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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 10 ... 11 12 13 14 15 ... 20 30 40 46 · «PREV / NEXT»
Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted October 29, 2013 09:03 AM

There's always the Creational Game

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 29, 2013 12:08 PM
Edited by DoubleDeck at 12:08, 29 Oct 2013.

Elvin said:
From my perspective, an H7 could be a flop if it doesn't change its latest approach.

Well maybe not, it seems that odd numbers might favour the Heroes series:

H3 -

H4 -

H5 -

H6 -


So H7 -

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted October 29, 2013 12:14 PM

Sorry guys, my reply was ambiguous, I meant to reply to this:

Elvin said:
That's entirely up to the budget of course but realistically speaking.. how deep would their pockets run after the H6 fiasco?


Since at least vanilla and first DLC sold well, the budget just might not be catastrophic.


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Sanity through drugs. Order yours today!

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted October 29, 2013 12:18 PM
Edited by Avirosb at 12:18, 29 Oct 2013.

Take into account that Heroes games nowadays usually aren't considered good until at least two expansions and a dozen patches.
EDIT: Sometimes not even then.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2013 12:54 PM

From my perspective HoMM 5 suffered from 5 things mainly:

1) Clumsy Map Editor
2) Boring campaigns
3) Battles too luck dependant because of a) ATB-Bar starting value randomness plus b) big effect of Luck, c) too small battlefield with regard to having a lot of big 2x2 creatures.
4) Limited Hero selection (only one hero type for each faction)
5) Clumsily acting and faking AI

HoMM 6 did nothing to improve

1) The Clumsy map editor
2) The Boring Campaigns
5) The Clumsily acting and faking AI

It did a tiny wee bit to improve
3) albeit, the BF is still too small, making Tactics a no-brainer must-have

and improved on

4) A better Hero selection.

However, HoMM 6 introduced a lot of new issues, starting with the game scope and a couple of others.

Playing HoMM 5 with a couple of mods like for example RPE, is a lot of fun meanwhile.

I'm fairly optimistic, that the map editor of HoMM 7 will be WAY better than those of 5 and 6, and I'm fairly optimistic as well, that the basic technical prerequisites for longevity will be met: RMG, SimTurns, Map-Editor, less bugs, very good modability.

I also think that the AI will probably get better.

But I have no idea about how the actual game behind that will  be, whether we will finally get campaigns with a replay value and whether the game will work in that sense that it has the just-another-turn addictive quality again.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 29, 2013 03:31 PM

JollyJoker said:
I'm fairly optimistic, that the map editor of HoMM 7 will be WAY better than those of 5 and 6, and I'm fairly optimistic as well, that the basic technical prerequisites for longevity will be met: RMG, SimTurns, Map-Editor, less bugs, very good modability.

I also think that the AI will probably get better.

So much optimist here JJ

I wouldn't call the RMG as a must have for the release, as long as the Map Editor is decent, user maps will come in numbers. Sim Turns are a must for the vanilla thou, they already experienced how "impossible" is to add them later.
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Raelag84
Raelag84


Famous Hero
posted October 29, 2013 04:25 PM
Edited by Raelag84 at 16:26, 29 Oct 2013.

I was kidding earlier when I said that fans could be called upon to make most of heroes 7, but in all seriousness, if Ubisoft did make a user friendly map maker and creature creator how much would fans really be willing to do for free? How much could fans do for free?

I would love it if some of my ideas went into a heroes game, but Ubisoft could expect little from me, because I am so computer illiterate that I am unable to use the heroes 5 creature creator. Also it is too my understanding that while people have made mods, maps, and creatures, no one has been able to put together a complete faction for a heroes game.

Still, is there anyone out there that would heed the call if it was made? Is such a call even possible to heed?  

Avirosb said:
There's always the Creational Game


I am checking it out. Thank you.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 29, 2013 05:59 PM

JJ, interesting points about H5.

The randomness of the ATB bar was quite cool actually, made for varied gameplay.

But H5 did introduce the ATB bar and this was very cool to see which creatures were going next, so you could plan your attacks adding immensely to strategic gameplay.

THe Hero skill levelling was the only thing I didn't like about the "random" factor of H5.

Otherwise, H5 was my favourite of the series, and I played all of them especially lots of H3.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 30, 2013 09:17 PM

ACADEMY



Academy's core themes are magical mastery of all elements, high spell variety, strong interaction between units and spells, unique spellcasting abilities, strong ranged firepower and magical artifacts.

Not all of those are obvious and some may disagree so this requires some explanation on my part. During H5 academy was more of a defensive faction, with units that required the support of magic and artificer to stand up against other factions. They were not particularly fast, tough or damaging but instead had customizable strengths (based on the hero skills/spells/racial) and required a lot of planning ahead, both prior and during combat. That is what made academy stand out from the other factions and also why I believe this theme will be further explored in the future. And having access to all kinds of magic, it is imperative that academy's gamestyle can incorporate them all equally in their combat tactics. Whether they rely on buffs, curses, summons, destructive, they should all have an appropriate amount of synergy with the lineup.

And since we are no longer restricted to might OR magic heroes I would also expect the units to be more self-reliable than in H5. I expect the blademage to be a blend of might combat as well as magical aptitude which means that the units should be able to hold their own in a fight even if they they require some support. Of course I hope they will rely more on lineup/spell combinations to outsmart their enemies than clashing with them head on. A strong ranged support is an academy trademark and one that would suit this kind of gameplay, along with tankier units to protect them. Such as gargoyles, golems and rakshasas.

