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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My thoughts on Towns and Heroes (repost)
Thread: My thoughts on Towns and Heroes (repost)
Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted March 22, 2001 09:20 PM
Edited by alcibiades at 14:23, 27 Dec 2007.

My thoughts on Towns and Heroes (repost)

AncientOne from Heroes Community  
My thoughts on Towns and Heroes  Posted 3-5-2001 01:23  

Have any of y'all played Warlords Battlecry? There's a fascinating idea there that I really like. Basically, all heroes start as level 1 with the only difference being race. At lvl 2, they chose an occupation: Warrior, Wizard, etc. At lvl 3, they chose a specialty: Pyromancer, Necromancer, Archmage, etc. By lvl 20 under the current system, all HoMM heroes look pretty similar. With the W:BC system, however, they'd grow in different directions, which would give more replayability. This doesn't have to be perfectly reproduced; I don't care if heroes make a directional choice once, twice, or ten times. It would be interesting to see them make the Town-Alignment choice rather quickly (lvl 2?), although the town idea I'm proposing would discard of current Town distinction.
Some class-ideas that I think might work well:
Warlord, Archmage, Necromancer, Alchemist, Elementalist(s), Ranger, Knight/Paladin, Barbarian...
At given lvls, heroes could gain (or chose--I don't care which) the ability to build specific creature structures, etc.
~O~
I'd also like to see the same thing happen for cities... I.E. they all start out identical and are developed in different directions. Someone posted the idea that heroes were necessary to build structures, and I love that idea. (I would suggest that there be a maximum number of structures built in a given town). So a "Dungeon" Hero could build Harpy Lofts in any city, but couldn't build Golem Factories. I would like to be able to make some towns with my favorite creatures all there, even though it would take a while. Some creatures, like Hydras/CHs, are great on defense, but not so good on offense. Dragons are okay on defense, but their abilities are most useful on offense (fly over walls on sieges, etc). Of course, to be able to do so, you'd have to get several high-level Heroes.
~O~
Another idea that I'd like to swipe from the Warlords series is the ability to raze/sack towns/buildings. Once again, heroes could play a (necessary?) role in this; a "Dungeon" Hero would be able to get 3/4 resources (needed to build it) back from destroying a "Dungeon" structure, but only 1/4 of any other structure type. This does encourage a hit-and-run playing style which would make it more necessary to defend cities. Right now the only reason to care about losing a city that you can take back next turn is the income lost.
~O~
All these ideas are just some things that I think'd make the game more enjoyable. If HoMM4 doesn't have them, I won't die of grief, provided that it's as interesting as the other games in the HoMM series have been. (I've been playing since King's Bounty, although I somehow skipped HoMM1.)

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bodach [guest] from Heroes Community  
Thoughts on some thoughts  Posted 3-9-2001 09:35  

I agree that the current hero system tends to lead towards very balanced heroes and that the only real differnce in the end is a result of the hero specialty, which is generally not that big of a deal. I've played Battlecry, and agree that a system like that one with a much more specific set of abilities for a given hero type would be good.

As for towns and heroes building structures, I think that it makes sense for certain ones (like higher-level creature dwellings and higher-level mage guilds), but that basic town structures like marketplaces and blacksmiths shouldn't require heroic efforts.

The idea of completely flexible towns is a little extreme. I think that towns should keep their basic array of unit structures, but that perhaps heroes could affect some upgrades. Say a hero with Sorcery could upgrade Wood Elves to Elven Magicians, whereas one with Archery could get Elven Sharpshooters (like Gelu and Dracon, only heros would upgrade the building so that it produces the units instead of upgrading the units themselves). This would allow for more flexibility in single-town troop selection, as you would have to choose how many of each type to recruit from the single supply.

My other idea concerning heroes' interaction with towns involves special structures in towns (Mana Vortex, Lookout Tower, Mystic Pond, etc...) and on the map (Altar of Sacrifice, Witch Hut, etc...). I think that heroes with a certain class/skill/ability should be able to build some of these types of structures in one or two special slots in towns (possibly with limitations due to town type, i.e. no Altar of Sacrifice in a Castle). You want some Stables and an Idol of Fortune for your stronghold? Just find the right heros.

The ability to Raze/Sack/Pillage structures would add much importance to castle defense, which I agree is not as important now as it should be. It would also be nice to actually be able to get some resources by capturing towns. Ever wonder how the entire treasury manages to be somewhere else whenever you take a castle?


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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