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Heroes Community > Heroes 7+ Altar of Wishes > Thread: H7 Faction Potential Direction
Thread: H7 Faction Potential Direction This thread is 46 pages long: 1 ... 4 5 6 7 8 ... 10 20 30 40 46 · «PREV / NEXT»
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 19, 2013 10:58 PM
Edited by War-overlord at 09:29, 20 Oct 2013.

Ok so now we come to the last two factions before this train's gonna stop in Speculation Town. So let's get this done.

Academy
The pinacle of human advancement? Godless heathens? Or just weird beardy old men in dresses? Decide for yourself. But know we are at the Academy and here the Wizards rule.
Are they written badly, is anything wrong with them? There probably would have been, if we had more background material. But so far they were only in Heroes5(and the card game, but I don't play that) and even there we only realy played one specific wizard, Zehir. And I found Zehir annoying, the smug little hipster wizard. Mostly everything else we have to infer from what others say of them. So they supposedly keep to their own business, which involves reading dusty books and cruelty to animals. Supposedly they have a rather "For Science!!" attitude to them and look down upon the less learned, unless they are their students, upon which they look down a little less. This is all potentially fine and could make for a good basis. So don't screw this up.
Going on to the whole Snow vs. Desert debate. I like the 1001 Arabian Nights style Academy is sporting nowadays, so if I were to have to cast my lot, it would be with the desert. That being said, the debate is rather pointless. Wizard should not have snow as their homeground solely for the reason because that's the way it was in Heroes3. Which is roughly the main line of arguing for Snow. This is one of those debates which argue over something so entirely trivial that I've already spent more words on it than it's worth.
Coming up to the line-up and Iconic creatures. I have little doubt that most would agree with me that the Three Iconic Academy creatures are: The Mage, The Golem & The Titan. We all like those. No reason to give them the boot. Now, if we take the Compendium, because that outlines the main vission, we see much mention of Mages and Wizards and Constructs(Golems) but the Iconic Allies listed there are the Djinn, the Rakshassa and the Titan again. Right. Hrrhm. Djinn or Genie, doesn't realy matter. They are represented as beings of pure magic who take humaniod form. Good, seems fitting enough. Rakshassa's, they are awesome. They's become beastmen since the last retcon, but what they hey. They're still four armed lion-men with swords. But that then puts us at the total of 5. Damn, Academy is going the same way as Stronghold. Having so many cool and/or iconic creatures available that 7 becomes very restricting. Hear that? We want more than 7!

Fortress
Wait, didn't we just do beardy guys? Wait, no, this one is shorter. And he's grumpier. Oh, Gods, he's got an Axe! Help!
Dwarves then. In Fortress. Honestly, this faction is the hardest of all. For three reasons. 1: It may be the most hated faction of Ashan. 2: I still love it. 3: Most importantly it has been seen only once ever. Meaning that it absolutely has no other precedents. Where as other factions have been seen many times and gives us things to measure against. Fortress does not and for obvious reasons Heroes3-Fortress does not count.(Swamp/Lizardmen faction should return, but that's in Speculation Town)
So, was it badly written? Gods, yes! The Heroes5 Dwarves were Dwarves only in form. They were short. They had long beards. And they were rather Rough 'n Tumble. But they had no personality. None. Ok, Wulfstan was somewhat boisterous and Rolf was a snake. But that was it. Those two would have worked as Humans or Orcs as well. When Dwarves return, for I doubt it will be a matter of if, give them personality! Make them Dwarves, make them come alive, make them unique!(On Ashan. I highly doubt there is such a thing as a unique look on Dwarves)
As far as their style goes, there has been little to say. Dwarves were either heavily armoured Dwarf Warriors or Highland roughmen. Which suits me and Dwarves fine. It weren't nothing special though. Same goes for architecture, smooth, heavy and geometric. Just like you'd expect.
Then there was the line up. Sigh. 5 Dwarves, a Giant Dwarf and a Dragon. 4,5 Dwarves as one was riding a bear if I were to have to be precise. Yeah, that was taking the Racial Basis too far. Even for me. They were supposed to be isolationist, we got that. But there was far too little imagination put in there. The Compendium lists, next to bears but we got those already, Valkyries and Fire Giants as Iconic allies. They would break up the Dwarves a deal. But they would still very much be Humanoid. And if we were to follow the lore given with them, they would still technically be dwarves. So give that a good think there, Ubisoft. Return Fortress with less Dwarves and not so much "technical Dwarves".
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SepSpring
SepSpring


