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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 196 pages long: 1 20 40 60 ... 72 73 74 75 76 ... 80 100 120 140 160 180 196 · «PREV / NEXT»
nordos
nordos


Known Hero
posted May 07, 2019 09:33 PM

Oddball13579 said:
Now this is interesting. Now when you say teleports to a random place around your cursor, does that mean you move your FOV on the adventure map and have your cursor in the center and it will teleport you to an area around your cursor?

Yeah, basically that. As in, with Dimensiondoor you select the place you want to teleport to, right?
That cursor would also be in my proposal, though the screen is not fixed, so you can scroll. None/basic wouldn't really matter where your cursor is, since the 'radius' where you can pop up is large enough to cover the whole map (thus making it 'random'). At advance, that radius shrinks to something like one screen around the cursor. On expert, it would be pinpoint (as in, radius is 0).

I just have no idea if that is even possible - it would just be an idea

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 07, 2019 09:53 PM
Edited by phoenix4ever at 21:57, 07 May 2019.

Teleport to a completely random location, would probably break a lot of maps, if you can randomly teleport to places you are not supposed to get to that easily. It also sounds very random and at higher Fire Magic expertise being able to teleport exactly were you want sounds extremely good, like level 6 spell good.
The idea you had with it only to work if no movement are used and that it consumes all movement, would be very fair to add to Town Portal though.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 08, 2019 05:35 AM
Edited by Oddball13579 at 05:35, 08 May 2019.

Hmmm the more I look at it. With the way it is set up, Infernal Gate would just be a powerful version Dimension Door. Where as DD has you able to teleport multiple times in a day in a small radius, Infernal Gate just seems to be an expanded version of it, able to teleport to anywhere on the map but only once.  

That's why I said Infernal Gate should teleport you only to flagged buildings that you own. At basic its random. At advanced its withing a specific range. And at expert you get to chose from a list of the buildings, just like Town Portal.

With this mechanic you could possibly teleport to a mine that is on the outskirts of your territory to discourage an enemy invader. Or cut your enemy off and ambush them. This way you aren't thrown across the map and forever damned. However, it would still consume all movement points. So its a once a turn thing.
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 08, 2019 08:25 AM

Oh I guess I missed the flagged building part. That would mean you would at least have been there before, so perhaps it would be okay.
I mean if Town Portal is okay, maybe this would be as well, but both of them should have that "digging requirement" then.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 08, 2019 11:47 PM

phoenix4ever said:
Oh I guess I missed the flagged building part. That would mean you would at least have been there before, so perhaps it would be okay.
I mean if Town Portal is okay, maybe this would be as well, but both of them should have that "digging requirement" then.

Yeah I think Town Portal should use all your movement points. However Infernal Gate would not.

Also with Infernal Gate you would only be allowed to teleport to flagged dwellings that you own. So mines, dwellings, shipyards. No towns. And no buildings that you can't control, so no creature banks, no stat buildings, etc.
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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Hourglass
Hourglass


Famous Hero
posted May 09, 2019 12:17 AM

Oddball13579 said:

Yeah I think Town Portal should use all your movement points. However Infernal Gate would not.

Also with Infernal Gate you would only be allowed to teleport to flagged dwellings that you own. So mines, dwellings, shipyards. No towns. And no buildings that you can't control, so no creature banks, no stat buildings, etc.


I don't understand why we would need another teleporting spell? We already have DD and Town portal, and I don't see how this spell would be somehow much different than they are.

Seriosly speaking, I feel this game doensn't have that much room for new spells. I mean I would love to have new spells, but overall it affects in so many areas (like how likely you would be able to get a certain spell from a mage guild etc) Because of this, there should be a very good reasoning behind even adding just one spell.

I would suggest that if new spells are ever added, it might be easier to just add them by replacing some of the older ones. Like how often you actually cast Disguise or Remove obstacle?

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Timmysoboy
Timmysoboy


Hired Hero
posted May 09, 2019 04:54 AM

Thank you Hourglass.  I felt much the same way.  I've got a laundry list of spells from H4 I'd love to see added, but those may fit better as WOG type requests.

I DO however like the idea of keeping DD exactly the same right down to the name, but moving it to fire magic.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 09, 2019 06:07 AM

Hourglass said:
Oddball13579 said:

Yeah I think Town Portal should use all your movement points. However Infernal Gate would not.

Also with Infernal Gate you would only be allowed to teleport to flagged dwellings that you own. So mines, dwellings, shipyards. No towns. And no buildings that you can't control, so no creature banks, no stat buildings, etc.


I don't understand why we would need another teleporting spell? We already have DD and Town portal, and I don't see how this spell would be somehow much different than they are.

Seriosly speaking, I feel this game doensn't have that much room for new spells. I mean I would love to have new spells, but overall it affects in so many areas (like how likely you would be able to get a certain spell from a mage guild etc) Because of this, there should be a very good reasoning behind even adding just one spell.

I would suggest that if new spells are ever added, it might be easier to just add them by replacing some of the older ones. Like how often you actually cast Disguise or Remove obstacle?

The point of new spells would be giving more utility to Fire and Water mainly. More adventure maps mainly. Hence why we've been talking about Infernal Gate, View Life, etc.
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 09, 2019 08:05 AM
Edited by phoenix4ever at 08:08, 09 May 2019.

