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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes V: A Strategic Quest
Thread: Heroes V: A Strategic Quest This thread is 3 pages long: 1 2 3 · «PREV
Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted July 04, 2003 02:28 AM

Quote:

Bestseler in series is H4.
Profit wise , H2 may has best invest/return ratio (dont know that ), but that means nothing. Its few hundred thousends  against milions of copies (warcraft for instance , or Bolder or something simmilar).
Welcome to the real world.


Nope. You may have to check your scores again. John Van Caneghem said that Heroes 2 is the best seller in the series. The original Heroes 2: The Succesion Wars, without the Price of Loyality exp. pack, was sold in 1.000.000 copies.
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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted July 04, 2003 09:43 AM

different comments

"And Heroes 2 is the most profitable game in the series. That says it all. With Heroes 5 returning to the roots, I think that the buyers will be happy."

Ford T may have been the best selling and most profitable model in the history of Ford Motors. Yet I doubt that in 2003 a car trying to be like it would sell well. Always think what you're competing against. Back when HOMM 2 was a hit (and I agree it was a damn good game that filled most of my time in university), the competition was something else too -- and the game wasnt very simple compared to its competitors. Times are different now and you cant just make another HOMM 2 and hope it to be success. I have H2, but I dont play it anymore, H4 is more fun...

Grail:
If the grail shows far on the adventure map, it is only fair. Grail-carrying town is the best town on the map, and as such should be known worldwide for it. If build a very noteworthy town, you should be prepared for the hordes of "tourists" flowing in. So, making a grail town look different on the adventure map is cool idea.

Upgrades:
"I don't know if anyone will ever play wit upgraded level 1 creature instead of upgraded level6."

It all depends on how much an upgrade adds to creature value. If in both cases it adds e.g. 50% hitpoints, it would be exactly so -- level 6 no questions asked. But what if all upgrades add 30 hitpoints? 30 more hp on a dragon makes no difference. But 30 hp added to the normal 7 hp of an imp is BIG difference. Especially if you have just a few dragons, but a very good collection of imps. Now, I dont think all upgrades should be +30 hp. But I think in similar way, upgrades to lower level creature should be much more significant, so that after considering the numbers, they would become competitive with higher level creatures. In this case it might even makes sense to save those wolves in early battles in the hope of upgrading them into powerful dread wolves later on.
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Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted July 04, 2003 04:26 PM

Quote:
Ford T may have been the best selling and most profitable model in the history of Ford Motors. Yet I doubt that in 2003 a car trying to be like it would sell well. Always think what you're competing against. Back when HOMM 2 was a hit (and I agree it was a damn good game that filled most of my time in university), the competition was something else too -- and the game wasnt very simple compared to its competitors. Times are different now and you cant just make another HOMM 2 and hope it to be success. I have H2, but I dont play it anymore, H4 is more fun...


Returning to the roots of H2 is great thing. But I don't expect H5 to be copy of H2. The game will be imroved in any way. New and original skill system. Many of the great H4 things willbe merged too. But I didn't felt that I should explain this, because I think one can presume that. And for me, H2 is much more fun game than H4. I play it now too.
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van
van

Tavern Dweller
posted July 04, 2003 06:54 PM

Quote:
Nope. You may have to check your scores again. John Van Caneghem said that Heroes 2 is the best seller in the series. The original Heroes 2: The Succesion Wars, without the Price of Loyality exp. pack, was sold in 1.000.000 copies
Quote:


Unfortunately ,  I was unable to dig numbers for individual products but this will do :
Quote:
Developed by New World Computing®, a division of 3DO, Heroes™ IV is the latest game in the award-winning Might and Magic® line which has sold over 4.5 million units worldwide and has been translated into over twelve languages
Quote:

streight from 3do  "Investor Relations"
as you can see , its 4.5 milions for entire M&M line which contains at least 11 full games (8 M&M , 3 Heroes) + expansions + probably Crusaders/Legends (who knows)
Thats ,ofcourse, before H4 and M&M9
For comparison ,  Warcraft 3 sold 4.5 (coincidently   milion units even before hitting the shelves (pre-orders)
Age of Empires franchise - 11 milions of copies so far

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted July 06, 2003 01:11 PM
Edited By: ThE_HyDrA on 6 Jul 2003

Old Series?