Known Hero
posted October 20, 2013 12:11 AM

Quote:
Swamp/Lizardmen faction should return, but that's in Speculation Town

I doubt that it will ever happen in Ashan. Gnolls and Wyverns belong to Stronghold now, Hydras - to Dungeon, Serpent Flies are neutral. As we were recently told, the amount of Ashan's factions will never change. The only ways for Lizards and Basilisks to return are being neutral units or joining other factions. Sanctuary, for instance. As far as I'm concerned, there were some disputes among writers when creating Shalassa's faction. Disputes concerning its basis: Nagas or Lizards. So, I hope Lizards and other warriors of old Fortress will be introduced as neutral / Sanctuary sub-factional troops sooner or later.

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Vexon
Vexon


Adventuring Hero
posted October 20, 2013 03:44 AM bonus applied by Elvin on 23 Oct 2013.

The more I read through this thread, especially War-overlord's contributions (lovely job on those), I get a sense that the racial factor is only of importance to those factions that feel like they belong somewhere, like Vampires are an immediately staple to necromancers because of the character and personality that was built for the faction. Now, in reading War-overlord's last post, on the subject of Wizards, I feel like it's a very interesting thing to examine the biomes of certain factions. If you'd permit a lengthy whinge on my part, I have thoughts. Yay. Aside from that, I will also address the mentions of alternatives/upgrades per tier (along with the idea of selective upgrades), as well as JJ's wonderful comments on clan-based mechanics.

You know what, just view this as me making a Heroes game, derp. Pardon the ambition; 'sgonna be big.

I figured I'd just do Haven and hope I get some feedback and/or interest to keep going before I get too overzealous. Obviously the Haven biome isn't very important just yet.

Haven
Humans, for the general reason of being humans. They need to be in the game, even though I stopped liking them in IV already. Still, IV had ideas, V had ideas, VI had no idea what game it was trying to be. So how do we get to the core of what humans are, make them interesting, and still give them a place in a world where they are not the only intelligent beings?

Politically
As a macro idea; the warring clans of Heroes VI's Haven faction was one of very little things that game did right. It took the internal strife away from the Dungeon faction and applied it to those creatures who are most divided by borders and alignment; us. The Griffin Empire being set up before the events of V actually made me dislike V's Haven effort, and I think the Empire should be disbanded in a future Heroes game. We've always seen Haven doing combat with outside threats until VI, and while I don't think it wise to focus once more on a civil war of sorts, a disbanding of the Empire into an uneasy truce/cease fire between rival clans is a concept rife with possibility. There could easily be SOME skirmishes between the clans (however many you'd want to set up, we don't need to return to the clans present in VI), and clans separately would deal with their own issues until the threat would get too great.

In the micro overview; without a central government, the map and the hierarchy would resemble an old European feudal system, where those who owned land would distribute it in exchange for labour and taxes. Lords would keep a personal private militia and a central castle and chapel with those taxes. This is a very simple set-up for a Haven town, where IV's Nobility skill could be applied as a racial ability, where your starting Hero is set up as the lord of that land and following hired Heroes receive more minor titles. As influence over land and map markers grows, titles could be added to certain Heroes to grant them dominion over certain areas or map markers, making them responsible for them, and assigning them as Governor over captured Haven towns.

Racial Skill: Nobility
Rather than going the route of increasing your town's population like IV's version did, we're eliminating the Estates side of Leadership in order to bring it into the Haven Heroes' racial ability. Peasants are no longer Taxpayers, because there no longer are peasants to be recruited - they need to provide your economy, after all. Levels of Nobility instead will spawn farms and villages around the town your Hero lords over, which serve to grant you more extra income based on taxes. This ability among Governors with captured towns is reduced, since that town falls under the overall dominion of your starting Hero after all. You can only have one Capitol, etc.

Secondary abilities that follow with the Nobility skill focus on other means of resources (Lumber and ore, mostly), discounts on the marketplace, as well as an exorbitant fee to bribe/hire exclusively Haven/'human' neutrals. This fee will be of such magnitude it might be cheaper just to kill the stack.

