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Thread: Heroes V Expansion Pack Suggestion! | This thread is pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT» |
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Vicheron
Known Hero
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posted May 10, 2006 08:01 AM |
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I'd like an original town that's never been in a Heroes game before.
Here's an idea:
Golgotha – The conflicts throughout the history of Ashan has caused great suffering and pain and the magical energies expended in those conflicts gave form to the misery that envelope the land, creating malevolent creatures of pure thought and magic that psychically feed on the pain and sorrow. These creatures have been slowly corrupting the native life of former battlefields and calling out to wicked and sadistic creatures from the darkest regions of Ashan. The recent wars in Ashan have given these creatures great strength and now they are capable of manifesting themselves physically. These creatures are known as Defilers and they are now building great armies of dark and twisted creatures to spread pain and misery across the land.
Hero: Defiler
Primary stats: attack and spell power.
Racial skill – Malice, the stats of creatures under the hero’s control increase as they do more damage and as the battle drags on.
Racial abilities:
Strip mine – The Defiler gain the option to garrison within a mine for up to a week, increasing its production based on the size of the Defiler’s army as well as the Defiler’s level. After the hero leaves, the mine’s production drops to 1/7th for a number of weeks equal to the number of days the hero garrisoned in the mine.
Enslave – When neutral creatures attempt to flee from the Defiler, a percentage of them are converted into slaves or serfs.
Motivate – The Defiler attacks a stack under his control to “encourage” the rest of his army to fight harder, increasing their initiative and attack.
War of attrition – The Defiler gains some experience for losing creatures in battle.
Tyranny – Ultimate ability. The Defiler learns to dominate the will of his army and exercise complete control over creatures under his command. Each stack under the Defiler’s control can resist a number of debuffs, slow, curse, entangle, banshee howl, etc., based on the Defiler’s level.
Creatures:
Golgotha creatures are not very powerful but they possess many special abilities which can weaken their enemy and prolong the battle.
1. Slave -> Serf – When slaves are garrisoned within a town, they decrease the amount of gold it costs to build structures. When serfs are garrisoned within a mine, they increase its production.
2. Giant Maggots -> Giant Mosquito – Giant Maggots have the ability to devour corpses to restore their numbers. Giant Mosquitoes can suck blood from their victims to restore their numbers. They also have a chance of inflicting bleeding wounds on their targets, causing additional damage every turn.
3. Saboteur -> Darkhand –Saboteurs have the ability to disable machines and reprogram them to go berserk. They can also lower the initiative of enemy war machines and archer towers. Darkhands sacrifices all of the Saboteur’s mechanical abilities in favor of mystical ones. Darkhands possesses a few low level disabling spells. They have a chance to disrupt the mystical energies of magically animate creatures such as elementals and undead, stunning them temporarily. They also have a chance of causing its target to temporarily lose some of their special abilities.
4. Leucrotta -> Crocotta –Leucrottas possesses the ability to emit a continuous sound similar to speech which has a chance of temporarily lowering the defense of living creature they attack. Crocottas also has a chance of confusing their target, making them unable to retaliate and lose some initiative until their next move. Both Leucrottas and Crocottas are extremely swift and can attack a target twice in one move.
5. Crone -> Hag – Crones and hags can cast a wide array of cursing spells. Crones and hags also possess a special hexing attack that can hit any creature on the battlefield with no penalty and inflict a random negative effect. Crones cast a cursing spell against melee attackers before they can hit but Crones cannot retaliate. Hags gain the ability to cast a cursing spell against range attackers and the ability to retaliate against both melee and ranged attackers.
6. Winged Horror -> Sky Knight –Winged Horrors can spit acidic mucus at their target, slowing them down and lowering their defense in addition to damaging them. Winged Horrors suffer no penalty in melee combat, they also have a chance to lower the morale of creatures they attack and because they feed on fear, they do more damage to creatures with lower morale but they do less damage against creatures with high morale and creatures with no morale like the undead. Sky Knights are armored humanoids who ride on Winged Horrors. They no longer suffer damage penalties against creatures with high morale or no morale. Once per turn Sky Knights are also able to attack any adjacent creature that attempts to move away from it but they do only half damage.