Van

“But you dont know that, right?”

Few things are certain concerning Heroes V. However, this is one of those elements that will most likely not return. There are several reasons as to why it probably won’t. Heroes are gone from combat, and the advanced classes were combat based. Another reason is that the skill system is being totally re-developed, and so there may not be any point in having advanced classes. Heroes V is going to the roots of Heroes II and III, where hero specialties were much more important. This points strongly against the re-appearance of advanced class – excellent.

NWC will most certainly be bought by a larger company. Who could let such a good game rest untouched, with the newest version already underway. As you go on to mention in a later post, 4.5 million copies have been sold. That is not an achievement to be scoffed at. I don’t want to concentrate too much on the negatives in this issue.

Svetac I

“I hardly believe the new owner could want to turn Heroes into RTS or RPG.”

Indeed. They wouldn’t buy the developers and make them change their game design. If they wanted an RTS or RPG, then they’d either make it themselves, or have another company make it for them. It would be illogical to turn an internationally acclaimed title into an RTS.

“Well, when I said "town RPG elements" I was using it as a figure of speech. Because I couldn't find better term to describe what I mean.”

OK. So then what did you mean by it? Not the town in Heroes but another type of town?

“I was talking mainly about the design decisions in the game.”

Ah, OK. Heroes IV was indeed a very intricate game, and I somewhat enjoyed its complexity at times. However, it did seem to get tedious in some areas of play, perhaps too many things to focus on. The amount of adventure map objects were good, but some were redundant. I’d like a balance of both complexity and simplicity, while Heroes II is my favourite to date, it could have been improved upon, and what I’m hoping for it a cross between Heroes II and IV.
Since JVC is the man at the helm once more, he should bring in his old experience to make it feel more like Heroes II, there isn’t too much to worry about at this point.

Vladpopescu79

“But that happened only once, in h3 with the Conflux, and it wasn't very original either, exept the psychics... and I think also that elementals are only to be summoned”

I agree. The conflux town was not well founded, and maybe it wasn’t as good as it could have been. Reconstituting elementals and placing some new ones into a town didn’t really fit. I liked the town screen, that’s about it. It was fairly unoriginal (as you say), except for the heroes, they were pretty interesting, (Pasis, etc.)
They could’ve done a better job in the way of inventing new creatures, and the towns weren’t bound by magic, so it didn’t have to fit into the octagon, and creatures could have easily been derived from mythology. With a few of NWC’s creations, and some creatures they left behind in Heroes II (Boar, Druid, Nomad, Phoenix, et al), they could’ve made another town well

“and will continue to transform the present ones and shift the creatrues from one to another (here they can indeed bring new ideas).”

Yes, you are probably right. With this setup they can manoeuvre creatures around the castles and have great freedom in the castle build-up. It will also allow them to make the towns more unique without straining them for creatures as in the Conflux town.
If NWC didn’t add any new towns to Heroes IV, chances are they probably won’t add another town if there are seven towns instead of 6. There do seem 7 main alignments as you say, and I agree it is difficult to find an opposite of nature. However, if this opposite can be found, and it is favourable (E.g. not conflux or Forge), then it should be added to increase diversity. But if it is added just for the sake of having an extra down, I’m against it.

“Perhaps 7 towns including Inferno is the actual working diagram.”

I am hoping this is the case. This is in my opinion, the minimum amount of towns Heroes V should have without becoming too shallow in terms of town development, as Heroes IV was. Within these seven towns should be a fairly large development tree, filled with buildings that are more unique, and only a few universal structures. These are: Town Hall et al, Shipyard, Tavern, Castle, Grail.
An extra town could possibly be added, but I’ve already discussed it.