Biome
Humans live basically everywhere, but we're not looking for any extremes in terms of Saharan temperatures or an Inuit society. We are most comfortable in places where we've been able to set nature to our hand and where we can be comfortable in the standard climate. I don't see any changes necessary to the usual grassland/meadow type biome Haven is given, although the paved roads we see in the Heroes games could be enormously increased if they would be slowly developed leading off main roads, onto map markers the faction controls. Main roads are obviously then to be established between towns. Humans, once again, thrive in areas they can adjust to their wishes. I like the idea of subtle biome changes depending on which faction controls nearby map markers, this feature will return with all factions, I think.

Economy
STONE. OH LORD SO MUCH STONE.
If we're speaking in terms of development and seeing a visual effect as you make progress, you could easily start with a Lumber-heavy style of development, which later turns to the use of Stone. You should not need much more than that to set up most buildings in a Haven town, though as far as taxes are concerned, I would focus a hefty sum of Gold into building up your town as well, as a substitute for needing a precious resource down the line. You make up for this through the Resource Silo and the Nobility racial ability. Humans are greedy creatures, Gold fuels an economy, a military, and basic progress. Earn a lot, spend several of those lots.

Military (Told you this would be ambitious)
Preface: 7 creatures is not nearly enough to deal with the amount of 'staple' presence in most factions, and I would like to lend the 5-tier hierarchy from the King's Bounty games in creating these factions. There's an amazing possibility for scaling in this manner, and the Tier system allows for a much easier swapping of options between clans. Those alternatives need not be set in stone for Tier-value, though combat-value should obviously be quite similar.

Tier 1: Citizenry
We start with a complete game-breaker: This Tier of units does NOT leave Town, EVER. Haven Heroes will not be able to take Tier 1 units out into the field, they are there only when needed during a Siege defense, and still then cannot be used to travel outside the wall. Because of this, they are the most powerful Tier 1 troops in the game (this means very little). Tier 1 Haven units can be found as neutrals in the overview, though if hired through Nobility will *fump-tish* towards that Hero's town of governance much in the same way a Caravan travels.

1) Farmhands > Farmers
View the Farmhands as boys in their late teens struggling to pull a plow, the Farmers as older men with calloused hands armed with dull scythes. They're not much in the way of intimidating, but they will defend their homes when needed.

2) Loggers > Bricklayers
The builders of Haven's towns, they can reinforce the walls they've built (given the wall uses their material of expertise). Very little fighting strength.

3) Oxen
You laugh, I can see you laughing. Oxen would be an amazing addition to the Haven town. We see plenty of Peasants, but these beasts of labour would be so much more resilient and powerful. No upgrade, they're animals. Their animalistic instinct for survival would make their retaliation strikes pack an endangered punch, as well as make them uncontrollable as they move to safety.

Tier 2: Militia
Now we come to the meat of Haven's forces, the units the Hero can actually bring along. Perhaps more akin to III or V's Tier 1/2 units than most are comfortable with, their upside is they have all had training in combat and are tactically sound, if a little weak.

1) Conscripts > Footmen
No longer armed with loose-fitting chain-mail and spears, conscripts are properly armed with swords, with Footmen acquiring proper shields as well. Primarily a defensive unit.

2) Bowmen > Archers
Again, the upgrade is a matter of equipment and things achievable through training and outfitting. Nothing new under the sun.

3) Possible faction-clan alternative, possibly more than 1.

Tier 3: Soldiers
This Tier starts to get into the truly useful units, especially towards late game when lower Tiers will start to seem useless. The step up in terms of pure power behind these units is reflected in all factions, and some amount of recklessness can be taken with confidence in the outcome.

1) Swordsmen
Shining steel blades, plated armor, large shields. A trained soldier for the battlefield, impressive to look at, can take a punch and return the favor. Meat and potatoes type of fighter, but heavy on the defense. No upgrade, the intention is to be optimally suited for combat from the start.

2) Priests > Clerics
Haven's only spellcasters, purely geared towards blessing allied troops and slightly underwhelming ranged attacks. Upgrade is a greater affinity in the school of magic, leading to an expanded array of blessings.

3) Griffins (Faction-clan alternative, with possible multiple clans for the slot)
These pretty much fit in snuggly here. No upgrade, it's an animal. Armor is stupid if you're talking about respecting an allied creature. It fights the way it wants to.


Tier 4: Champions
Basically, your Tier 7 creatures. The units you can send on a rampage, but still would like to keep safe and in control of their surroundings.

1) Cavaliers
No upgrade for the horsemen either, they're suitably armed and ride a horse, come on. Incredible speed along with the Jousting ability makes these breathing battering rams. Allow them to Trample over lower-Tiered units to get to a bigger target for added damage.