7. Fell Beast -> Abomination – Fell Beasts and Abominations are manifestations of pain and suffering. Their morale, luck, attack and initiative increase as more creatures fall in battle. Abominations have the ability to channel its energies into generating an aura of hopelessness. In order to manifest the aura, the Abomination must spend one turn and its attack, defense, damage, hit points, speed, and initiative are severely reduced while the aura is active. The Abomination gains the no retaliation ability when the aura is active and all living creatures within the aura have their morale, luck, attack, defense, and initiative reduced depending on their numbers vs. the number of Abominations with the aura active.
Spells:
Maggot Burst: Turns a dead stack into an incubator for Giant Maggots. In a few turns, a stack of Giant Maggots emerges from the dead stack in an explosion of flesh and slime, causing disease to all adjacent living creatures.
Cancerous growth: The stats of the infected stack slowly decrease and eventually the stack starts taking damage.
Suicidal charge: Target stack sacrifices some of its own numbers in its next attack to kill creatures in an enemy stack equal to the xp value of creatures sacrificed.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 10, 2006 02:45 PM |
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New Towns
My ideas for NEW TOWNS would have to be:
Dwarven Kingdoms
Setting: Mountains
Alignment: (Lawful) Neutral
Units:
1. Halfling (w. sling + luck special ability)
2. Dwarven Worker (w. picks + provides resources on a weekly base)
3. Dwarven Priest (there is currently no level 3 mana units! - no ranged attack)
4. Dwarven Guard/Elite Guard (w. axes + inspire courage)
5. Thunderbirds (?)
6. Dwarven operated catapult (w. greek fire and siege capabilities)
7. Metallic Dragons (Iron - Silver or Gold or Platinum - with frost breath)
Elemental Conflux
I don't know exactly how this would work. It would be interesting to have different levels of elementals rather than air being second level, water third and so on - that is, there should be infant, young, mature, elder and ancient elementals from each plane - each with different abilities. Possibly aligned with elemental creatures like the Efreet and the Firebird/Phoenix - also the Genie would have been an obvious candidate for an air-based creature, but of course the genie is still aligned with the Academy.
The conflux city should be working as a gate to only one of the four elemental planes at a time, possibly selected by the player at the beginning, and probably changed through the game by an elementalist.
Humanoid/barbarian fraction
Setting: Wasteland - or swamp?
Alignment: (Chaotic) Neutral
Creatures: Goblins, Orcs, Trolls, Ogre Mages, Cyclops, Behemoths ... there are plenty of posibilities to make this one up. Pretty conventional.
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What will happen now?
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jlewlotr
Hired Hero
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posted May 10, 2006 11:56 PM |
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Edited by jlewlotr at 23:57, 10 May 2006.
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Quote: Dwarven Kingdoms
Setting: Mountains
Alignment: (Lawful) Neutral
Units:
1. Halfling (w. sling + luck special ability)
2. Dwarven Worker (w. picks + provides resources on a weekly base)
3. Dwarven Priest (there is currently no level 3 mana units! - no ranged attack)
4. Dwarven Guard/Elite Guard (w. axes + inspire courage)
5. Thunderbirds (?)
6. Dwarven operated catapult (w. greek fire and siege capabilities)
7. Metallic Dragons (Iron - Silver or Gold or Platinum - with frost breath)
I really like your creature lineup for the Dwarven mountain town. Even though thunderbird is typically part of the stronghold, it seems to fit this as well. Maybe switch the Halfling and Dwarven worker. I think could be cool to have Halflings as tier 2. The Dragon idea is great, I think silver would work well, plus frost breath makes a lot of sense. Good ideas man.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 11, 2006 10:40 AM |
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Quote:
Quote: Dwarven Kingdoms
Setting: Mountains
Alignment: (Lawful) Neutral
Units:
1. Halfling (w. sling + luck special ability)
2. Dwarven Worker (w. picks + provides resources on a weekly base)
3. Dwarven Priest (there is currently no level 3 mana units! - no ranged attack)
4. Dwarven Guard/Elite Guard (w. axes + inspire courage)
5. Thunderbirds (?)
6. Dwarven operated catapult (w. greek fire and siege capabilities)
7. Metallic Dragons (Iron - Silver or Gold or Platinum - with frost breath)
I really like your creature lineup for the Dwarven mountain town. Even though thunderbird is typically part of the stronghold, it seems to fit this as well. Maybe switch the Halfling and Dwarven worker. I think could be cool to have Halflings as tier 2. The Dragon idea is great, I think silver would work well, plus frost breath makes a lot of sense. Good ideas man.
