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Heroes Community > Heroes 7+ Altar of Wishes > Thread: HoMM Mixes
Thread: HoMM Mixes
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 14, 2014 05:54 PM
Edited by Jiriki9 at 10:23, 15 Jul 2014.

HoMM Mixes

Well, just some idea I had quite often...how could it be like merging HoMM-ish gameplay with other settings. With other settings I mean literally anything - books, movies, games, real world, music... This is a fun thread designed to present such ideas - ideas in plural, I'd really like to see people posting their own ideas. Of course I'dalso like comments on myne.

So, first Mix is a bit off traditional HoMM. it woudl be...
...
...Borderlands of Might and Magic

So, as title suggests, a merging of the game Borderlands(fun shooter/rpg game) and HoMM. Notification: This only deals with content from game 1 and soem of its updates, as I never played Borderlands 2.
Who does not know about Borderlands at all: it is a dhooter-rpg placed on the borderland planet pandora, which is full of dust and waste and danger, with only little civilization left. Influential parties (besides the whoel horde of wild beasts living there) are bandits, a bit outcast-style inhabitants which struggle agains the unfriendly planet, some corporations and their (heavily-armed) executives as well as (met rather late in the game) spirits guarding the secret of the planet, a mysterious chamber which shall hold immense powers. The player/s take control of 1-4 treasure hunters, each with very special skills (and each becoming a hero class in this mix, of course) and search for the chamber.

Gameplay
I imagine, for the purpose of this mix, a gameplay much like in H5. Of course the details would be changed, but it would work more or less like H5 after all. I will even try a 7-tier unit system again

Ressources
Ok, in Borderlands, having classical HoMM ressources makes not much sense. The system stays, however, and money stays as well. Aside the money you get 2 Common ressources (Metal & Wood) and 4 rare ressources (Elemental Crystals, Eridium, Corpses and Fuel)

"Magic" System & elemental damage
I decided to combine the Magic with the Elements from Borderlands, straying a bit from the game, but hell, this is for Fun after all. So, heroes are capable to cast 'spells' in the "schools" of Corrosive, Shock, Incendiary and Explosive "magic". These are also damage types that some creatures will deal!
Gameplaywise, though, I tried to keep to HoMM (and this is a big stray from the borderlands game), so your hero casts spells like in H5 and each school contains buffs, debuffs, damage, healing, summon and AM spells. Each hero class will also come with a bunch of spells, mostly from the group most fitting to the hero class.
Corrosive
Corrosive damage is most efficient against armoured enemies. Following are the spells ordererd by purpose.
-Buffs in corrosive magic contain making attacks splash-attacks or armor-ignoring and increasing the Defense of units (anti-corrosion).
-Corrosive Debuffs of course are mainly malificent to defense and partially to hitpoints and speed.
-Corrosive has especially good splash damage spellsand deals some fairly nice with damage over time.
-Healing Spells from the Corrosive school are often Areal effects.
-Corrosive summoning features mainly wild creatures and nasty traps.
-On the AM you can use corrosive Magic to harm enemies and destroy things.
Incendiary
Incendiary damage is most efficient against bare-fleshed enemies. Following are the spells ordererd by purpose.
-Buffs in incendiary magic contain attack and speed increases, and also special attack features like double-hits.
-Incendiary Debuffs will make enemies go wild and uncontrollable, loose some abilities, or reduce their luck and moral, mainly.
-Icnendiary has awesome damage over time spells and fair area damage spells, but only lousy direct-damage spells for single targets.
-the best Healing Spells from the Incendiary School are healing over time.
-Incendiary summoning has some very good quick, light-armoured units.
-On the AM you can use incendiary Magic to get more sight or boost yourself.
Shock
Shock damage is most effective against shielded enemies.
Following are the spells ordererd by purpose.
-Shock Magic brings yousome nice special buffs, and is best for enhancing support and shielded units.
-Shock Debuffs are capable of completely immobilizing enemies, stopping them from certain actions or rendering shields useless.
-Shock damage spells usually come with nice sideeffects, while dealing not the best damage.
-In the field of Healing, shock has superb neutralizing and "despelling" capabilities.
-Shock summons will maybe get electronic andancient units on the field.
-On the AM, you will use shock spells to find out about the enemy, stop them from finding out about you, or temporarily immobilize them.
Explosive
Explosive magic is the only school using physical damage and having no own damage type.
Following are the spells ordererd by purpose.
-Buffs from the Explosive school will excellently boost your units damage, and especially ranged combat.
-Explosive debuffs will mainly slow the enemy down or move it around on the battlefield. They also got some nice randomized debuffs.
-Direct, very Heavy Damage, partly Areal, is what defines this school's damage spells.
-as in damage, Explosive Healing simply brings awesome power on single targets.
-Explosive Summoning spells will get Heavy units to you.
-On the AM, explosive MAgic can form temporary obstacles or pulverize them, amongst other minor spells.