Grail:

“if the dome is powerful enough it doesn't matter that enemies become attracted.”

I’m not sure how much power the dome can induce. However, the overall power of the grail is certainly sufficient to defend the castle, but it depends how strong the defending army is. The grail would attract many armies, just as my scout-swapping theory would. It is the only detriment the powerful edifices cause to you.
Well, if you have a strong army it wouldn’t be too much of a problem as you say, but if you are on an adventure, and your town is starting to increase its garrison again, you may have an unwelcome visitor at the wrong time.

Upgrade:

“I don't know if anyone will ever play wit upgraded level 1 creature instead of upgraded level6.”

Yes, that was my only problem with the system EmperorSly devised. There would be no point in upgrading a level 1 creature for a bonus to your weaker creatures. I would almost certainly go for the higher creature.
We could limit this by upgrading a creature from 1-3 then from 4-6 separately. However, I believe this would be too much of a restriction, and returning to the structured ways of Heroes III.

“Sorry, that's about all (tenouous period for me this time of year..  

That’s fine. I am just glad you are posting again. (You did have that period where you were not posting for a while, actually.)

Nasty

“Maybe every hero should have his house...his rezidence”

Yes, the ‘Hero’s Quarters’ or something similar. However, I’m not entirely sure what purpose it would serve. Possibly, the hero, while he was stationed in his quarters, would add something to the town’s siege defence. While the hero is away, the garrison would be weaker without his guidance. And if we are to return to all armies needing a hero, the hero’s quarters could also house the ‘captain’ to command the army when the hero is away. He would work like a normal hero, and every level of the Quarters you upgrade, the Captain gets stronger.

“when a hero crosses the 6th level then he can build a house...that upgrades due to his skills”

Interesting proposal. And what does this house do? The hero is able to build it, and due to his skills it upgrades, but why would the hero want to build the house? Does it also offer a bonus of somekind while the hero is housed in the castle?

I understand the house would be a joy to look at with all the little workers hurrying about, and the house being secondary only to the castle.

“If a hero has combat...near his home”

Do you mean siege combat? If so, I’m not sure how the battlefield will display the residence, since the hulking castle would take up most of the battlefield. Where do you propose the house comes about?

“of course the house is situated in the second screen in the magical one.”

Yes, I’ll agree with that. Or maybe the house could be situated on the border between the two? Or possibly, if the hero is magic, it is in the magic section, and if it is might, in the might half. But I think your suggestion is the best one.

EmperorSly

“Always think what you're competing against.”

I’ll agree to that. If Heroes II was re-released, only the people who know how good it is, or those who don’t have it would buy it again, but it would certainly not sell as well. But it isn’t going to be Heroes II. It will be Heroes II and III, plus new elements, with better graphics and a very different system. The town system will also be different. It is going back to the roots of Heroes II, not copying it totally.

Grail:

“If the grail shows far on the adventure map, it is only fair.”

This would also be my take on the issue. If you have such a wonderful structure in your castle, it is only fair and natural that many would be attracted to it. I don’t think it could go unnoticed. So this dome idea is actually rather justified in this way.

“So, making a grail town look different on the adventure map is cool idea.”

Yep. By making it stand out, people will actually know that the town has a grail. Heroes III had a flag on top of the castle to signify the ‘capitol’ but nothing to show there was a grail, and the grail is certainly much more important.

Upgrade:

“It all depends on how much an upgrade adds to creature value”

I would disagree on that. Generally, for the same level creature, that would be the criteria, but for level 6 vs. level 1, there would be no consideration needed, since the former is obviously going to benefit your army more.

“But what if all upgrades add 30 hitpoints? 30 more hp on a dragon makes no difference.”

Hmmm. In that case, the whole upgrade system would be boring, but it would indeed make me reconsider. However, at the cost of the upgrade system merely adding 30 HP, with no uniqueness, then I’d have to go against it.
But yes, it probably would be more beneficial to give 30 extra HP to an imp than a dragons since imps would be able to slaughter their equivalent, and the 30 HP extra per dragon can easily be outweighed by numbers.