At least Disguise should be fixed, as I said it is either broken or useless.
Yes adding additional spells would mess up spell probabilities in towns and we might not want that...
But there are spells you almost never cast, like Land Mine, perhaps it could be improved/redesigned or just replaced with something AI can also use.
Slayer and Magic Mirror could become mass spells at expert Fire and Air and they would at least become decent.
Hypnotize should only cost 12/9. I would also like it to have stronger effect, but that would also buff Fangarms.
A little buff for Fire Shield would also be nice, maybe Fireball area at expert level?

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planetavril
planetavril


Famous Hero
posted May 09, 2019 08:38 AM
Edited by planetavril at 08:41, 09 May 2019.

they could add spells that are acquired by combining multiple spells, as happens in artifact assembly

for example,a spell that freezes,turns an enemy creature into stone or that turns a creature into a mummy

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted May 09, 2019 01:30 PM
Edited by blob2 at 14:11, 09 May 2019.

planetavril said:
they could add spells that are acquired by combining multiple spells, as happens in artifact assembly

for example,a spell that freezes,turns an enemy creature into stone or that turns a creature into a mummy


Let's not overcomplicate things. Heroes 3 is good the way it is. HotA team said themselves they only want to enhance the experience, not to change it. Small tweaks here and there are good, but changing how the magic system works overall is a bit of an overstep (plus I don't know if it's mechanically possible).

@phoenix4ever

I doubt some of the spells like Land Mines will ever be playable. The game simply imposes usage of some spells over the others: speed/dmg buffs/debuffs and offensive dmg spells. A handful of utility spells can be used in edge cases, like when I used Clone to constantly block a way to my Titans in a battle with 3500 Naga Queens (Drakon campaign). Sure, spells like View Air maybe had sense when the game was released back in 1999 (I don't remember using those ever but still). I can't think of a reason to use them more then once. Maybe those were meant for multiplayer games when you need to access resources quick?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 09, 2019 02:21 PM
Edited by phoenix4ever at 14:22, 09 May 2019.

@blob2 Well it would'nt hurt buffing some of the worst or rarely cast spells. But yeah I don't know what it takes to make Land Mine useful, I already lowered mana cost to 12/9 and buffed power modifier by x 1,5 and still I never feel like casting it, not even with expert Fire Magic.
View Air and View Earth I never cast either, I suppose they could be useful sometimes, but if you are good at scouting the map and already "knows what is happening", then they are not really necessary. I don't know if AI uses them though, perhaps they are important to it?
Visions I use often though and of course the movement spells.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 09, 2019 02:44 PM
Edited by Maurice at 14:45, 09 May 2019.

phoenix4ever said:
View Air and View Earth I never cast either


I sometimes use these when gunning for an AI town and I know there's a (powerful) Hero roaming nearby. It can be useful to determine whether he's actually inside the Town or out and about when you attack him. Or, when you've finally taken his last Town, to hunt for that Hero and scoop up any and all Artifacts he might be carrying.

Or defensively, when you want to check if one or more of your Towns are prone to getting attacked. If enemy Heroes are close, you might be able to shore up defenses of a Town before they appear from under the shroud.

Yeah, sure, you can save and load to do the same, I guess.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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bloodsucker
bloodsucker


Legendary Hero
posted May 09, 2019 03:07 PM

phoenix4ever said:
View Air and View Earth I never cast either

Of course you don't, you still play like a noob...
phoenix4ever said:
I suppose they could be useful sometimes, but if you are good at scouting the map and already "knows what is happening"

And that's the problem with always playing the same map, even if it's one that is really good like the ones of maygwan I've been playing...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 09, 2019 03:17 PM

Well, on nicely designed maps, artifacts and special resource stacks are not handed down the road, so view air is very handy, or simply V key. Sure, when you play same map again and again, many spells and features start to look odd after a while.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 09, 2019 05:45 PM

@Bloodsucker Being called a noob after playing the game for 20 years, thanks mate.

As I said if you have already scouted the map and can see what is happening, what is the point with wasting time and mana to cast those spells? Don't misunderstand me, View Air and View Earth are perfectly fine and I don't want to change them, but I don't use them. At least they does something, which is more than can be said about Disguise.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 09, 2019 06:02 PM
Edited by Doomforge at 18:04, 09 May 2019.

phoenix4ever said:
View Air and View Earth I never cast either


Air magic is literally worth it even if for view air alone.

It's a legit maphack.

phoenix4ever said:
As I said if you have already scouted the map


And how do you accomplish that on maps with multiple segments protected by strong garrisons and/or many islands or underground parts?
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We reached to the stars and everything is now ours

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 09, 2019 06:16 PM
Edited by phoenix4ever at 18:17, 09 May 2019.

Okay relax guys, I was also mostly talking about my own map, which I know better than my own back pocket.
I can see the usefulness on other maps and if I can't already see most of the map.
I mainly pick Air Magic for Fly, DD, Haste and a bit better Chain Lightning and Lightning Bolt.

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bloodsucker
bloodsucker


Legendary Hero
posted May 09, 2019 06:43 PM

Doomforge said:

Air magic is literally worth it even if for view air alone.

It's a legit maphack.



I totally agree.
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 09, 2019 06:53 PM

I could send about 500 maps to you (phoenix). Easy or normal and players recommend a maps. The vote is shown. If you want to play..

Ok disguise, I managed to do it. When your opponent has seen your army or counted from the castle for weeks. If you use a powerful hero with little army. It works. I know how. But disguise for human player. Remember hiding your armies. No easy! Disguise is tricky. H4 is much better stealth: 7x Seer heroes (scouting + order) in your favorite earth + logistics, for example. I say it's powerful as hero with little army is a good. Complicated strategy. This thread is an idea. Now end
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Fight MWMs - stand teach

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