Skills
Gameplaywise, this would be very clsoe to HoMM5, except the racials, in the way it works (1 main skill, three subs, etc. ... one could ahve a skill wheel and all) Despite the Racials and the "Magic" skills the normal skills will be there, with only few alterations to make 'em more fitting (especially in naming, f.e. "Corporate Executive" instead of Nobility and such things)

War Machines
The War Machines are of course made to fit into the sci-fi and "waste&crap" feeling of the game. The Catapult becomes an artillery, the Ammo Cart an Ammo Truck, the Healing Tent a Medical Tent and the Ballista a Gun Turret (I had soem problems with this since it is a special of one "hero" of the game but I decided to make it general for the sake of gameplay)
Each faction will also replace one war machine with a special version.

Factions
Now to the part which I liek most and is main: the factions. 4 are based on the games protagonists, the other on dlc.

Bandits
Story: Always hot-tempered and violent, the berserker found that his desires for battle and blood could best be fulfilled when joining the bandits. Under the lead of the mighty berserkers, the formerly loose bandit clans began to rose as one faction, willing to bring war, blood and destruction over Pandora.

Hero Class: Berserker
Racial: Rage (Units can go into a bersekr range, similar to Blood Rage from H5. Usable skills gained through his ability are damage-dealing, attack-enhancing and also sometimes revenge-type.)

Town: Outpost
Home Terrain: Badlands

Lineup:
-Tier 1: Thug > Raider (basic enemy, armed with an smg. Upgrade has shields)
-Tier 2: Psycho > Flaming Psycho (Half-deformed human with an improvised melee weapon. Upgrade is enflamed and thus deals incendiary damage)
-Tier 3: Midget > Midget Shotgunner(small, few HP, but shielded and fast; Upgrade can deal immense damage on range of 1-3 tiles)
-Tier 4: Skag Rustler > Skag Ravager (A mdiget with a blade riding on a skag. Upgrade can throw dynamite at mdi-range)
-Tier 5: Brute > Bruiser  (An unarmed, but heavily muscular enemy with a combat rifle. Upgrade is shielded)
-Tier 6: Outrider > Outrunner (Essentially a jeep with a machine gun > rocket launcher)
-Tier 7: Chopper > Mad Chopper (Actually invented by me to have a bandit lv 7 and a flyer at that. Is a scrapped-up-style helicopter with spikes everywhere. Upgrade can spike victims and carry them up in the sky to let them fall down.)

The Wild Hunt
Story: The wild beasts on Pandora needed a sentient leader and the Hunter in the party managed to tame them. Other hunters followed, forming the "Wild Hunt" faction of beastmasters.

Hero Class: Hunter
Racial: Pack Call (Some beast units will join the hero each week)

Town: Monster Lair
Home Terrain: All natural Terrains

Lineup:
-Tier 1: Scythid > Bursting Scythid (a small invertebrate being that comes in large numbers. Upgrade can use burst ability to deal damage to itself and alrge damage to enemy.)
-Tier 2: Bloodwing > Deathwing (an aggressive bird native to pandora. good damage, low hitpoints)
-Tier 3: Skag > Skag Spitter (A weird beast from pandora, whos ewhole heads are jaws and can open sideways. THe upgrade spids acid, dealing corrosive damage)
-Tier 4: Rakk > Feeder Rakk (weakest HP on Tier 4, but a great speed for this weird flying beasts. Upgrade is the only Beast to have shields)
-Tier 5: Crab Worm > Craw Worm (a mixture between a larva and a crab, if you wish so. Good armor. Can deal random elemental damage.)
-Tier 6: Soldier Spiderant > Gyro Spiderant (An insect with armed forehead. Big version. Upgrade is extremely quick. Bae and upgrade deal reasonable damage)
-Tier 7: Rakk Hive > Monstrous Hive (A monstrous beast of enormous power, also capable of spawning Rakks)