“Now, I dont think all upgrades should be +30 hp. But I think in similar way, upgrades to lower level creature should be much more significant”

Indeed. The low level upgrades (if we adopt your system) will need to be more prominent. Otherwise they just get discarded and used as cannon fodder. (As my squires usually are). There needs to be another way that we can employ the levelling system, since 30 HP is too bland, as you say.

Svetac II

“But I don't expect H5 to be copy of H2. The game will be imroved in any way. New and original skill system.”

This is also my perception of Heroes V, it is not going to be a replica of Heroes II, but it will have some elements of it. It will also have some features from Heroes III and IV, as well as combining other new elements. I expect it to be quite different, but also reminiscent of the past.

“And for me, H2 is much more fun game than H4. I play it now too.”

Well, the overall strategy and fun in Heroes II probably outweighs that of Heroes IV, but I still play Heroes IV more than II. II is a great classic, and if 5 years, I’ll be playing II more than IV, since the latter would no longer be current. But since it is now, I play that.

Thanks for the replies, since it is now the holidays, I should be able to reply more often.

____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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van
van

Tavern Dweller
posted July 07, 2003 08:08 AM

Quote:
Heroes are gone from combat
Quote:


I dont remember I have seen that explicit line in interview.

4.5 mil on 16 titles is 281250 average. Not bad but nothing spectacular. New owner may wont much more.
Bad time for speculations.
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soccerfeva
soccerfeva


Disgraceful
Famous Hero
banned
posted July 07, 2003 02:46 PM
Edited By: soccerfeva on 7 Jul 2003

Based on my own brain,and my opinion,Heroes 5 should be a purely turn based strategy game.Yes,NO heroes in combat.No..monsters do not walk,instead we could include minor heroes~used only for transporting troops and artifacts and potions.Minor Heroes cannot gain experience but the gained experience from the treasure chest can be accumulated and given to a Hero of your choice~not a minor hero.

How do you like the idea of a minor hero?I just don like monsters moving around~It doesn't make sense.

Creatures avaliable for Heros to ride on.
Sick and tired of seeing horses,horses,and more horses in H3,I've come up with this idea.

Castle-Cavalier
Inferno-Hell Hound
Fortress-Gorgon
Stronghold-Behemoth
Rampart-Unicorn
Dungeon-Manticore
Tower-Naga
Necropolis-Black Knight

Bearing in mind that these are creatures from H3 and may not necessary be used in H5.Also,I do not like to see the sight of Heroes riding oh Cyclop Kings-yucks!
Next,Heroes on Birds would enable them to-gasp,fly?!

Unless we have air and land movement in H5--EXCITING Prospect!

That means we can move in the air and on land-yipeee!

Primary Skills include..

Spell Power
Spell Duration
Knowledge
Understanding
Magic Resistance
Might Defence
Might Attack
Magic Attack??

Let me elaborate these points.

1 Spell Power-The Power of a spell(damage)
2 Spell Duration-The Duration of a spell
3 Knowledge-The number of spell points
4 Understanding-Understanding makes your hero's spells cost less
5 Magic Resistance-Resistance against spells/magic
6 Might Defence-The basic defence-as in H3
7 Might Attack-The basic attack
8 Magic Attack-Is there such a thing in H4?And should we introduce it again?

If you were wondering about how realistic the Primary skills are,consider using a diablo 2 system or something like that.

Diablo,for every level up,gives u 5 points to spend on the skills.We could introduce,say, 3 points.

I haven played H4 many times,so forgive me if I'm lagging behind.But I love H3.Absolutely.

