: 30
- Speed: 8
- Inititative: 6
Ability Unlimited Retaliation. Battle Dive.

Priest
- Cost: 250 gold
- Growth: 4
- Attack: 10
- Defence: 8
- Health: 30
- Speed: 4
- Initiative: 5
- Shots: 7
Ability Shooter. No melee penalty

Inquisitor
- Cost: 400 gold
- Growth: 4
- Attack: 12
- Defence: 10
- Health: 35
- Speed: 3
- Initiative: 8
- Shots: 8
- Mana: 10
Ability Shooter. Caster. No melee penalty.
Spells: Haste(4M), Divine Strenght(5M), Endurance(6M)

Cavalier
- Cost: 1000 gold
- Growth: 3
- Attack: 20
- Defence: 18
- Health: 45
- Speed: 7
- Initiative: 7
Ability: Jousting

Champion
- Cost: 1200 gold
- Growth: 3
- Attack: 25
- Defence: 14
- Health: 60
- Speed 10
- Initiative: 8
Ability: Jousting. Discipline(imune to Mind Control)

Angel
- Cost: 2000 gold 1 gem
- Growth: 1
- Attack: 50
- Defence: 40
- Health: 100
- Speed: 8
- Initiative: 7

Archangel
- Cost: 2500 gold 2 gems
- Growth: 1
- Attack: 80
- Defence: 50
- Health: 180
- Speed: 10
- Initiative: 9
Ability Ressurect Allies.

Seraphim
- Cost: 2500 gold 1 gem
- Growth: 1
- Attack: 80
- Defence: 35
- Health: 105
- Speed: 10
- Initiative: 9
- Mana: 20
Ability Caster
Spells: Magical Immunity(7M), Divine Strenght(4M), Chain Lightning(12M)


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MattII
MattII


Legendary Hero
posted September 12, 2012 10:43 PM
Edited by MattII at 22:43, 12 Sep 2012.

Detailed, but I'd say drop a lot of it, just give us the abilities and either a picture or a written description of each creature, at least for starters.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 13, 2012 09:57 AM

I agree. It is more confusing than helpful to start out with so many stats. If you want to give stat infos, better do it in a "low-below average-average-above average-high" way. Or, as matt said, leave them out for now. More important are descriptions!

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Dorin01
Dorin01

Tavern Dweller
posted September 13, 2012 11:18 AM

Understood, guys. I am on it right now.

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MattII
MattII


Legendary Hero
posted September 13, 2012 12:15 PM

So the Sanctuary is getting alternate creatures rather than upgrades?

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Dorin01
Dorin01

Tavern Dweller
posted September 13, 2012 12:19 PM

Quote:
So the Sanctuary is getting alternate creatures rather than upgrades?

Yes, Heroes 4 style.

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MattII
MattII


Legendary Hero
posted September 13, 2012 12:42 PM
Edited by MattII at 12:43, 13 Sep 2012.

While the other factions all go for upgrades? Could be messy with two different unit-choice systems like that.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 13, 2012 03:37 PM

I fear I have to agree... Sanctuary will get a major advantage by alone being able to choose your creatures according to which enemy you fight.

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Dorin01
Dorin01

Tavern Dweller
posted September 13, 2012 08:01 PM

INFERNO

Imp.
The off-springs of the devils. They come in great numbers and are trained from birth to steal mana for their master.
Ability: Mana Stealer.

Familiars.
The Imps that live to complete the full trainings of mana stealing become familiars. They have the ability to steal mana each time they attack.
Ability: Mana Drainer.

Demon.
The main population of Inferno. Untrained in combat, but their horns are sharp enough to do damage to even the strongest enemies.
No ability.

Horned Demon.
Demons who are trained in combat. They have two horns. Their image is used as the face of Inferno, and pagans pray to it, providing any hero with one mana per day.
Ability: Mana Bringer.

Hell Hound.
Wild dogs who will attack anyone in their way. Each lesser Demon has a Hell Hound as a pet.
Ability: Master Presence(when Demons are on the field they raise Morale)

Cerberus.
Cursed hounds who have grown two more heads. The important inhabitants of hell each has a Cerberus as a guard. They will not hesitate to attack, and they can attack more enemies at once.
Ability: Triple Bite. No Retaliation.

Succubus.
The ladies of Inferno. They are the ones who mother the Imps and the wifes of Demons. They also master fire, and can deal ranged damage.
Ability: Shooter.

Succubus Seducer.
The snows of Inferno. Demons and Devils each profit of this devil-women, but for a cost.
Ability: Shooter. Money Maker (5 Gold per creature each week)

Succubus Mistress.
The head of the Inferno brothels. Each Succubus Seducer is asigned to a client by one of them. They bring twice the money a Seducer has. Also their mastery of fire is greater and can dirigate it to hit more creatures.
Ability: Shooter. Money Maker (10 Gold per creature each week). Chain Fire.

Hell Charger.
The horses of the Death Knights. Each week, a hero can sell one Charger for income.
Ability: Stallion (each week a Death Knight will ask the hero to sell a charger for the same amount of gold)

Nightmare.
The Chargers who prove to be untameable are given armor and are unleashed on the battlefield.
Ability: Fear(50% chance of no enemy retaliation).

Pit Fiend.
The trainers of Imps, Demons and Nightmares. They hold the main spell power of Inferno.
Ability: Intimidation(20% chance Imps and Familiars will give half the Mana they steal to the PF). Caster.
Spells: Fireball. Weakness.

Pit Lord.
The more intimidating counterparts of the Fiends. They have a larger amount of Mana.
Ability: Intimidation (50% chance Imps and Familiars will steal mana for him when PL are on the battlefield). Caster.
Spells: Empowered Fireball. Mass Weakness.

Devils.
The left hands of the rulers in Inferno. They can summon more creatures on the battlefield.
Ability: Gating.

Arch-Devils.
The right hands of each Inferno hero. They summon more creatures on the battlefield, can steal Mana and use high-damage spells.
Ability: Gating. Mana Stealer. Caster.
Spells: Meteor Shower, Weakness.

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