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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Ideas Thread
Thread: Ideas Thread
MattII
MattII


Legendary Hero
posted April 29, 2017 12:34 PM
Edited by MattII at 04:00, 03 May 2017.

Ideas Thread

Okay, this isn't a proposal (gods knows I've tried making those often enough, and end up never finishing them), simply a thread where anyone and everyone can throw ideas up for others to view and comment on (constructively, let's not turn this into a bashing thread please). Also, can we please try to keep the ideas new, not merely altered versions of what's come up in the games already. Here's a few of mine to start off with:
Creature Arrangement (previously here)
Right now, we have 7 slots into which we can stick any units (AFAIK), but this means that we can have an army that varies in width from 7 spaces to 14 spaces, which IMO isn't as good as it could be, and so I've come up with a new method, arranged as such:
+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+

This gives you more control over how your units start a battle (they appear on the battlefield in exactly the same positions as on the grid), allows you to recruit both base and ungraded units without having to worry too much about ditching creatures, and allows you to use tactics that haven't previously been available, like guarding an archer stack with less than half your army.

An example of the setup would be as such:
+-+-+-+-+-+-+-+-+-+-+
| | | |C|D|   |F|F| |
+-+-+-+-+-+ E +-+-+-+
|A|B|B| |D|   |G|H| |
+-+-+-+-+-+-+-+-+-+-+

In this setup A, B, C, D, F, G and H are stacks of small creatures and E is a stack of large one.

Upgrade, Quality vs. Quantity (previously here)
What if, on upgrading, a dwelling were able to produce more of its base units than its upgraded ones?

For example a Dark Enclosure (Dark Raider dwelling) is able to produce 1200 gold worth of units per week, while a Grim Enclosure (Grim/Brisk Raider dwelling) is able to produce 1800 gold worth of units per week, which could either mean 4 Grim/Brisk Raiders, 6 Dark Raiders, or even 2 Grim/Brisk and 3 Dark.

As another example, an Archer Tower (Archer dwelling) is able to produce 600 gold worth of units per week, while a Marksman Tower (Marksman/Crossbowman dwelling) is able to produce 960 gold worth of creatures per week, which gives us either 12 Marksmen/Crossbowmen, 19 Archers (with 10 gold wasted), or 7 Marksmen/Crossbowmen and 8 Archers.

You can't get around the numbers by producing base units and upgrading them either, because upgrading will cost as much as the difference. One way you 'will' be able to get around it will be if you can find a Hill Fort within a couple of days of your town and you have a spare hero or two to shuttle the creatures out there (that'll get expensive at anything about level 3 though).

Map Dependent Lineup (previously here)
Just an idea I came up with while developing by new Bardona proposal, but never got around to implementing due to the complexity. At the most basic level, each town will have fewer creatures in its basic lineup than a hero has slots, with the extra slots being fillable once you'd flagged a few neutral dwellings. Imagine for example you're playing as Haven, and discover, within the zone-of-control of your starting town, a dwelling of Rocs, and another of Halflings. Normally you'd never be able to do much with these, being limited as they are to a couple of adventure map dwellings, but what if they weren't, what if you could sacrifice say a week's growth from each dwelling to add them to your main lineup, ending up with your five base creatures, plus Rocs - later upgraded to Imperial Rocs - and Halflings - later upgraded to War Slingers. The same would hold true for the other towns, except that the upgraded creatures would have different appearances, names and abilities.

Damage Types
You know it's annoyed me for a long time how all creatures do the same type of damage, yet some creatures have resistance to certain spell damage types. So why not allow creatures themselves multiple damage types? I can imagine for example certain creatures doing, instead of regular damage:
Fire (Fire Elemental, Black Dragon)
Lightning (Air Elemental, Titan)
Ice
Magic (Mage, Genie)
Death (Lich) (only affects living creatures)
Life (Priest) (only affects non-living creatures)

Mana/Knowledge Split
I've always had a bit of a problem with Knowledge dictating mana, so I've come up with a way to change that. Mana is now figured to the level of the hero and his/her skills, with the baseline being 3 mana/hero level, and adding +1 mana/level for each magical skill, and an extra bonus for certain skills (f.e. Intelligence would give +1/3/5 mana/level, on top of the normal +1), so a level 10 hero would have 30 mana with no magic, but with a couple of magical schools and Advanced Intelligence he would have 90 mana ([3 mana normal, +1 for each magical skill, +3 for Advanced Intelligence] * 10 levels).