Also,I was thinking about repairing artifacts-more realistic.Artifacts camn have durability and some artifacts does not need to be repair because they are made of tought stuff.While some can be easily broken.Artifacts can only be imbued at the Blacksmith~something like Diablo,and imbuing needs gold.So for example to assemble armaggaedon's blade you'll need 5000 Gold,5 wood 5 ore 5 sulfur and 5 gems(or something like that) You get create your own aftifact.With the inclusion of factors like durability and imbuing of artifacts,HOMM could be a nicer game to play in.



How do you find these ideas?Any comments?



Also,we should have options like dismiss artifacts or/better still trade artifacts with allies-I think they might have it..
But as for dismissing artifacts I think that's a new idea.
Also you can choose whether to activate First aid,ammo and ballista in battle.We don want to blind someone only to let the enemy get away all because the ballista shoots.

Here's a new combat option called Power-up or Focus. I think Focus would be a nicer word. This allows the unit to focus and +10% to it's attack skill for the next round.Once the next round is over,the focus is over.Focus cannot be built up.



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this_other_guy
this_other_guy


Famous Hero
{0_o} heh...
posted July 08, 2003 05:19 AM

Quote:
Creatures avaliable for Heros to ride on.
Sick and tired of seeing horses,horses,and more horses in H3,I've come up with this idea.

Castle-Cavalier
Inferno-Hell Hound
Fortress-Gorgon
Stronghold-Behemoth
Rampart-Unicorn
Dungeon-Manticore
Tower-Naga
Necropolis-Black Knight



A hero riding on a behemoth?
A hero riding on a naga?

Now thats just weird...
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soccerfeva
soccerfeva


Disgraceful
Famous Hero
banned
posted July 08, 2003 02:13 PM

what do you suggest then,mr wise one?
Bearing in mind that...erm I was talking about H3 and not H4,then...

okay,okay, there's wolf rider for stronghold..

Now what do you want to ride on for Tower?

gremlin-silly
stone gl(something)-isn't it worse?
stone golem-I see they move pretty fast
mage?Genie?Titan?!!
Naga?!
Please..NOTHING can be rode on for tower..naga is the only thing that u can sit on..

Of course..taking a look at H4,and combining it together for H5 would be brillant..
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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted July 09, 2003 01:14 AM

Maybe a creature that was created specifically for the Tower heroes to ride, how about that?

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Nasty
Nasty


Known Hero
castor nebun si orb pe cinste
posted July 10, 2003 09:16 PM

hmm...i will try to make the house situation clearer...well when the hero reaches level 6 he builds a house....in the castle he chooses...the house has around it small buildings
the proof of his skills ..where he trains....also the house can improve the castle...if he has grandmaster scouting ...the castle could become invisible on the map....if he has estates the creatures price is cheaper...if he has combat the castle gains more attack skill due to the heroe strenght...if he has tactics ..the castle could gain an extra tower and when he upgrades his attack skill then the tower starts to shot a few arrows...while the skill improves the number of the arrows rises ,stronger walls(defence),,if he has magic skills when he is in the castle he can cast extra spells that he cant cast outside the castle,if the hero has grandmaster archery the towers start shooting.For every skill the castle would get improved just like the house ..just like the hero.when the hero would get to the 25 level the castle would be a gret fortress..that wont be to easy to conquer.i know its hard because of the heroes skills....the way you choose them...but i think that in order to make those upgrades in the castle and the upgrades of the house easier the skills that influence the castle are only the first and the second one...so the castles dont become too powerful.In that way you would think more what skills to choose.I can think of several upgrades for every skill.you can help if the ideea interests you.(if there is something not clear please let me know)
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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted July 11, 2003 11:11 AM

Systems and Skills for Heroes V

Soccerfeva

“Heroes 5 should be a purely turn based strategy game.”

Yes, that is what JVC has envisaged for Heroes V anyway. You are on the right track. The changes he has made counteract many elements that were introduced in Heroes V. While RPG elements that were in Heroes I-III will still be present, many new changes will not be.

