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Thread: Aquatic Town idea | This thread is pages long: 1 2 3 · NEXT» |
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 12, 2007 04:35 PM |
bonus applied by alcibiades on 10 Feb 2008. |
Edited by Moonlith at 12:37, 13 Sep 2007.
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Aquatic Town idea
Right, here's my very rough and basic idea for an Aquatic based town. Depending on wether people are enthousiastic enough about the idea or not, I'll try and expand with more details and listen to any ideas posted in this thread
Name: no idea whatsoever...
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Disclaimer: The little starting list below was shamelessly stolen from Card_Ximinez 's tower thread. Sue me
Motto: The land is our enemy, as are its inhabitants.
Aka: The marines
Colours: Blue, Dark Green
Worship: Neptune or Leviathan
Core Philosophy: Peace is only to be achieved by preventing land dwellers from crossing our sacred seas.
Country: The entire of all seas are considered their home
Capital City: Aquarium (I make too many puns...)
Key Symbols: Water droplet and waves
Terrain: Water (check racial skill)
Main Magic: Destructive and Summoning
Resource Silo: Crystal
Blacksmith: First-aid tent
Race: The Mermen
Type: Aquatic creatures
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1. Background:
-missing, dog ate the paper-
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2. Racial skill: Liquidizer
Every hero receives a special spell to turn land during combat into water tiles. This spell can be cast multiple times, untill even the entire combat field is made into water.
For visual reference, the water would be shallow and generally reaches a squire's neckline, for reference.
basic: Spell allows hero to turn a 2x2 square into water for the remainder of combat.
advanced: Spell allows hero to turn a 3x3 square into water for the remainder of combat.
expert: Spell allows hero to turn a 4x4 square into water for the remainder of combat.
Ultimate: Spell casting interval is reduced by 50% when this spell is cast. (Picture Sorcery on grandmaster level)
Notes:
- At the beginning of combat, the area where the hero's creatures start is turned into water. If the hero has Attack > Tactics, this third line is also turned into water.
- Tiles occupied by enemy creatures are not turned into water even when the spell covers their squares. Likewise, tiles occupied by terrain objects are not transformed either.
Effects in combat:
- Non-aquatic creatures receive a 50 % penalty to their Attack and speed statistics when on water tiles. Flying creatures suffer no speed reduction, but they do suffer the attack reduction.
- Aquatic creatures receive a 50 % penalty to their Defence and speed statistics when NOT on water tiles.
- Non-aquatic creatures receive damage at the start of their turn when they are standing in water, like the poison effect. The damage is minor though, roughly equal to the hero's level. Demons however receive double normal damage.
- Aquatic creatures receive damage at the start of their turn when they are standing on land. The damage is roughly around 20 - 30.
- Fire based spell effects (such as Fireball, but also blind and divine strength) are reduced by 50 % when cast on water tiles.
- Water based spell effects (such as Circle of Winter, but also cleansing for example) are increased by 50 % when cast on water tiles.
- Water tiles can be turned back into land tiles when Earth based spells (such as Stone spikes, Endurance, Meteor Shower, Animate Dead, Resurection...) are cast on them. Each spell has a chance to turn it back into normal terrain depending on the spell's level.
level 1: 15 %
level 2: 30 %
level 3: 45 %
level 4: 60 %
level 5: 75 %
For earth spells targetting multiple squares, such as meteor shower (or also resurection / animate dead, if the creature is large), each tile is calculated seperately.
- When besieging an enemy castle, Liquidizer has no effect behind enemy walls. The moat can also not be transformed. (The faction's three shooters should compensate this little weakness)
- When defending against a siege, behind the walls is all water and cannot be turned into normal terrain through earth spells. The terrain for the besieger depends on your town's fortification:
Fort: Normal terrain.
Citadel: Murky very shallow slippery terrain, reduces attacker's speed and attack by 30 %.
Castle: All terrain is water tiles. Standard effects apply. Only the terrain outside of the walls can be turned into land through earth based spells.
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3. Creatures:
Warning: Incomplete list I have to admit the main reason I started this thread is because I liked the idea of the racial skill.