The Guardians
Story: In this game, the sirens have joined up with the Guardians, trying to keep a balance on Pandora and guarding the Vault.
NOTE: I use quite much of freedom here as there was not much variety in the Guardians of Borderlands.

Hero Class: Siren
Racial: Phaseveil (Hides a friendly unit from enemy sight until that unit attacks an enemy or the timer is down. How long the skill last depends on the Sirens hero and racial level)

Town: Ancient Ruins
Home Terrain: Snow

Lineup:
NOTE: all true Guardian units (Tier 3, 5 and 6) have weak hitpoints, shields and evasion abilities.
-Tier 1: Wisp > Whisp (Invention by me. Soul of an Eridian (alien race), role of scout and supporter. Shielded.)
-Tier 2: Serf > Servant (Invention by me. With the alliance of Sirens and Guardians, the latter allowed human servants to help them. These here are armed with pistols.)
-Tier 3: Wraith > Spectre (A weak Guardian, shielded and shooting energy projektiles. Upgrade deals Shock damage.)
-Tier 4: Adept > Priestess (Women worshipping the mysterious, the sirens and the guardian. Nice supporter unit. The upgrade can perform the phasewalk as Lilith can in Borderland.)
-Tier 5: Sera > Cheru (Flying Guardians. Upgrade deals incendiary damage.)
-Tier 6: Principal > Arch-Guardian (Strong Guardians. Base form is focused on melee, Upgrade also has nice range. Upgrade can also be switched between 4 modes, dealing Shock, Incendiary, Corrosive or Physical damage)
-Tier 7:  Avenger > Destroyer (bit ripped off from the game's end boss. THis, though, can move and is meant to be only a part of the essence of that being, and on the guardians' side. Heavy melee damage and destructive abilities.)

Crimson Lance
Story: The Soldiers have directly joined up with the Atlas Corporation, now commanding their forces - the Crimson Lance. Their goal is dominion over pandora for the sake of it - and of course for the powers in the mysterious chamber.

Hero Class: Soldier
Racial: Upgrade Modules (Has different upgrade Modules for their units, similar to H5 unit artifacts)

Town: Fortress
Home Terrain: Metal & Stone Foundation (=Built Terrains rather than natural ones)

Lineup:
-Tier 1: Infantry > Marine (regular Infantry Soldier armed with an SMG/Combat Rifle. Medium Armour)
-Tier 2: Probe / Rocketeer (a special in this game, lance has 2 Tier 2 units, but no upgrade. Instead, the player (or AI) can choose which of the 2 flyers to produce. Probe have lower hp, but better shields. Rocketeer has more HP and Medium Armor. Also, probe shoots missiles, while Rocketeer uses a Rifle.)
-Tier 3: Defender > Sentinel (Heavy Tank Infantry, Very Heavy Armor, Sentinel also good Shield. Chance to Block physical Damage. Armed with Shotgun.)
-Tier 4: Engineer > Machinist (These can set up Scorpios (Small Battle Turrets) and Heal Fellow Armored and Machine units (=> essentally all Lance units except the Assassin))
-Tier 5: Royal Guard > Royal Warrior (Superior Infantry Unit, best stats for all but Speed on this level, Heavy Weaponry. Eridian Gun for the Warrior)
-Tier 6: Assassin > Assassinator (Low HP, but insanely quick and dealing great damage, Sniper abilities for even more awesome ranged damage)
-Tier 7: Devastator > General Devastator(Warriors in a suite like the Boss General Knoxx wears in the game)

The Undead
Story: In a borderlands expansion, the hero travels to a place named jacobs cove, filled with zombies and other undead menaces. These, I thought, deserve a faction as well. Their main leader is the mad doctor Ned, creator of the undead curse, who wants to find eternity - and bring it to all of pandoras inhabitants.