“Yes,NO heroes in combat.No..monsters do not walk,”

The first point you raise is very true. The NWC team were thinking of taking them out since they believed it would be too difficult to balance them with the creatures, and the immortality potions did not rectify this. While I agree that creatures should not walk on their own, I am not certain if they will or not. For me, they were a nuisance, and they serve little purpose but scouting while caravans are around. Also, Vlad and I have devised a new system, with specialist heroes as the scouts.

“instead we could include minor heroes~used only for transporting troops and artifacts and potions.”

Indeed. These ‘Specialist Heroes’, as I call them have been suggested by members of the community: Djive, Vladpopescu79, Nasty, and myself. They are a good idea, and make the definition of a ‘hero’ in the game more broad, while escalating their importance out of combat.

“Minor Heroes cannot gain experience but the gained experience from the treasure chest can be accumulated and given to a Hero of your choice”

I see this situation slightly differently. I believe specialist heroes should not be able to fight battles, but they are able to gain levels. For example, the scout which specialises in the scouting primary skill, can acquire experience from treasure chests and other adventure map objects which provide experience.
The experience goes toward increasing the specialist hero’s proficiency in that primary skill, by creating or augmenting secondary skills.

“How do you like the idea of a minor hero?I just don like monsters moving around~It doesn't make sense.”

As I said before, your idea is very good, and many people have had variations of this idea. The underlying objective is still the same, make heroes more significant in the role of a game. I agree that monsters moving around is not as beneficial. They need a hero to command them, or they could end up (at worst) mutinying.

“Creatures avaliable for Heros to ride on.
Sick and tired of seeing horses,horses,and more horses in H3”

I don’t see a huge problem with Heroes riding horses. They are generic creatures, and Heroes IV did diversify it by having the castle’s heroes ride on their respective horses. I would only have heroes riding creatures if there was a suitable creature for each town, but it appears as though there isn’t. What the heroes ride is immaterial in my mind, it’s what heroes do that counts.

“Heroes on Birds would enable them to-gasp,fly”

This would mean that all heroes would need to ride a bird to give them all a fair advantage. However, if you are talking about upgrading your ride, which would be classified in my books, as an RPG element, then it would not be included. That’s a good idea - but not for the Heroes Series.

“Unless we have air and land movement in H5--EXCITING Prospect!”

I am highly doubting this occurrence. If NWC decided to remove the underground for its (apparently) complicated nature, how will the proposal of the sky seem to them? It has been suggested prior to this, and in my mind, the sky doesn’t warrant an extra playing field for Heroes. What is there to do there anyway. Air movement would just make the ground level unnecessary.

“Primary Skills include..”

A very extensive and well-thought out list there. I very much like your format, as everything has an opposite and it is well constructed.
1. Spell Power: The problem I see is that not all spell systems have direct damage, so this feature would be irrelevant to most of the magic schools. This feature should probably be removed. However, if we go back to the old definition of spell power, it can work.
2. Spell Duration: This can be merged with Spell Power. The ‘Power’ applies to Direct Damage Spells, while the ‘duration’ is for spells like forgetfulness, quicksand, etc.
3. Knowledge: Number of Spell Points, yes this sounds fine.
4. Understanding: Hmmm. I believe this one is best left to the secondary skills for each magic class, such as conjuration, etc.
5. Magic Resistance: Fine (might equivalent = might defense.)
6. Might Defence: Good. The equivalent is above.
7. Might Attack: See above.
8. Magic Attack: Interesting one. We already have Spell Power…. However if this one is removed, magic resistance would be by itself. Maybe if the opponent you are casting it on has 50 magic resistance, the magic attack number would be able to make the spell successful. For example, if the Magic Resistance is 50, and so is the Magic attack, then there would be 50:50 chance of the spell working. If there is 1 magic resistance, and 50 magic attack, the ratio would be 2:100. (98 times out of 100 times the spell works.)