Their line-up should ROUGHLY consist of, or at least what I had in mind:
- 2 Shooters
- 1 Shooter / Caster
- 1 Tank
- 1 Tank / Caster
- 1 offense melee walker
- 1 Flyer
Their strategy should notably be defensive, letting the enemy come and attack them on their native terrain, the water, where they have the advantage.
Statistics are given as "low" "Average" or "high", compared to the average tier statistics.
Tier 1: Eel. Although weak and vulnerable, they have a high initiative and speed.
type: Melee (tank xD)
Abilities:
- Aquatic creature.
- Slippery evasive: Damage dealt to eels by melee attacks is reduced by 50 %. Damage from ranged attacks by 75 %.
Potential Upgraded abilities:
- Stun: Any attack performed by this creature has a chance of stunning the target, preventing it from retaliating and resetting its current initiative by 50%.
- Stormstrike (Like the thane's. It wouldn't be much damage, but it could still be natural for an eel type)
Att: low/average
Def: average
Dam: low
Hp: low
Speed: 7
Ini: 14
Tier 2: Merman / Merman Guard. Basic troops that actually know their magic
- Caster (Ice bolt)
Att: high
Def: high
Dam: average
Hp: high
Speed: 7
Ini: 8
Tier 3: Shark / Shark surfer: The merfolk, over the years, have managed to grow on friendly terms with these ancient predators, to the point of enlisting them into their ranks. They should specificly be high on speed and perhaps also initiative. Their tough skin should provide decent protection. They could feature a merman rider on their backs.
Type: Melee
Abilities:
- Aquatic creature.
- Ocean based: Creature receives double reduction in Defence and Speed ratings (thus, 75%) when on land, and tripple normal damage.
- Smell blood: Like the lizardbite ability, except the shark will move - swim to a nearby enemy target when it is attacked as well. Only to targets that are attacked within the water.
Potential upgraded abilities:
- Abso-fricking-no-idea. Something about eating?
Att: average
Def: high
Dam: average
Hp: high
Speed: 6
Ini: 10
Tier 4: Merman warrior. These well-trained half-fish, half-men, wield magical tridents which they use to attack their targets from a distance. Overall, all-around, high stats for a tier 4. Their value in the army could be comparable to Sylvan's master hunter value to the Sylvan army.
Type: Shooter
Abilities:
- Aquatic creature.
- Attack deals half damage to all water tiles surrounding the target square.
Potential upgraded abilities:
- Creature will attack its target twice when that target is standing on a water tile.
- Stormstrike ability for the ranged attack (Its attack / damage stats would be significantly / somewhat lower than the double attack one)
- No melee penalty.
Att: average
Def: high
Dam: average
Hp: high
Speed: 5
Ini: 12
Tier 5: Crustacean. These hybrid creatures have, like the sharks, over the years bonded and allied themselves with the merfolk. They should be VERY high on defence.
Type: Heavy / extreme tank.
Abilities:
- Large creature.
- Hybrid creature: Receives no penalty to either Attack, defence, or speed, and no damage, when either on land or in water.
- Ensnare: Attacked creatures become ensnared. Somewhat like root, with the difference that they CAN walk away, but they would receive damage when they do so. (lovely in combination with sharks!) Only the last creature attacked, though, is ensnared.
- Armored: Defence cannot be lowered.
Potential upgraded abilities:
- Submerge / dig: When defending instead of attacking, damage done to this creature is reduced by 50 %.
- Paralizing grip: Attacks performed by this creature reduce the target's speed by ... Shout something.
- Intercept: Enemy creatures trying to move past by Crustaceans are intercepted, and attacked for 50% of normal damage. The target is halted, CAN retaliate, but is also ensnared, and its turn ends.
- Damage received from earth spells is reduced by 50 %.
Att: low
Def: extremely high
Dam: low
Hp: very high
Speed: 5
Ini: 9
I kinda like these tanky abilities
Tier 6: Siren. Mystical creatures dreaded for their seductive abilities on sailors, that dispite their low attack and damage potential, could play a vital role in your army due to their special abilities.
Type: Melee. Upg: caster
Abilities:
- Aquatic creature.