As for hero support.. I'd rather not see artificer again or at least not in a similar implementation as H5. One way would be to enchant the weapons of their army with magical properties through the blacksmith or perhaps the ability to create/research artifacts for the hero though an affordable artifact merchant should do just fine. There should definitely be a library for an additional spell slot per mage guild level and possibly ways to learn spells through alternative methods. As for unique types of spellcasting, H5 already had mark of the wizard(which was also referenced in H6 in the mizu kami description) and DoC also mentions chain casting.



I do not expect the latter to appear in heroes with similar mechanics but it confirms the direction of academy heroes having alternative spellcasting methods that others cannot use. The official site also mentions the possibility to combine spells. And then there is the research theme



Might be interesting to have an option on what properties you want your gargoyles to carry or even be able to research specific spells that you either do not know or you want to improve. Like for instance gain the mass version of a basic spell you already have or improve its mastery even if you lack the specific magic skill. Who knows, plenty of opportunities.

Some other notable cards.







They raise some interesting possibilities.. What if you could cast spells from your opponent's spellbook(for a higher cost ofc) or spells that he had already used during the fight?



On to the units.



GET OVER HERE! Much as I prefer this type of unit in sylvan, this actually makes sense. Not my first choice but it could be interesting.



A dervish-kind of unit that spins with the power of the air element and uses dagger multi-attacks? I wouldn't mind ^^







Some.. constructs







Djinns. I like how there can be downsides if you do not treat them correctly. This could be an interesting gameplay mechanic.



For teh lulz. I know that beastmen are an academy thing but no hippos pls





And of course, human mages. All in all there are plenty of possibilities.
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted October 30, 2013 09:41 PM

Wizard Tutor is effing boss

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 30, 2013 09:48 PM

Elvin said:


OMG THEY HAVE COOL ARROW-LASERS WHICH GLOW IN THE DARK, GET THEM GET THEM!!

Jokes aside, Academy line-up looks quite predictable yet great. As always, we need more than 7 slots!!
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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 30, 2013 10:02 PM
Edited by Stevie at 22:04, 30 Oct 2013.

Now I get why my father likes Tower/Academy so much.

Spell combination/spell research 4/5

Elvin said:
One way would be to enchant the weapons of their army with magical properties through the blacksmith or perhaps the ability to create/research artifacts for the hero though an affordable artifact merchant should do just fine.


Please expand on this. Enchanting their combat attacks or the mini-artifacts?



Now, even though Imma prolly get alot of hate for this.. Imma say what I think about the dervish and archer unit types as seen in those cards. I really disagree with having such agility-type creatures within an Academy lineup. -3/5

Those would rather make excellent Dungeon creatures IMO. Especially the Hasafah. A blindfolded dark archer that uses magical arrows to damage and/or curse his foes. Would make an excelent core/elite creature and goes well with the elven lineage of Dungeon and their destructive magic type. 3/5

Any opinions?

Oh.. and for goodness' sake, No Hippos! Even if that might sadden The_Polyglot a bit

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted October 30, 2013 10:03 PM

Quote:
For teh lulz. I know that beastmen are an academy thing but no hippos pls
Disappointing, I was hoping for the Berserk Combat Hamster Is it the new champion?

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 30, 2013 10:12 PM

Storm-Giant said:
As always, we need more than 7 slots creatures (in a single alignment)!!


Fixed it for ya. Don't mention it.

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MattII
MattII


Legendary Hero
posted October 31, 2013 02:41 AM
Edited by MattII at 03:35, 31 Oct 2013.

Elvin said:
For teh lulz. I know that beastmen are an academy thing but no hippos pls
I actually think the hippo-warrior could be an interesting unit with some rather unique abilities. Not so sure about the other units though, 6 constructs, 6 djinn and 4 mages, seems a bit monotonous.

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moonshade
moonshade


Known Hero
posted October 31, 2013 07:45 AM

My ideas for Academy

Here is my idea for Academy, with my 3 subfactions suggestion:

Academy Core:

Gremlin
Clay Golem
Wadjet (winged snake from Egyptian mythology)

Path of Arcane loses Gremlins, but gets Blade Magi instead.

Path of Machines loses Wadjets, but gets Raptors instead.

Path of Sands loses Clay Golems, but gets Nomads instead.

Academy Elite:

Path of Arcane can build High Magi.

Path of Machines can build Hollow.

Path of Sands can build Rocs.

Academy Champion:

Path of Arcane can get Djinni.

Path of Machines can get Dragon Gun (a massive gatling gun manned by Gremlins)

Path of Sands can get War Elephants.


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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 31, 2013 07:57 AM

Still would like a Gremlin in the Academy line-up, shooter with sabotage abilities:

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MattII
MattII


Legendary Hero
posted October 31, 2013 09:59 AM
Edited by MattII at 10:00, 31 Oct 2013.

Or depending on the sub-faction (if sub-factions allow separate upgrades), a shooter with Sabotage and maybe Repair for a golem-oriented faction, a shooter with 25% magic shield and Disrupt (magical version of Sabotage) for djinn-oriented version, and a shooter with either full melee damage, or a no-obstacle bonus for the third faction.

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moonshade
moonshade


Known Hero
posted October 31, 2013 11:25 AM

Academy must-have units...

I think the "must-have" Academy units would be Golem, Mage and Djinn, with the Gremlin also being a strong competitor. I think the Titan should be a Boss creature, MAYBE recruitable in town once you've built the Tear of Asha building.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 31, 2013 12:20 PM

Don't leave out Rakshasa's!

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