My theory:
1. Spell Power: Affects duration of non–DD spells, power of direct damage spells.
2. Knowledge: Decides number of spell points the hero has.
3. Magic Resistance: As in Heroes IV
4. Might Defence: As in Heroes III (Ranged and melee are together)
5. Might Attack: As in Heroes III (Ranged and melee are together)
6. Magic Attack: Counters magic resistance. (See above)

“Artifacts camn have durability and some artifacts does not need to be repair because they are made of tought stuff.”

It sounds very realistic indeed. However, it is, again, an RPG element which will not see the light of day in Heroes V. It would take too much effort, and distract the player from his/her goal, in my opinion. Artifacts are a vital part of the game, but bringing the possibility of them breaking would entail new adventure objects, skills, etc, which aren’t needed.
You say you got it from Diablo? = RPG game.

Creating your own artifact doesn’t sound too bad strategically. I think it would be quite a good inclusion. However, the major problem here is that it would take years for NWC to create these artifacts, and we don’t want to wait  7 years for the next game. Other than that, great idea.

“Also,we should have options like dismiss artifacts or/better still trade artifacts with allies-I think they might have it.”

Altar of Sacrifice. This object needs to make a triumphant return! Instead of throwing artifacts away, put them on the Altar of Sacrifice, it is much more beneficial to your cause.

“This allows the unit to focus and +10% to it's attack skill for the next round.”

Nice idea for a spell. It could be cast on all units (or on an individual unit) and it would give them a bonus for that round. I don’t see a problem with this idea.

Concerning this horse riding discussion:

If we are to adopt Soccerfeva’s suggestion of towns having their own creature, then I’d vote for Dragon Golems.
But I primarily agree with Damacon_Ace. There is nothing wrong with a wizard riding horse. It just needs to be made unique to the Order town.

Nasty

“well when the hero reaches level 6 he builds a house....in the castle he chooses”

Similar to a capitol? Where the hero’s house is defined on the map by a flag or something similar? (Hopefully something more diverse than that).

“the house has around it small buildings the proof of his skills ..where he trains”

I see. Sounds fair to me. Does it matter if the buildings signify the skills learnt in that specific building or not? For example, a special building for nobility would be recognisable or not?

“if he has grandmaster scouting ...the castle could become invisible on the map....if he has estates the creatures price is cheaper…”

Good idea. However, I believe that the hero should do this, not the house. I’m assuming that the hero has to be in the castle for these skills to work? Also, if the hero has estates, I think it should have the same bonus as in Heroes IV. A structure like the well could make creatures prices cheaper.

“if he has magic skills when he is in the castle he can cast extra spells that he cant cast outside the castle”

What type of spells do you mean? Do you mean to say that he can cast more than one per turn?

“For every skill the castle would get improved just like the house”

Hmmm. Interesting. So if the hero learns seamanship, a house is built near the shipyard, and that increases the distance the ships can travel (combined with hero skill of course). However, I believe that you need to build the house with your own resources to make this change happen. An innovative idea indeed.

“just like the hero.when the hero would get to the 25 level the castle would be a gret fortress”

Ah, I see. What the hero is doing by being so strong is increasing the capacity the castle has of becoming more fortified. Maybe every 5 levels you are offered an upgrade for your castle? Of course, this upgrade doesn’t come for free.

“skills that influence the castle are only the first and the second one”

I don’t believe so. This would mean the skill that you have first and second would be the ones used, but you have a different strategy. What about if you choose two skills within that primary skill to have an affect on the castle. This would achieve the same strength restriction as your idea, except you would have a hard choice to make before it happens. The difficulty is balancing all the effects these skills entail.

“I can think of several upgrades for every skill”

OK. I’ll try for a few:
Scouting: Castle has a larger radius
Stealth: Castle becomes invisible to those without scouting
Tactics: Tactics skill is augmented in a siege
Nobility: More income is created
Mining: More of the town’s most used resource is created
(Random) Magic: All units have + 25% magic resistance in siege combat
Diplomacy: Armies that besiege your castle have more chance of creatures joining your army
What are your suggestions for the skills?
I believe your idea has potential.

