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Heroes Community > Heroes 7+ Altar of Wishes > Thread: TURNing point
Thread: TURNing point
Rage
Rage


Adventuring Hero
Slipping Through the Trees
posted March 21, 2001 09:20 PM bonus applied.

TURNing point

Rage [guest] from Heroes Community  
RealTime or TurnBased... U decide  Posted 3-15-2001 21:35  

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kuraizen- "in lords of the relm, they had a turn based game, in witch each player would do their thing, and in the end they would click an end turn button, and when everyone had clicked the button, the turn would reset, this adds more stradigy, because if you are running a hero from an opponant hero, you have to start your turn hovering that hero, then quickly click it, forcing you to prioritize, problems would be when you get into a battle, would it pause for everyone?? then what if some one is running enless heroes from their town to protect it from one big hero advancing, how long would every one else have to wait through battles??"


Rage
I think that the "end turn" button idea would really work.

1)Morning -Everyone would start off by building up their castle(just 1 building per castle as per usual) with a time limit or until everyone hits "done".

2)Midday -Then would move their heroes at the same time allowing people to "interreact" with other peoples moves (would prove to be very strategic in my opinion with feigning attacks and waiting for opponent to move first or u take initiative). If one hero makes it to another hero for a battle, their movement is done. this stage will be time limited as well or till everyone hits "done".

3)Evening -Then the most interesting part... Battles. In my opinion battles are all day affairs, requiring resting afterwards and preparation beforehand. A hero may battle just once per turn, with battles happenning at the end of the day(maybe even simultaneously to speed up game, wow that one just came to me hehe). If the creatures flee u get to keep going or u can fight them which will end up being reduced movement.

4) Also allows for the possibility of three or more heroes in one battle (eg 2 people battling same hero in one turn) resulting in special 3 or 4 player battle maps. Or in the case of teams, u could end up surrounding ur opponent (or creatures guarding something) like when u fight in the crypt etc. Creatures will retain stats/specials from their commanding hero only(unless a special "all creatures on the battlefield..." artifact is equipped)and once all that heroes creatures are gone he is defeated.

As for people trying to hit & run u in front of their castle, will only happen once if u're reasonably quick.
4 heroes will be the max in one battle, allowing the first hit & run to be a 3 versus 1 affair. And on next day u can just head straight to the castle while other player tries to hire back heroes.

I also propose a 2v1 scenario when fighting against a castle for the defending player allowing for a stronger castle defence. We've been able to have 2 heroes in our castles so why not let the battle be more realistic. One hero is not just going to sit there and watch as his castles defences get slaughtered.

These ideas will result, in my opinion, better gameplay as every player will get to be doing something at the same time. I think we have a winner here so VALERA! get 3DO to check it out... unless someone else can point out something that really sux with this plan, this is how I waant H4 to be.

Thanx

kuraizen [guest] from Heroes Community  
yeah! i was quoted!! i feel so... intelectual  Posted 3-17-2001 07:56  

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good idea, and if you slack and don't move a hero allowing your opponant to suck it up into a battle its your own fault for not paying attention!!!!

Rage [guest] from Heroes Community  
More  Posted 3-19-2001 19:02  

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C'mon Guys... U mean the thought of being able to tag on ur opponent with an ally in the same battle doesn't sound good? Anyways, to add onto my original idea:

-during the 'simultaneous' battles, if u didn't engage in any battles urself, u should be able to divide creature stacks, manage resources, and maybe purchase creatures.

-also, to clarify, if someone else initiates a battle with ur hero, both ur heroes movement are over for that turn. But u can still split stacks till that turn's time runs out.

-when an opponent attacks ur castle u may still buy heroes (and creatures?) for that castle on that turn. They may not leave the castle though.

Thanx

AncientOne from Heroes Community  
Hmmm...  Posted 3-19-2001 21:59  

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I like the idea of two-hero defense of towns. That strikes me as very reasonable. It'd make defense of towns just a bit more interesting.
~O~
There is one problem, though. How do you treat the hero stacks? If you can have up to 14 different stacks (7 per hero), how do you chose which ones fight? Or do you arrange the battlefield so that they all fit? Or is there another alternative?

Rage [guest] from Heroes Community  
To answer your question  Posted 3-19-2001 23:10  

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As far as
-And for castle defence, perhaps the garisson hero's creatures would be inside the castle while the other allied hero's would be outside. Battles would take longer but I think this is one of the more enjoyable parts of the game. Unless of course ur waiting on someone else (and i think more options during the waiting part or allowing for watching of allies battles would be reasonable.

