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Heroes Community > Library of Enlightenment > Thread: Let's Design: Ammo cart specialist
Thread: Let's Design: Ammo cart specialist
Hourglass
Hourglass


Supreme Hero
posted November 04, 2023 04:58 PM

Let's Design: Ammo cart specialist

Little background if I may:
I think most people agree that whereas Homm3 has a lot of content, some things that you could imagine also being there just didn't made it to the final game for reason or another. I'm talking about hero specialties, spells, artifacts or such that could very well fit into the game but just aren't there. I think there are many things, especially hero specialties that are worth having a discussion, so you can expect more of these in the near future.
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The point of this thread is to imagine, design and have a discussion  about what a hero with Ammo cart specialty could have looked like. If you wish, you can use the following questions to help you within the discussion:

1) What town and which class could have gotten Ammo cart specialty?
2) How would it "work": Would it have been a static bonus for health or defence, or would it had something else going with it?
3) What secondary skill would the hero have had? If the hero also had a spell book, which spell would have been a good fit?
4) How would you rank the hero in general? Would it be a great, good or simply a town filler? In what kind of siuations the hero would be at it's strongest?
5) What hero should it replace, or is replacing necessary?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 04, 2023 05:29 PM

Hmm Ammo Cart is mostly useless, except for a few creatures like Medusas, Master Gremlins and downgraded Pirates in HotA.
So I'm not sure what an Ammo Cart specialty would do, hopefully it would be better than First Aid specialty. (Hint also buff First Aid.)

Forgive me cause I might be in bad mood right now, but I am getting sick and tired of the spell system in this game.
Today I played a game with Andra (Fortress Intelligence specialist) and pretty much 80% of the spells I cast were Resurrection and Implosion, Implosion especially because I got the earth orb, which I also dislike.
You can rely on very few combat spells, the rest is mostly useless or very situational. Heroes that specialise in terrible spells, which are never worth casting, would it have helped if they at least started with the relevant magic school?, maybe.
AI always spamming Blind, Slow and damage spells. It's just tedious and predictable.
I am considering COMPLETELY revamping the spell system and also the way AI uses spells, but it will require a lot of thinking...
Sorry rant over.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 04, 2023 06:46 PM

Didn't think of WoG? It's the best solution.. https://youtu.be/aMczLfblwWk?si=naHUAettTsNX-Ztz

Ammo Cart? What about it?



So Tower and Castle! But reality Stronghold and maybe Dungeon.. If Ammo Cart specialist bring Warfare i.e. extra First Aid, Ballista and Catapult free. When 8 secondary skills plus extra Warefare.. If you think only Ammo Cart, then it's for Tower and Castle, what img showed you.. When you get Warfare, so your style of game changes too much, you can see img.. Where are an Earth? 8 SS plus all FA, Ballista, and Catapult.. I believe you can develop your mind along.. Grinding!

____________
Fight MWMs - stand teach

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thecastrated
thecastrated


Famous Hero
posted November 04, 2023 06:50 PM

In the scheme of the game plus 5 attack def of archers at exp level

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thecastrated
thecastrated


Famous Hero
posted November 04, 2023 07:44 PM

Anyone thinks first aid is better skill if the tent is not used

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heymlich
heymlich


Famous Hero
posted November 04, 2023 09:28 PM
Edited by heymlich at 21:31, 04 Nov 2023.

Ammo cart specialist? I think he should start with an ammo cart . A secondary skill is not needed for this.

While the other factions would probably not care about it, it could be useful for Tower. Master gremlins tend to run out of ammo in week 1 and I absolutely have no time to build a blacksmith in week 1 since I already have to waste 2 days for the level 1 dwelling upgrade and the mage guild.

So let's replace the almost useless magi special of Theodosius by the ammo cart special. I would pick him as my starting hero when I play Tower just for the free ammo cart (and trade it to a Ranger )

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thecastrated
thecastrated


Famous Hero
posted November 05, 2023 01:18 AM

If you pick him for ammo cart why not pick a war machine guy?

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heymlich
heymlich


Famous Hero
posted November 05, 2023 01:38 AM

I'm not playing Mods.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 05, 2023 01:42 AM

If you make an ammocart specialist that would be a mod by itself ^^

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heymlich
heymlich


Famous Hero
posted November 05, 2023 07:00 AM
Edited by heymlich at 07:01, 05 Nov 2023.

I'm not making one either.

But the next time I play I might just modify Theodosius to start with an ammo cart and archery instead of ballistics

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 05, 2023 07:45 AM

I don't really see the benefit of a Tower hero starting with an Ammo Cart, you can get one in their Blacksmith anyway and you need Blacksmith for City Hall...

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heymlich
heymlich


Famous Hero
posted November 05, 2023 07:51 AM

I said it before: You don't have time to build a blacksmith in week 1, and that's when you need the ammo cart, because your army mainly consists of master gremlins.

Later when you have a larger army, the ammo cart doesn't matter much.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 05, 2023 07:54 AM

In some cases you would want to build Capitol as fast as possible though, but maybe not those you are playing.

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heymlich
heymlich


Famous Hero
posted November 05, 2023 08:24 AM

That would be on poor maps with impossible setting, when you are unable to collect the ressources for the mage tower.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 05, 2023 08:44 AM

Yep, I always play on Impossible.

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BrandochDaha
BrandochDaha


Hired Hero
posted November 05, 2023 10:56 AM

Maybe an ammo cart specialist could have the ammo cart restored for the next battle after it is destroyed.
This would provide a smallish tank unit in every fight, might be situationally useful.
Such hero could be useful for Tower, maybe Fortress (if you have to shoot some slow but high HP stacks with Lizards).

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baronus
baronus


Legendary Hero
posted November 05, 2023 01:36 PM
Edited by baronus at 13:38, 05 Nov 2023.

baronus

Best solution is ranged unit boost. Something like archery. We have morale skill and morale artifacts and morale powerups fe.
Without skill - as present
Amo skill.
1 lvl gives 10% to damages all ranged units and 120hp
2 lvl gives 25% to damages all ranged units and 150hp
3 lvl gives 50% to damages all ranged units and 200hp

May be penalty reduction too... Or second shoot?!

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heymlich
heymlich


Famous Hero
posted November 05, 2023 01:58 PM

Or ... just have the archery specialist start with an ammo cart.

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted November 05, 2023 04:58 PM
Edited by LordCameron at 16:59, 05 Nov 2023.

I like this.

I think I'd halve the amount of shots every unit in the game got to begin with.

Then the ammo cart would give +4 ammo on its own.

Skill would be +6/+12/+24

Specialist would gain a percentage of additional ammo before adding in the skill at each skill level. Something like +50%/+100%/Infinite Ammo

Of course these changes would cause all sorts of problems elsewhere. The ammo cart might need to be buffed up to 500hp, or removed from the battlefield. Units might need their speed halved, etc.

Simplest fix would probably be giving all ranged units +5 Attack to keep their value up.

Another idea is that the ammo cart simply contains 12/24/48 ammo and every shot draws from it first. Specialist could make it so the ammo is applied to each unit instead.

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