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Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~
Thread: ~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 ... 245 246 247 248 249 ... 400 600 800 1000 1200 1400 1600 1635 · «PREV / NEXT»
Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted October 29, 2014 03:18 PM

So are Angels just humans with wings?
I mean from a personality perspective, not appearance obviously.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 29, 2014 03:31 PM

Avirosb said:
So are Angels just humans with wings?
I mean from a personality perspective, not appearance obviously.

Basically. Of course, immortality changes their personality a bit and being creatures of Elrath, they are nearly all blindly fanatical to whatever cause or ideal they adhere to.
____________
Vote El Presidente! Or Else!

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 29, 2014 06:17 PM

Finally something interesting: Map Control in Heroes VII.
____________

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Wellplay
Wellplay


Famous Hero
Poland Stronk
posted October 29, 2014 06:39 PM

Changes and new systems sound promising.


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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 29, 2014 06:48 PM

I agree. If there is no Town Teleport system (or sth similar), heroes won't get reinforments fast, thus making reinforment planning crutial, and Forts should become an important asset. Fort upgrade should help to make them important too
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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 29, 2014 06:53 PM

Storm-Giant said:
Finally something interesting: Map Control in Heroes VII.

Destroyable teleports, upgradable forts, map control is getting more and more interesting!

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted October 29, 2014 06:54 PM

Outposts seem like a good addition but I fear the caravan screen is going to be cluttered with dozens of outposts as well as the towns and creature dwellings. Maybe with an integrated map as the caravn screen to pinpoint destinations instead of a classic scrolldown menu to manage the caravans.
I wonder if caravans could try to take out the respawning neutrals themselves that are blocking the routes.
____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted October 29, 2014 07:16 PM

I really like the sound of this! Having destroyable and upgradable forts helps making the area of control system more dynamic, which is something that Heroes 6 lacked. Choke points are also a big yes for me. It looks like they will add some more strategy to the adventure map. Map designers could get really creative with this! It sounds like caravans will work similarly to Heroes 5 which is also a good thing. The only thing I worry about is the town portal system, if it works like it did in Heroes 6 then the choke point system could potentially be ruined.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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GenyaArikado
GenyaArikado


Bad-mannered
Supreme Hero
posted October 29, 2014 07:23 PM
Edited by GenyaArikado at 19:26, 29 Oct 2014.

Irina was so badass. Pregnant samurai russian girl using an army of snakemen to kick German ass without looking ridiculous somehow? When will your fave exploitation movie?

Avirosb said:
So are Angels just humans with wings?
I mean from a personality perspective, not appearance obviously.


Well both humans and angels are children of the Gods. With different talents yes, but more or less equal nonetheless

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 29, 2014 07:30 PM

Kronos1000 said:
The only thing I worry about is the town portal system, if it works like it did in Heroes 6 then the choke point system could potentially be ruined.

Let's hope that it those portals will just enable the secons town portal spell (comeback from a distant place to a city/fort).

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 29, 2014 08:08 PM

So happy to come home and see another post on the blog. And what a post it is this time!

Well, I like Forts a lot. They're destructible and can have their own defensive units which I'm pretty sure were features we talked about in some other thread. I'm not entirely sure what Outposts are, but I hope they're not another building with similar attributes like the Fort cuz, redundant. Maybe they have some scouting purpose. And I'm glad they went back to caravans.

Not really a fan of area of control and choke points. I think that their use is a bit too situational. I hope they're features that can be disabled in case a mapmaker would want that.

I'm definitely skeptical about how Town Portal will work. Even though it's not mentioned in the post, we already know that it's present in towns. Let's just hope that the devs did their homework and realized that the Heroes VI system was not good.

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Raelag84
Raelag84


Famous Hero
posted October 29, 2014 08:25 PM

Well this sounds interesting. Relying on forts makes the game a little more like GO, or age of wonders.

I like it.

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Kimarous
Kimarous


Supreme Hero
posted October 29, 2014 08:36 PM

I'm rather curious as to how choke points will play out in the final game. I'm imagining a very defensive strategy, using choke points to keep the opponent at bay, consolidating power until you're ready for the hammer strike.