- Sing a song: Performed instead of attacking. Reduces the target's current initiative by 20%. Can be performed multiple times, and on the same target. No effect on mechanical, elemental, or undead creatures.
Potential upgraded abilities:
- Seducer (like the new succubus temptress's)
- Enticer: Attackers find their damage reduced by 50% when attacking sirens.
- Caster (Circle of Winter, Summon elementals, Blind)
Att: low
Def: average
Dam: average
Hp: high
Speed: 5
Ini: 10
Tier 7: Giant Squid. Same story as with the sharks and crustaceans.
Type: Flyer (actually, "crawler", it can crawl across obstacles / walls)
Abilities:
- Attacks all adjecent enemies.
- Entangle: Special ability. Instead of attacking, it can pick up the target creature and throw it towards an enemy target. Large creatures cannot be picked up.
Potential upgraded abilities:
- Ink curtain: The squid and all aquatic creatures within a 3 or 4 tile radius turn invisible to the enemy. Shroud remains for a fixed number of turns. Only works for water tiles.
- No enemy retaliation.
- Root? Could be deadly with the attacks all adjecent enemies ability.
Att: average
Def: average
Dam: average
Hp: average
Speed: 6
Ini: 11
Alternative tier 7:
Tier 7: Troglodyte / Gillabeast. A large amfibien, monstrous frog-like creature normally dwelling in the deep undersea caves. Somehow (probably blackmailed) enlisted in the merfolk army.
Type: Melee / Siege
Abilities:
- Large creature
- Seaquake: Creature performs a special move to deal some damage to all enemy creatures who happen to be in the same body of water, instead of its regular attack.
- Caster (Earthquake)
Att: high
Def: high
Dam: average
Hp: high
Speed: 5
Ini: 12
Any ideas about this lineup or other suggestions are very welcome.
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4. Heroes and skills:
Picture mermaids / mermen seated upon dolphins, and whenever the hero moves on land, the terrain beneath is temporarily turned into water whereever he / she goes, to visualize his / her liquidize skill.
If that is too unbelievable, they could always choose to use crustaceans or even turtles as mounts, although it would appear slow... But then, so do elephants.
Stats wise, I am not too sure. The aquatic creatures would be high on defense, but perhaps the hero could concentrate on the Attack primariy stat instead to counter balance it. Since the water field decreases enemy attack as well.
Power / Knowledge wise, he / she should go for Power mostly. Although if the liquidize spell is made to cost mana, more likely to go for Knowledge.
As for the skills, not much to see here , I'm way open to suggestions
Destructive > Master of ice > Lord of water: Ice based spell effects are doubled.
Logistics > Navigation > Swimming: These heroes cannot use ships (Ship decks cannot be turned into water, thus fighting on there is in the enemy's favour). They need the swimming skill in order to move over water.
Logistics > Navigation > Swimming > Voyager: All creatures in hero's army receive + 1 to their speed, but only when moving in water.
Summoning > master of conjuration > Master of Water Elementals: Twice as many water elementals are summoned. Summon elements cast by hero always summons water elementals on water tiles. Water elementals are considered aquatic creatures.
Light Magic > Master of Blessings > Refreshment: Bustows a greater effect on the cleansing spell. Area of cleansing and Mass cleansing is increased to 3x3 and 5x5, and adds a minor healing ability to the spell.
Warmachines > First aid tent > master of healing: First aid tent shots are doubled, and its healing effect is increased depending on hero level.
Dark Magic > Master of Mind > Seaweed entanglement: Slow spell does not only decrease initiative, but also speed. -1 speed for enemies affected. The speed reduction only works when in water though.
Dark Magic > Master of Pain > Murky waters: Enemies targetted by decay may infect their adjecent allies when both stand in water, at either's turn.
Liquidizer > Fountain of healing: Hero receives a special ability to create a set area in which any allied creatures receive some healing at the beginning of their turn. Effect and time lasting depend on hero's spellpower. (racial ability)
Liquidizer > Whirlpool: Hero receives a special combat ability where he / she can create a whirlpool in a set area. Any creatures nearby will gradually get sucked towards its centre, reducing their movement speed and somewhat entangling them. Effect is only half on aquatic creatures. Non-aquatic creatures also receive minor damage when in the centre.