2) Crusaders > Paladins
Luxurious, decorated warriors and an enhanced version of the Swordsman. Permanent positive moral, as well as an enhanced effect on any blessing cast on it. Their upgrade receives the ability to bless an area around itself to inspire allies and purge buffs from nearby enemies.

Tier 5: Generals
What could be viewed as a God-Tier, though no actual divinities will be present in what I envision the game to be. Angels are gone, for the simple fact any connection to Elrath is magical, not physical, as well as Haven's clans being so diverse, I see a way to make that stick.

1) Heralds
The commanders of armies, as well as carriers of the coat of arms. In essence, Heroes on the field itself. In carrying the banners for their plight, Heralds adapt to the clans of their faction, and as such, the Griffin clan would produce Griffin Heralds, etc. In terms of capabilities, they are quite similar to Crusaders on horseback, minus the empowered blessings, a bit stronger, as well as gaining several powerful abilities.

For instance, a call for the clan's reinforcements. A Griffin Herald could raise the Griffins' banner to call for aid from actual Griffins, not just any old forces loyal to the cause. In addition to that, Heralds can call for battle formations, which would give the player a small-scale version of the Tactics ability to rearrange troops in an area of effect without sacrificing turns moving creatures. This can guard Archers and Clerics or move creatures out of hazardous situations.

End Haven

So... Ya. This probably sucks. It'd be lovely to get a few comments, though. I might see about another faction tomorrow, it's weird how much of this I've had in mind for years now.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 20, 2013 10:36 AM

I don't think, that we want economical micro-management in Heroes; we have had some this year, Warlock, Eador, where you have to manage your economy with troop upkeep and so on, but in Heroes everything is centered around THEM, first and foremost, and any economy manipulation takes place in either hero skill/abilities, simple buildings or hero specials. You do not WANT to start moving Peasants to fields or something, do you?
The racials are somewhat difficult, because you don't want them to be a no-brainer klick-me affair like in HoMM 6, but you also don't want it to be something as complex and somewhat flawed thing like the Artificer in HoMM 5.
Ideally, a racial has 2 parts, a hero part and a town part, like HoMM 5 tried to deliver - and if you ask me, did deliver well as a first try and way better than its successor.

So the Nobility racial is somewhat flawed a concept, since it makes the game more civ-like, introducing an element you don't want in the first place.

Haven might have, for example, a formation-based racial, that gave a bonus on the battlefield, when your units would war "ordered", on one hand and a building like an "Academy" on the other in town that might give a skill of choice, increase the effect of a skill of choice, improve a specific unit or whatever else you might come up with. Of course it might look completely different as well.

That sinks also the 5 tiers - you do not want "non-combattants" in HoMM.

But, don't take my negativity to heart - I just think, that with HoMM all ideas you have should check first against the question: is there any way  the HERO(ES) can do it, because that's what the game is all about in its core.


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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 20, 2013 10:59 AM

I have to concur with JJ here, in regards to Vexon's idead.
Your proposal upgrades the economy to be an equal or greater part of the game to the War part. Even if it is only in complexity. That's not something you play Heroes for. A spinn-off perhaps, but not Heroes.
Also as a historian, I have to take some offense to your oversimplification of medieval economy. Feudalism isn't the economic system either. Feudalism describes a set of reciprocal legal and military obligations among the warrior nobility, revolving around the three key concepts of lords, vassals and fiefs. The economic system your aiming for is manorialism. But since such nuances are rarely understood/know outside academic circles, you're forgiven for that.
Lastly, too many humans!
But as JJ said, don't let us discourage you. If such an economic simulator in the M&M franchise would pop up, I'd likely be enthused.

SepSpring said:
I doubt that it will ever happen in Ashan. Gnolls and Wyverns belong to Stronghold now, Hydras - to Dungeon, Serpent Flies are neutral. As we were recently told, the amount of Ashan's factions will never change. The only ways for Lizards and Basilisks to return are being neutral units or joining other factions. Sanctuary, for instance. As far as I'm concerned, there were some disputes among writers when creating Shalassa's faction. Disputes concerning its basis: Nagas or Lizards. So, I hope Lizards and other warriors of old Fortress will be introduced as neutral / Sanctuary sub-factional troops sooner or later.