Hero Class: Mad Scientist
Racial: Reanimation (After a battle, can revive living units of both sides to undead ones.)

Town: Ghost Town
Home Terrain: Swamp

Lineup:
-Tier 1: Torso > Defiler (Ranged unit with corrosive attack. Torso extremely slow (only a crawling torso after all). Upon Dying, these burst, dealing corrosive damage to anyone around them.)
-Tier 2: Zombie > PSychozombie (Firt ordinary zombie, latter mix between the bandits' psycho and a zombie => faster, more damage, less(!) hp)
-Tier 3: Skelerakk > Zomberakk (THe latter an invention by me, these are essentially undead rakks.^^)
-Tier 4: Lance Zombie > Defender Zombie (Heavily Armored Zombie, Yeah!)
-Tier 5: Wereskag > Lycaskag (basically a skag version of the good old werewolf Regeneration ability on these)
-Tier 6: Loot Goon > Tankenstein (Heavy Tank unit. Loot Goon simply hits, Tankenstein throws exploding barrels, with a random chance of them being elemental ones.)
-Tier 7: Pumpkinhead > Hallowhead (Well, an undead giant with a pumpkin as head - ridiculous? Yes, but effective. CAn deal Incendiary damage, also.)

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 14, 2014 10:27 PM
Edited by Jiriki9 at 12:13, 17 Jul 2014.

Here, now, already come first ideas for Mix 2, which shall be

Rings of Might and Magic
THis si a Mix between Lord of the Rings and Might and Magic and I guess I needn't explain Middle Earth and LotR. If one wants an explanation/description, please ask for it.

Story
Simple. The Main Campaign would be the War of the Ring.

Gameplay
Close to H5, again. Creature Lineup altered much, though.

Factions
This, again, is my favorite part It definitely is done a bit freely, though, for sheer playability.

Dwarves
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-

Elves
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-

Gondor
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-

Northern Alliance
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-Hobbit
-
Elite:
-
-
Champion:
-

Rohan
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-

Isengard
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-Dunlending
-
Elite:
-Warg
-
Champion:
-

Mordor
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-

Southrons
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-Mumakil

Wild Orcs
Hero Class:
Racial:

Town:
Home Terrain:

Lineup:
Core:
-
-
Elite:
-
-
Champion:
-

wip

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 14, 2014 11:10 PM

I haven't played Borderlands at all, but I can comment the "heroic" stuff

Quote:
Ressources
Ok, in Borderlands, having classical HoMM ressources makes not much sense. The system stays, however, and money stays as well. Aside the money you get 2 Common ressources (Scrap Metal & ) and 4 rare ressources (Crystals


I'd suggest to change scrap metal into iron/steel/titanium etc. or just metal. I understand that Borderlands takes place in a post-apocalyptic world, but IMO it's better. For rare resources I'd suggest uranium/polonium/another radioactive metal.

Quote:
"Magic" System & elemental damage

Just an idea: how about splitting the spells on effect-based schools like in H5. Corrosive could be the dark magic equivalent since it would mainly weaken/debuff your enemies, explosive could be the destruction magic equivalent etc. On the other hand, having every school has its own "casting style" (i.e: direct effect, over time etc.) is interesting too.

Corrosive
I believe it would fit more as a chemical based school, so I suggest to exclude the wild creatures summoning spells. Replace the animals with toxic fumes or gas clouds that deal damage over time, these would fit very well with the "Corrosive" theme.

Incendiary
I'd suggest to make Incendiary healing spells, "cleansing" ones instead (fire purification), it would fit better with the theme

Shock
The spells reflect nicely the electricity effects.

Explosive
I can't see how healing effects fit in this school. It sounds too destructive, there can be buffs that would suit this class, but not healing spells.