Thanx. I think it would be obvious to make a Dwarven Fraction, now that Humans, Elves and Darkelves have their own communities. I'm not too sure about the Thunderbird myself, but it would fit into a mountain setting - but as you also say, it's usually alligned with the Stronghold/Barbarian creatures ... I just never find it to fit in their very well - I always imagined the Thunderbird as a rather majestic creature, which doesn't fit in very well with the goblinoids that thrive in trash and garbage. The Thunderbird might be substituted with another flying creature - Eagle comes to mind? - perhaps as level 4, promoting the dwarven guard to level 5.
A new feature:
Multiple Upgrades: This was actually a part of Heroes 2, and I never really understood why they discarded it. It would be obvious to be used with the Golems and the Dragons. In the world of Heroes 3, it could have been something like:
Golems: Stone Golem > Iron Golem > Gold Golem > Diamond Golem.
Chromatic Dragons: White Dragon > Green Dragon > Blue Dragon > Red Dragon > Black Dragon (traditionally, actually the red dragon is the strongest kind, but never mind that ... the Black Dragon is well established in HOMAM world).
Metalic Dragons: Brass Dragon > Cobber Dragon > Silver Dragon > Gold Dragon > Platinum Dragon.
For Heroes V, they might have to tweak it a bit with the Golem Names and Dragon names. The idea with multiple upgrades would be, that you'd have to spend more resources on the buildings, and you'd have to wait longer to have the more upgraded (and stronger) creatures, but that only seems fair, because a black dragon is so much stronger than many of the other 7th level creatures.
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What will happen now?
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leoest
Adventuring Hero
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posted May 12, 2006 03:51 PM |
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good town ideas everyone... keep posting
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leoest
Adventuring Hero
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posted May 16, 2006 06:17 PM |
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map features are missing,i agree more ideas?
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Kronos1000
Promising
Supreme Hero
Fryslân Boppe
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posted May 16, 2006 07:52 PM |
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Out of every Heroes game Sandro was my favorite Hero. They must include him in a bonuspack!
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Gnoll_Mage
Responsible
Supreme Hero
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posted May 24, 2006 02:38 PM |
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Sandro is in the game but as a historical figure, isn't he?
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ComradeX
Known Hero
Demands raising new Titan's HP
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posted May 24, 2006 08:16 PM |
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Sandro is in? I don't know a thing about that? where did you get the info? I just hope you are right, as any connection (even just mentioning) to the "old" world(s) is welcome...
By the way, Sandro is THE historical figure of HOMM games, as he was here from the start, from HOMM I, from a time when there were only 4 factions, and no undead (as a faction or ricruitable, only Ghosts).
He was a warlock back then!
Ahhhhhhhh, the good old times...
As for multiple upgrades, that sucks IMO. Giving some mare upgrades then others (including ton giving upgrades to some creatures at all) is not fair, and destroys any balance that the game may (or may not, like in most cases) have. It overpowers creatures. If you remember HOMM II, the warlock's Dragon had 2 upgrades, and that made it one of the most powerfull creatures of the game (together with the Titan).
So, no, no and guess what? no again to multiple upgrades I say
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The frozen land of red Titans wishes you luck in your journeys
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 24, 2006 10:12 PM |
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Quote: As for multiple upgrades, that sucks IMO. Giving some mare upgrades then others (including ton giving upgrades to some creatures at all) is not fair, and destroys any balance that the game may (or may not, like in most cases) have. It overpowers creatures. If you remember HOMM II, the warlock's Dragon had 2 upgrades, and that made it one of the most powerfull creatures of the game (together with the Titan).
So, no, no and guess what? no again to multiple upgrades I say
Well, look at it the other way: The Black Dragon IS overpowered! Therefore, better make it a multiple upgrade, and then make the current Black Dragon the final upgraded creature. That would meen more ressources and more time to get the final version = more justification of the creature being as powerful as it is in the curent version. I see no point in making it even stronger.
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Gnoll_Mage
Responsible
Supreme Hero
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posted May 24, 2006 11:31 PM |
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I'll look for some Sandro evidence tomorrow.
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ComradeX
Known Hero
Demands raising new Titan's HP
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posted May 25, 2006 09:53 AM |
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The Black Dragon is overpowered in both upgraded and non upgraded form.