In regards to this, I have several things to say.
1: This is exactly why several/many of us have been arguing why the current template of Ashan is overly and and unnecessarily restricting. Because of the absolute number of 9 factions, Ubisoft is overly limiting it's own ability to innovate things in future installments. It's also why I am in favor of Pulling a Heroes4, so we can take what was good and likeable from the current mold and cast it into something new.
2: As much as your arguments of where many former SwampFortress units are alligned now is entirely valid, creatures have jumped faction before. Given that was in 3DO times. But if the constraints are loosened, there is no reason why they cannot do so now. (Also, where have you seen Serpent Flies? Cause I haven't.)
3: If Lizardmen were to be included into Sanctuary in the future, which I would be OK with, I think they should revamp the faction. Because the faction, now, is too clean for "uncivilised" Lizardmen.
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SepSpring
SepSpring


Known Hero
posted October 20, 2013 11:58 AM
Edited by SepSpring at 12:00, 20 Oct 2013.

Quote:
Also, where have you seen Serpent Flies? Cause I haven't.



Quote:
Because the faction, now, is too clean for "uncivilised" Lizardmen.

I think it's not a problem at all. Shark Guards are also not very civilised, but they belong to the faction. And that's why I wrote about sub-factional troops. The prime element for Sanctuary is Water, and swamps are usually filled with it. In this way, Lizards can form a sub-factional alliance with, for example, Kappas, Medusas (like the Priestesses from Sanctuary, but more wild-looking), Serpent Flies, Nereids (that look like Spring Spirits, but with another kind of armour, and the water they consist of should be more muddy - like the left one here), the second species of Hydras (more amphibious than those that inhabit Dark Elves' Dungeons) and Basilisks on these territories.

Kappas, Nereids and Medusas really fit swamp lands (even in "Heroes III" Medusas were supposed to be the troops of Fortress). 3/8. Serpent Flies, Basilisks, Hydras - no doubt. 6/8. Plus two Lizard units: melee / ranged / caster. 8/8. Sanctuary sub-faction is ready.

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xerox
xerox


Promising
Undefeatable Hero
posted October 20, 2013 12:42 PM

That Serpent Fly already kinda looks like a fish.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 20, 2013 12:52 PM

I really wish we could see some kind of Swamp faction, even if it were a sub-faction of an existing one, in a new Heroes game. H3 Fortress was quite unique, being an extremely deffensive town, with only a low level ranger and lots of slow bulky creatures. Plus 2 non-robust fliers. Oh, and Gorgons

Ashan can be very restricing in it's actual form, I agree so much with WO
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 20, 2013 12:58 PM

The only problem I have with Ashan is that it's somewhat static, but that's not the fault of the universe.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 20, 2013 01:59 PM

@Vexon

It is an interesting proposal for haven but might have some problems fitting into heroes. For one you have like 12 units. Citizenry is an interesting concept as units who stay in town but.. if I wanted my town defended by inexperienced citizens, I'd rather organize them into a militia and arm them with spears, swords, bows etc. Then there's the fact that you have like 3 melee walkers spread across 3 tiers. Sure each can look and play very differently but for all intents and purposes, they are a bit of the same. And haven is a human town but.. this is too human

I do very much agree that haven should cost wood for the basic buildings, lots of ore to upgrade and also plenty of gold with rare resources being low in demand. All factions should have a distinctive resource demand and building requirements that set them apart from the others.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 20, 2013 02:01 PM

JollyJoker said:
The only problem I have with Ashan is that it's somewhat static, but that's not the fault of the universe.

I would like to see Ashan in 4000 YSD with factions with lasers and guns and stuff!

Heroes VI: Faction wars - A New Hope

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Vexon
Vexon


Adventuring Hero
posted October 20, 2013 02:35 PM

All of you certainly have a point, I think I might have been too attached to what made sense for a Haven town in several aspects in my mind and departed from the Heroes mythos a bit too much.

But just to clarify and/or nuance a few things in terms of WO's comments on the faction, the idea is not necessarily to micro-manage economy aside of the conquest part of the game, but more to fuel the exorbitant costs of gold Haven would be presented with. It's not the intent that players would have to physically order farmers to go to work, it's an aesthetic idea to make progress visible on the overworld as well as fueling the war machine through the 'bribing' of Haven neutrals.