Knowledge would instead dictate how many different spells you could use in combat (with 3 knowledge you could only use three different spells per combat, while with 10 knowledge you could use up to ten different spells).

More to come.

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted April 29, 2017 10:24 PM
Edited by PandaTar at 22:24, 29 Apr 2017.

Then, when people want to propose another damage type, for example, how would they go with it? Comment on yours, or propose theirs without any discussion whatsoever? And what about synergistic systems? How do you want people to explain; or is this just to add ideas at random?
____________

Heroes-based proposal thread On hold, while I'm writing my book. =)

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted April 30, 2017 01:23 AM

A few notes on the damage types:
Death should be very effective against living creatures, but weak against elementals, undeads and constructs. They would still do damage. As for life, it should just deal normal damage against all creatures except undeads, where it gain a bonus.
Poison damage for units such as assassins and manticores.
It should also be possible for units to deal multiple types of damage. Let's say a manticore stings somebody. They are both damaged from the sting itself, and from the poison following it.
Some spells could also add additional damage of a certain type in addition to the normal damage.

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MattII
MattII


Legendary Hero
posted April 30, 2017 09:36 AM
Edited by MattII at 04:01, 03 May 2017.

PandaTar said:
Then, when people want to propose another damage type, for example, how would they go with it? Comment on yours, or propose theirs without any discussion whatsoever?
They can comment on my idea if they feel like it, but really, I'd prefer it if people actually posted their own ideas.

Quote:
And what about synergistic systems? How do you want people to explain; or is this just to add ideas at random?
If people want to mix ideas, a short statement along the lines of "I like [person A]'s [idea X] and [person B]'s [idea Y], but I think they'd work even better together, so I tried to do it". But honestly, I think (hope anyway) that we're all mature and intelligent enough to figure out if an idea has drawn an inspiration from elsewhere, and not make a big fuss about it.

Going to add a caveat here, only post ideas here you're totally comfortable with other people using in their proposals.

Mediczero said:
Death should be very effective against living creatures, but weak against elementals, undeads and constructs. They would still do damage. As for life, it should just deal normal damage against all creatures except undeads, where it gain a bonus.
Well I was thinking Death would be a very specialised damage, with only, say, Lichs and maybe one other Necropolis unit, so it would be acceptable for not doing any damage to certain types. Not really sure about Life and Death as names for those either, but it was late, and I couldn't come up with anything better.

Quote:
Poison damage for units such as assassins and manticores.
It should also be possible for units to deal multiple types of damage. Let's say a manticore stings somebody. They are both damaged from the sting itself, and from the poison following it.
Mm, I'd prefer poison to remain as a status effect honestly.

Thinking about it now, it might alter some strategies a bit, like if Black Dragons are immune to Magic, you'd have to be careful how you used Mages (which do magic damage) when confronting Dungeon heroes.



Seriously, no-one else is interested in theorycrafting?

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markmasters
markmasters


Famous Hero
Dragon of justice
posted May 03, 2017 09:13 AM

quantity vs quality:
I like the idea because it allows a certain blitz kind of tactic. What I don't like however is that in a big map you would be screwed if you capture towns built by opponents that did this while you want for the classic upgrades. 7 slots for units is already a low amount.....Need to think about this

Knowledge: Yes, dictating mana from this skill is kinda....weird? I like the mana generated based on knowledge though (as H5 did). Your proposal is cool as it makes magic heroes viable in a larger variance of spells over might heroes but basicly it means there is a 'knowledge cap'. there are only so many spells you want to use anyway (especially since you specialise in one or two elements anyway). That means that around 10 knowledge you don't want to obtain knowledge anymore....heck even if the number is 20 this is wrong.

Maybe knowledge should provide magic resistance if yours is higher then your opponents based on the difference? after all, a master of magic knows every spells strength and weakness.

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