I think that it doesn't matter how many forms it will have, it will always be overpowered, as it seems to be the main idea of this creature as the developers see it.
But in general, I think that there should be an even number of upgrades for all creatures for balance, and 2 is good enough. 3 for every one can be interesting, but this will make the final forms very hard to get, as the additional building & creature upgrades will requaire much more time and funds to achieve, so it's better to keep it at 2 forms per creature.
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The frozen land of red Titans wishes you luck in your journeys
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leoest
Adventuring Hero
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posted May 25, 2006 04:04 PM |
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Edited by leoest at 16:06, 25 May 2006.
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hello i'm back!HOMM V has been released and the needs grow for an expansion packs...more suggestions?By the way,i dont't like the multiple upgrades so much either,but what do you think of only 2-3 3-upgraders per town?(without level 7 creatures)Personally,I would like more heroes,spells and one or two new factions.Also,as many of you say,the map editor and random map genereator are missing(but it is quite sure the map features will come,they have been unofficially announced)
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Gnoll_Mage
Responsible
Supreme Hero
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posted May 25, 2006 07:53 PM |
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"There's also mention of Sandro being truly dead, killed by the Empire. He was the necro campaign hero's mentor." (ThunderTitan)
Plus I'm sure somewhere I've seen a reference like "run as if Sandro himself were on your heels".
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 25, 2006 08:34 PM |
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Actually, I think that's Crag Hack - at least, that's what they say in the clip of one of the campaign videos that's on the website - "Run as if Crag Hack was on your heels."
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Gnoll_Mage
Responsible
Supreme Hero
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posted May 25, 2006 09:37 PM |
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Oops, my bad! I wonder if I really did here Sandro somewhere else.
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ComradeX
Known Hero
Demands raising new Titan's HP
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posted May 25, 2006 10:52 PM |
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Well, the only refference to Sandro I know of is in an artifact!
I think it is Sandro's cape or helment...
Check it out on age of heroes (a great HOMM site!):
www.heroesofmightandmagic.com
If you know something else, share that info!
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The frozen land of red Titans wishes you luck in your journeys
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OOPMan
Adventuring Hero
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posted May 31, 2006 12:57 PM |
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Nu-uh!!!
Sandro is also referenced on one of the Necromancer heroes' bios.
And I do quote...
Quote:
Lucretia
Seduced and turned to the Necromancer ideals by Sandro himself, this ex-Bull Duchy countess immediately showed thirsts for both blood and power. Already a talented courtesan when still alive, Lucretia's vampiric embrace granted her a couple of centuries to hone her natural gifts for seducing, backstabbing, and politicking. Promoted to the rank of Undead Princess, she is a spiritual and (im)moral leader to other vampires that dream of re-creating her escapades.
So there you go, Sandro Lives Again!
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ComradeX
Known Hero
Demands raising new Titan's HP
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posted May 31, 2006 05:30 PM |
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Sandro is back?! I hope that this is correct, but as we can see from the bio, Sandro is, or was alive (in existance) in the world of Ashan!
By the way, did any of you, who played the campaigns, have come across any thing related to Sandro (or any other past heroes)?
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The frozen land of red Titans wishes you luck in your journeys
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Lich_King
Honorable
Supreme Hero
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posted May 31, 2006 07:30 PM |
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Only Crag Hack at the very first haven campaigns, it was something, like "we will run as fast as Crag Hack would be on our heels"
Also, it is already clear that there ARE barbarian tribes, orc tribes, ogres and goblins, most of them worship Dragon of Air, but as the manual says, those dwellers of the deserts are not enough to form a faction (at least in Homm5). So Crag Hack could existed.
What I would like to see in the expansion would be:
- A new town (it's clear that it will be either Dwarven or Naga town), but for the first expansions I would bring forth Dwarven one, assigned to snow terrain.
- A new interesting campaign, which involves dwarves, but at least is less doomsday based, like the current Heroes V storyline.
- New spells, abit more variety of spells, such as adding blessing and cursing spells to Destruction magic, damage spells to light, darkness and more summoning spells to summoning magic. And protection spell.
- New Arties.
- And new neutral creatures. Perhaps the old good creatures could return, such as Goblins, Harpies and etc.
- Random Map generator.
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