Quote:

Bandits

Lineup:
-Tier 1: Thug > Raider (basic enemy, armed with an smg. Upgrade has shields)
-Tier 2: Psycho > Flaming Psycho (Half-deformed human with an improvised melee weapon. Upgrade is enflamed and thus deals incendiary damage)
-Tier 3: Midget > Midget Shotgunner(small, few HP, but shielded and fast; Upgrade can deal immense damage on range of 1-3 tiles)
-Tier 4: Skag Rustler > Skag Ravager (A mdiget with a blade riding on a skag. Upgrade can throw dynamite at mdi-range)
-Tier 5: Brute > Bruiser  (An unarmed, but heavily muscular enemy with a combat rifle. Upgrade is shielded)
-Tier 6: Outrider > Outrunner (Essentially a jeep with a machine gun > rocket launcher)
-Tier 7: Chopper > Mad Chopper (Actually invented by me to have a bandit lv 7 and a flyer at that. Is a scrapped-up-style helicopter with spikes everywhere. Upgrade can spike victims and carry them up in the sky to let them fall down.)


They're bandits, maybe some plundering/stealing racial instead? Like stealing random resources from opponents each day/week, or gaining X resources when capturing a town/dwelling/adventure object or when winning a battle?

Quote:
(An unarmed, but heavily muscular enemy with a combat rifle. Upgrade is shielded)

I guess it's unarmored, since it has a rifle. As I said I haven't played borderlands and I'm not familiar with the units/factions, but I think the bandits have too much shooters. If you don't want to replace some of them with melee troops, maybe you could make them short-range shooters (can shoot enemies that are max 4-5 tiles away)


Quote:

Town: Ghost Town

Lineup:
-Tier 1: Torso > Defiler (Ranged unit with corrosive attack. Torso extremely slow (only a crawling torso after all))
-Tier 2: Zombie > PSychozombie (Firt ordinary zombie, latter mix between the bandits' psycho and a zombie => faster, more damage, less(!) hp)
-Tier 3: Skelerakk > Zomberakk (THe latter an invention by me, these are essentially undead rakks.^^)
-Tier 4: Lance Zombie > Defender Zombie (Heavily Armored Zombie, Yeah!)
-Tier 5: Wereskag > Lycaskag (basically a skag version of the good old werewolf Regeneration ability on these)
-Tier 6: Suicide Zombie > Tankenstein (Suicide Zombies can explode for heavy damage. Tankensteins keep the heavy damage, but do not need to explode, they rather throw exploding barrels. Both have good hp, btw.)
-Tier 7: Pumpkinhead > Hallowhead (Well, an undead giant with a pumpkin as head - ridiculous? Yes, but effective. CAn deal Incendiary damage, also.)


I'd suggest to change either Suicide Zombie or Tankstein since they don't seem to fit. You got one sacrifice-troop and a tank-type, maybe Suicide Zombie->Gore Exploder or  Flesh-shiled->Tankstein? You should also change the pumpkinhead because:
1.Tier 6 is already a big-zombie-tank
2.It has pumpkin for a head

How about some kind of undead-beast-machinery? A big animal's carcass reinforced with iron parts and spikes to impale enemies, it would fit both the undead and the sci-fi/steampunk theme.

____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2014 12:21 AM
Edited by Jiriki9 at 00:21, 15 Jul 2014.

Quote:
I haven't played Borderlands at all, but I can comment the "heroic" stuff

quite a good thing, reading your comments. I think I was  a bit too focused on making it as fitting as possible to the game^^

Quote:
I'd suggest to change scrap metal into iron/steel/titanium etc. or just metal. I understand that Borderlands takes place in a post-apocalyptic world, but IMO it's better. For rare resources I'd suggest uranium/polonium/another radioactive metal.