Thanks for posting, it is good that some of the members still participate in these on-topic discussions.

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"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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soccerfeva
soccerfeva


Disgraceful
Famous Hero
banned
posted July 11, 2003 11:32 AM

Allow me to address some doubts of mine.

You did well in writing such a long thread,well done.

But I would like to know what were you think when you wrote these..

"Creating your own artifact doesn’t sound too bad strategically. I think it would be quite a good inclusion. However, the major problem here is that it would take years for NWC to create these artifacts, and we don’t want to wait 7 years for the next game. Other than that, great idea."

Do you mean to say that we can create our own artifact>That was not what I meant.I meant assembling artifacts-like armaggedon's blade..for a fee of say,5k and some resources..

Nice idea for a spell. It could be cast on all units (or on an individual unit) and it would give them a bonus for that round. I don’t see a problem with this idea.

Focus is not a spell.It is a combat option,up there with options like wait and defend.+10 or 15 % attack skill to the next round.I think 15 % is better.

But if you would like that to be a spell also,that's fine with me.Just asking if you thought differently from what I was trying to say.






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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted July 11, 2003 09:41 PM

First, one idea about the horses and riders. For a change there could be also other hero-carriers than horses, yes. But pick them carefully please. The nagas are superb mythological creatures, with great personalities and great bodies. Do you mean you want your wizard to ride such a creature? Bear in mind that they have a sex, and that is female...

Second, I would like to bring in this topic an idea of Gerdash, which sounds excelent to me. The localization of resources. They used to be till now so "tiny" that your surviving hero could take them anywhere he went. They were everywhere (in any town where you wanted to build) and nowhere when your enemy takes your castles. Let them stay put. Let them be carried over the land in caravans. Let them be blocked in their tracks by wondering armies. How about that?


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MANE, TEKEL, FARES

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soccerfeva
soccerfeva


Disgraceful
Famous Hero
banned
posted July 25, 2003 07:59 PM

Heroes 5-a RPG or a Strategic Quest?

I've been thinking about the Hydra's thread Heroes 5-a strategic quest and I think H5 should not just be a plain old boring strategy game-we have chess,which is an even better strategy game than HoMM,if you think about chess combat and HoMM combat,you'll know what I mean..

We should have RPG elements in the game,but not so much that it totally distorts the strategic side of the game,which is needed in tourneys..It should have the option of becoming a strategic game whenever needed,but yet retain it's rpg options.

The reason why we were so attracted to HoMM was probably because of RPG.I mean,who really loves playing chess anyway,except for world champions?

you get my point,do you?

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted July 26, 2003 11:44 PM

"I've been thinking about the Hydra's thread Heroes 5-a strategic quest and I think H5 should not just be a plain old boring strategy game-we have chess,which is an even better strategy game than HoMM,if you think about chess combat and HoMM combat,you'll know what I mean.."

Well, that is just your idea of strategy games: "plain old boring". I might say that RPG games are "frenzied stupid games".

"We should have RPG elements in the game,but not so much that it totally distorts the strategic side of the game,which is needed in tourneys.."

That's the whole idea... unfortunately the homm fans are divided and you'll never have a h5 that will satisfy both, no matter what.

"The reason why we were so attracted to HoMM was probably because of RPG."

You couldn't be farther from the truth. Perhaps you wish to state your personal position with that.

"I mean,who really loves playing chess anyway,except for world champions?"

I do. And I'm not even a street-champion at chess. Please notice that you don't have to be good at that game to enjoy it.

"you get my point,do you? "

No....  

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MANE, TEKEL, FARES

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted August 13, 2003 11:36 PM
Edited by alcibiades at 11:39, 29 Jun 2009.

Applied three bonuses in this thread (Congrats: ThE_Hydra, EmporerSly, and Vladpopescu79).

Oh, and I also cleaned up the thread a bit removing some of he off-topic discussion.



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, to discuss Heroes 5, go to Temple Of Ashan.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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