That's all for now...


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Rage
Rage


Adventuring Hero
Slipping Through the Trees
posted March 28, 2001 10:41 PM

Maybe not

No new posts, eh?  I guess this idea might be too edgy for all you loyal Heroes fans hehe.  

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Rage
Rage


Adventuring Hero
Slipping Through the Trees
posted April 02, 2001 10:14 AM

ARRGH!

Yeah I know this is my own topic and I may be a bit biased to it but...
I just finished playing a 4-hour-long 1v1 multiplayer game and I really get bored sitting and staring blankly at a computer screen whilst my opponent ends up taking a ten minute turn. there really needs to be some evolution of gameplay in my opinion. I'd prefer it if an average game on a med map could be finished in an hour. I've played a large map once and it took almost 7 hours (and we didn't even finish). Imagine playing a 2v2 game on an xtra large map for 24hrs straight and you'll understand what i'm talking about.
Let's get real here, Multiplay is THE best thing about this game and unless 3do comes up with some amazing AI it's going to remain that way. I think simultaneous turns is a viable solution to shortening the amount of time a game will take. It adds the 2v1, 2v2, and 3v1 aspects into the game(which i see no other way of doing) which will be very innovative. Simultaneous turns maybe will allow for 5-8 players playing at once(which i assumed the game was designed for) that will actually be bearable.

Anyways, READ and think about it. I got more to post but i'm going to bed.

L8r!

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Rage
Rage


Adventuring Hero
Slipping Through the Trees
posted April 12, 2001 12:21 PM

moo

k, think about it like this. It's still a turnbased game except during ur turn the environment changes (ie opponents/allies are moving). You will be able to chase enemies out of ur area in realtime and if they are not paying attention to that portion of the map u will catch them.
Then after all ur heroes have used their movement(or time limit runs out) u press endturn.

with this setup, it is still Turn Based Strategy!
Pros
- u won't be waiting for ur turn cause it's always ur turn!
- u will be able to engage in multi player battles (read above posts)
- less static maps during ur turn(stuff happens to u not just u make stufff happen)
- hopefully less lengthy games (making xl maps an option for online gaming)
- A little more realistic for all u realism fanatics

Cons
- faster cnxns required
- if u get attacked without moving ur hero movement is gone(HaHa should have been paying more attention!)

anything else?
I at least want to see 2v1 or 2v2 battles and this is the only way i can c it happening.

____________
L8r

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 12, 2001 10:24 PM

As u said....

This idea is too edgy for a loyal HOMM fan such as me, and this would make it even harder on my poor 28.8 modem.
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D3@th t0 Fals3 m3Tal!

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kuraizen
kuraizen


Adventuring Hero
Welcome to the Killing Fields
posted April 13, 2001 09:35 AM

accept for the modem factor...

i whole hartedly agree with this, i started playing ONE multiplayer game with a friend, and after he took 3 hours on his second turn, i said "screw you," and havn't played a multiplayer game since,
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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 13, 2001 08:05 PM

Good idea, but...

As, always mystery is the pessimust. I like the idea, as it will cut back on the time. However, the CPU will be at an advanage now. It can build/hire/recuit/ect. much faster than we humans can! Maybe that way the comp could win.
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And I'm spent!
~CGChewie

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Rage
Rage


Adventuring Hero
Slipping Through the Trees
posted April 18, 2001 07:45 PM

AI

The AI could be on a timer that depending on if it is on easy/normal/hard computer will take it's turn slow/normal/fast.
The only problem would be that a comp player would have to constantly check if other players move and where to otherwise it might make some very stupid moves.
Maybe comp turns would remain as they are now, going at the end of the day, but before battles begin.
But I still think the multiplay aspect is sound.
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L8r

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 18, 2001 11:30 PM
Edited by alcibiades at 14:37, 27 Dec 2007.

A very imporatant thing about this idea: Whatever u think of, it may NEVER, but NEVER, put a real-time element in H4, NEVER! Maybe turns could be simulatenous but when heroes chase each other, it should go like this: My hero moves a hex, his hero moves a hex, my hero moves, his hero moves.... (Just like with wandering armies in KB).


Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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D3@th t0 Fals3 m3Tal!

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