Had forgotten to finish the Ressources. They are:
Common:
-Metal (I decided to simply scrap the scrap after your comment )
-Wood (as actually many buildings are made of wood and the whole zombie story takes places around a gigantic lumber mill)
Rare:
-Eridium (is exactly the radioactive metal/material you proposed and part of the borderlands setting)
-(Elemental) Crystals (Shock and Corrosive crystals are part of missions in the game, I decided to put these together in one ressource)
-Fuel (Just an essential)
-Bone/Meat/etc. (adding to the more than slightly macabre style of the game I'd rally want some body part ressources, and blood seems a bit unfitting. Well, could also do it, though...what do you think?)
btw the world is not exactly post-apocalyptic, but in the same style somehow. A mix between a nuclear wasteland, a waste deposit and a desert planet, most of the time

Quote:
Just an idea: how about splitting the spells on effect-based schools like in H5. Corrosive could be the dark magic equivalent since it would mainly weaken/debuff your enemies, explosive could be the destruction magic equivalent

Thoguht abotu it as well, but as they are also the damage types I thought I'd rather make each a "style" rather than an "effect type".

Quote:
Corrosive
I believe it would fit more as a chemical based school, so I suggest to exclude the wild creatures summoning spells. Replace the animals with toxic fumes or gas clouds that deal damage over time, these would fit very well with the "Corrosive" theme.

maybe you're right bout that...beast summoning would anyway fit more to the Hunters...

Quote:
Incendiary
I'd suggest to make Incendiary healing spells, "cleansing" ones instead (fire purification), it would fit better with the theme

Was my idea, but then i thought those fit to shock better...on the otehr hand, shock could be the reviving power also...

Quote:
Explosive
I can't see how healing effects fit in this school. It sounds too destructive, there can be buffs that would suit this class, but not healing spells.

hmm but it would be the only school without them, then. But of course, you ARE somehow right...

Quote:
They're bandits, maybe some plundering/stealing racial instead? Like stealing random resources from opponents each day/week, or gaining X resources when capturing a town/dwelling/adventure object or when winning a battle?


The faction are bandits, true, but they are more people-terrorizing, half-mad raiders than bandits in a stealing way...also, the racial should fit to the class in this case, which is the Berserker, who indeed exactl has a rage skill in the game.

Quote:
I guess it's unarmored, since it has a rifle.

Of course.

Quote:
As I said I haven't played borderlands and I'm not familiar with the units/factions, but I think the bandits have too much shooters. If you don't want to replace some of them with melee troops, maybe you could make them short-range shooters (can shoot enemies that are max 4-5 tiles away)

Actually, I imagined it somehow like that. Or, to put it otherwise, I  imagined a kind of classes of ranges, let me put it like that, from far to close range:
-Whole (whole battlefield): Snipers, Eridian Weapons, High Tier Rocket Launchers, War Machines
-Far (about 2 3rd of battlefield): Mid Tier Rocket Launchers, High Tier Guardian Ranged attacks, High Tier Combat Rifles
-Medium (about half of battlefield): Low Tier Combat Rifles, High Tier SMGs, Revolvers & Pistols, Mid-Tier Guardian Ranged Attacks, High-Tier Spit Attacks
-Short (about 1/4 to 1/3 of the battlefield): Low Tier SMGs, Precise Shotguns, Throw Attacks, Low Tier Spits, Low Tier Guardian attacks.
-Close (clsoer than 1 4th of the battlefield): Unprecise Shotguns, very low tier throws/spits, many abilities)
And mind you: There'd ADDITIONALLY be range penalty for msot weapons. So, you can't just take your Bruiser and let 'em shoot, you'll have to get 'em closer first. Thus, I decided to not be so strict on ranged weapons. Actually, many factions have quite much (most guardians have ranged attacks as well, and almost all Lance units. The factions most lacking range are Beasts and Undead.)

Quote:
I'd suggest to change either Suicide Zombie or Tankstein since they don't seem to fit. You got one sacrifice-troop and a tank-type, maybe Suicide Zombie->Gore Exploder or  Flesh-shiled->Tankstein? You should also change the pumpkinhead because:
1.Tier 6 is already a big-zombie-tank
2.It has pumpkin for a head

Hmm, difficult, thinking about the game. I will think about that.

Quote:
How about some kind of undead-beast-machinery? A big animal's carcass reinforced with iron parts and spikes to impale enemies, it would fit both the undead and the sci-fi/steampunk theme.


but any fitting animal would be quite close to teh wereskag, which is also on tier 5...

EDIT: also, not to forget: Thank you very much for the prompt reaction and the good remarks! I'm glad someone responds to this and so quick!

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