I think the area of control concept is a lot better this time around, though I think they could clarify one little aspect on the "free" mines when a fort is destroyed... do they automatically fall back under the purview of the fort once it is rebuilt, or do they need to be manually reclaimed?

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 29, 2014 08:39 PM
Edited by Pawek_13 at 21:33, 29 Oct 2014.

Stevie said:
I'm not entirely sure what Outposts are, but I hope they're not another building with similar attributes like the Fort cuz, redundant.

Those outposts are simply forts (as far as I have understood), just another name was used to make the vocabulary of text more varied.
By the way, the characters seem to be more interesting in this game. Although probably all Ivan's Council members will be good, every one of them has a major flaw. Ivan - improper womanizer, Murazel - obsession with truth. This gives so much potential for their further development and this may cause the gameplay of the epilogue even more interesting, when Ivan will struggle not only with Seamus but also his and his comrades' faults.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted October 29, 2014 11:22 PM
Edited by blob2 at 23:24, 29 Oct 2014.

Well I must see how it all turns out in the actual game.

Map control looks good on paper, but I can't shake the feeling that AI will overuse it and thus I'm a bit skeptical. Maybe it's more of a Multiplayer thing? One thing is certain, teleporters should be reduced to minimum or all those features will not make sense...

Nevertheless, the devs really seem to have put some thought in this game. It can actually turn out nicely...

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Minion
Minion


Legendary Hero
posted October 29, 2014 11:57 PM

Implementation is the key, I really like it all in theory. I kinda want more global strategy to Heroes, like what is in CIV. So this sounds promising ^^
____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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A8T
A8T


Adventuring Hero
posted October 29, 2014 11:58 PM

Oh gosh, we have only until tomorrow to decide between Dungeon or Inferno! I like both factions. Why do you have to be so cruel yet kind Ubisoft!

Gameplay: Both will be good. As far as I understand Inferno is rushing, but also with powerful destructive magic, where as Dungeon is using fewer powerful units tactically whilst using debilitating dark magic. As said earlier Necropolis uses dark magic like Dungeon so there may be crossover, but you could also argue that Inferno rush could have similarities to stronghold (well they are related in blood).

Story: either could be good, but I would be more interested in Inferno for the simple reason that we have never really got one....sort of. The stories we have got have been usually reluctant Heroes forced to use Inferno forces (heretics). I am not sure how it would work though. Other than the succubae and other more humanoid demons, most of the other demons encountered so far have been a bit, 'bhahaha I am evil'.
Dungeon could also be interesting as they are a pretty mysterious faction and find it more would be cool, but I feel I have Raelag fatigue even though I would like to know what happens after Shades of Darkness. I am speculating though and I have no idea what each of these storylines would be about.

Ascetics/cool factor: both are awesome, can't decide here.

Other bits: Inferno have been in every game, though so have dungeon if you include the expansion for H6. Overall a greater Inferno presence in spin off material. Maybe Dungeon need to be seen more often?

Anything else worth considering?

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Minion
Minion


Legendary Hero
posted October 30, 2014 12:19 AM

We can exclude the fact that usually with Inferno there is "the war", and it has been seen so many times it is boring. But we will NOT have it this time. I am actually voting for Dungeon but I need to stress this so people wont vote for Dungeon just because ECLIPSE WARS are so boring now.

Inferno line-up has less potential for me than Dungeon line-up. That is basically the biggest reason I vote for Dungeon.

Racial skills in H5 were the opposite, Inferno was a thousand times more interesting with Gating than Warlock with ability to reduce opponent magical resistance....

____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 30, 2014 07:24 AM

So we have

- Area of control (with forts like H6)
- Choke points (destructible)
- Outposts (mini-forts?)

It all seems cool, but just I fear for complicating things. Heroes game should be simple (I mean map movement, etc.) and the depth should be left to the battlefield / hero skills...

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Steyn
Steyn


Supreme Hero
posted October 30, 2014 07:56 AM

Aren't outposts just forts in strategic important areas?

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