Aside from that, I did not intend the Herals as a non-combat unit, just because I make a point of certain leadership qualities. It made sense to me that an army would feel inspired and otherwise benefit from the presence of a unit from the 5th Tier, in that they are so uncommon (and possibly not even get a dwelling in more than 1 town like a Capitol). It's certainly a combat troop, though its usefulness doesn't end there.

Thanks for the comments though, they certainly made me rethink a few things. If there's interest, I could tackle my vision of the Necropolis?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 20, 2013 02:50 PM

Certainly, go for it
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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 20, 2013 03:38 PM

Gnomes2169 said:

Or perhaps we could see both story lines resolved in the same game. After all, the time of the Dark Messiah will plunge the realms into chaos no matter the Messiah's choice, and a permanent invasion of the demons and shattering of their ancient prison is exactly the distraction any survivors of Sandro's cult need to rise up and make their move, probably revive Sandro or awaken his soul by retrieving his skull and telling him to stop playing dead and then once again attempt to rip open Ashan to escape into the infinite once more.



Man, you're reading my thoughts! I actually write a fanfiction story exploring nearly exacting plot, with small tweaks like Sandro being ressurected before Sheogh's fall. True, it's a perfect way to link those 2 major storylines and expand new ones - like that fateful DM prophecy - who said that it doesn't have a sequal?

While I agree that Azzie is one of the best charatcers of H6 and this new universe, I think KB might also be a worthy character. He was a freedom fighter and ended up as a crucial tyrant, afraid of everything that can threat his rule, even his own son. But he's also pretty cunning demon and obviously isn't a destruction fan (just recall his castle's description). You may call him "Order" demon - I think that he certainly won't destroy Ashan, but will rule over it - and maybe enslave and imprison its inhabitants so that they would feel what demons feel.

About faction's direction line - I don't think that Haven's diverge to subfactions-duchies will make any good, not unless we have more than 7 creature slots. It will break some kind of uniform ('cos all duchies seem more or less distinct).
We already have Steppe and Island Orcs in-game, I feel it's time for the Desert Orcs.
I also like to see Sylvan Elves and... Sanctuary. Well, Elves 'cos I miss them (they make some kind of balance between factions - serious humans, evul demons, morbid necro, peaceful elves) and Nagas 'cos I just like them)

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 20, 2013 05:54 PM

Sandro400 said:
About faction's direction line - I don't think that Haven's diverge to subfactions-duchies will make any good, not unless we have more than 7 creature slots.

Yeah, I liked what Duel of Champions did with each faction having subfactions, like Haven's Wolf creatures, very cool, and Stronghold's desert creatures...wonder how one can incorporate that into a line-up of only 7 units?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 20, 2013 08:22 PM

DoubleDeck said:
JollyJoker said:
The only problem I have with Ashan is that it's somewhat static, but that's not the fault of the universe.

I would like to see Ashan in 4000 YSD with factions with lasers and guns and stuff!

Heroes VI: Faction wars - A New Hope

And finally, The Forge will come into life...just to quickly end by a blinding flash

DoubleDeck said:
Sandro400 said:
About faction's direction line - I don't think that Haven's diverge to subfactions-duchies will make any good, not unless we have more than 7 creature slots.

Yeah, I liked what Duel of Champions did with each faction having subfactions, like Haven's Wolf creatures, very cool, and Stronghold's desert creatures...wonder how one can incorporate that into a line-up of only 7 units?

Alternative units is the only way they could make it....but, would Haven be the only faction with 6-8 alternatives? Urgh

I only see feasible as campaign-only units TBH. On Multiplayer wouldn't work...
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JollyJoker
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posted October 20, 2013 09:40 PM

As I said, I don't see a problem to customize the different Haven factions: one animals unit, Griffin, Wolf, Unicorn, Bull whatever plus one specific footsoldier unit plus of coursse the visuals.

Wouldn't be such a big deal on one hand, but would also make things pretty individual.

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War-overlord
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posted October 20, 2013 09:49 PM

Stag, Falcon and Greyhoud would get rather screwed with that though.
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Elvin
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posted October 20, 2013 10:47 PM
Edited by Elvin at 22:48, 20 Oct 2013.

It would feel so wrong for haven to carry unicorns into battle.. Stag douchy could theoretically use those light stags but.. kind of meh, they just feel like sylvan. I could see haven using hounds or even wolves but anything more exotic would be a stretch.
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JollyJoker
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posted October 20, 2013 10:50 PM

Nah. Net effect is, one Elite and one core change. An you can have the animal at Core level.

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