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Heroes Community > Heroes 7+ Altar of Wishes > Thread: I believe it's time to divorce races from towns
Thread: I believe it's time to divorce races from towns This thread is 4 pages long: 1 2 3 4 · «PREV
GMnemonic
GMnemonic


Hired Hero
posted August 07, 2016 07:41 AM

I think it is not the direction homm should go.

I think homm should embrae diversity and a bigger budget all around.

The problem of the newer games is cutting out interesting gameplay systems and carbon copy faction as far as creatures go.

They should have stuck with homm 6 engine and just build a better game on it with homm 5 townscreen and back to the original resources instead of the stupid branded ones

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MattII
MattII


Legendary Hero
posted August 07, 2016 01:01 PM
Edited by MattII at 01:49, 10 Aug 2016.

GenyaArikado said:
I'd prefer if you keep it in that frame. I find 42 creatures per town + upgrades unlikely, both from balancing and art resources standpoints.
Actually, it would be less than 35 (5 factions, 7 tiers, but some crossovers) creatures, so I'm not necessarily going to stick to 5 tiers. Anyway, here goes for an attempt at the human town.

Haven Balanced
Archer
Knight

Stronghold Offensive
Javeliner
Lancer

Fortress Defensive
Arbalest
Cataphract

Academy


Dungeon


WIP


GMnemonic said:
The problem of the newer games is cutting out interesting gameplay systems and carbon copy faction as far as creatures go.

They should have stuck with homm 6 engine and just build a better game on it with homm 5 townscreen and back to the original resources instead of the stupid branded ones
Um, among the more heavily panned aspects of H6 IIRC were bits like the skill system, magic system, etc. Certainly these were the parts the changed most from H6 to H7, ,mostly going back to how H5 did it.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 08, 2016 02:13 PM

First HC post in what feels like aeons...
...well, I certainly like the notion of this!

Quick suggestion to the idea and frame in the main post (without reading much of the other posts here, I must confess):

Sheog
Main unit: Hell Hound (Tier 2; Offensive) . because this is the most iconic and important Inferno unit throughout, imo.

"Haven" (I think a rename could be at hand^^)
Imp (Cannon Fodder)
Hell Hound
Horned Demon (Balanced)
Abyssal Serpent (Balanced)
Devil (Balanced)

Stronghold: Offensive
Lost Soul (Flyer)
Hell Hound
Torturer (Offensive/Debuffing)
Plaguebringer (Ranged/Debuffing)
Devourer (Offensive)

Fortress: Deffensive
Gog (Ranged)
Hell Hound
Pactor (Human made pact with demon and let him into their body; balanced)
Overseer (Support/Balanced)
Archdemon (Support/Defense)

Academy: Magical (technical-specialist faction)
Cultist (Support/Caster)
Hell Hound
Succubus (Manipulating/Ranged)
Summoner (Caster)
Efreet (Offensive/Caster)

Dungeon: Subversive (guerrilla-specialist faction )
Changeling (Abilities depend on opponent)
Hell Hound
Infernal Shade (Teleporting)
Breeder (Generating new Demons/Ranged?)
Fallen Angel (Manipulating/Debuffing/Offensive)

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greenlore
greenlore


Known Hero
posted August 17, 2016 03:56 PM
Edited by greenlore at 15:58, 17 Aug 2016.

I think that shared units should be locked to the towns,not the races,I mean having a knight in the dungeon lineup would kinda look out of place.

Also I feel like it would be better to really focus on the races and not in-lore-factions.
Like for example you could combine the Irollan and Ygg-chall "races" to simply "elves" and then elven dungeon and fortress for example could be dark-elves while the other 3 would use light/wood elves.
It could be similar handled for the unicorn empire&silver cities.
That way you'd make a bit more space for other races,like the Orcs,Dwarves and Naga.

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