For the ultimate ability you could think of the entire battle starting on a water field. But that could make the tear of asha and the racial building (listed below) abundant. Sooner it could increase the field to 7x7 or something.
Or perhaps an enhancement of the water penalty effect, increasing it to 70 % or so and doubling damage.
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5. Town overview and special buildings:
The town would look somewhat like the dungeon town, a huge open hall beneath the surface. Difference include that the atmosphere would be more moist and lighter, brighter green / blue backgrounds as opposed to the shady purple background in Dungeon towns. The entire floor of the open hall is covered in water, with slippery buildings rising from it. Depending on popularity and evil / good allignment, it could be made slick, nasty and slimy, or beautifull, ydellic waterfalls, with gentle seaweed. Really, depends. I like both options.
As for the buildings, again, not much to see
Racial support building: Adds 1 additional line of water in front of the hero's startup area.
Tear of Asha: Gold / creature boost (standard), and adds 1 more additional line of water in front of theh ero's startup area. (Combined with Attack > Tactics, and the racial support building this can create a maximum of the first 5 lines of the field being water at the start of combat).
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6. Strategic notes:
- Neutral Aquatic creatures on the map would start in a 3x3 (or 4x4, if the creature is large) field of water tiles at the start of combat. Since there is no Aquatic hero who can increase the water field, or boost the attack values, such neutrals would be fairly easy targets, especially given their low attack.
- The creatures lack of attack potential can be evened out adding various abilities that increase their damage potential, such as the shark's blood smelling ability, the crustacean's intercepting / ensnaring ability, and the eel's stormstrike ability.
- The main strategy for this faction lies in transforming the terrain as strategicly as possible into water to gain the advantage, and like any faction, exploiting its creature's strengths.
- The faction should concentrate heavily on decreasing enemy speed, attack, and initiative, to further underline their defensive nature. Not by boosting themselves as much as by weakening their enemies. Speed should never be reduced below 1 though.
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Yes, I know, very incomplete etc etc. This is just off the top of my head, and I'm really curious if anyone likes the idea / has suggestions to improve. Gimme gimme gimme
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xerox
Promising
Undefeatable Hero
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posted September 12, 2007 08:05 PM |
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Edited by xerox at 20:15, 12 Sep 2007.
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The only thing i dont like was that the sirens was tier 2 creatures... they should be the missing lv6.
Quotls are good flyers.
My idea for creature line up:
1. Lizardmen-Lizardmen Tracker-Tribal Stalker, Walker
2. Mermaid-Naiad-Lorei, Caster/Shooter
3. Naga Guard-Templeguard-Gladiator Elite, Walker
4. (lizardmen) Basilisk Rider-Witch Rider-Shaman Rider, Walker/Caster
5. Siren-High Priestess-Sea Witch, Caster/Shooter
6. Sea Serpent-Quotl Queen-Storm Serpent, Flyer, Walker
7. Blue Wyrm-Sea Dragon-Ancient Leviathan, Flyer, Walker
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MornVatreniVuk
Adventuring Hero
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posted September 12, 2007 08:58 PM |
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I must admit, it is very original. I hope that people from NIVAL are READING this so that they can make the town like that in H6 or something.
I like giant squid for lv.7 creature (I think Kraken is very cool).
And I also like the giant crustacean.
Xerox is right, there should be a room for Naga (but not lv.3 it is too low).
I'm surprised that you didn't mention the Water Elementals.
I know that they are neutral but it is an Aqua Town isn't it?
It would also be cool to have a sea monster like the one from H4, but with too much monsters it wouldn't be so interesting. Or would it?
The swimming skill. Original, original...
But why does it all reminds me on Warcraft 3?
Nevertheless, a good idea Moonlith (It took me a while to remember your name properly, cuz I always thought that it's Monolith) and who knows, maybe someone from NIVAL did read this thread.
But what I always wanted was a beastmen town. Oh well...
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 12, 2007 09:34 PM |
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Edited by Moonlith at 21:41, 12 Sep 2007.
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I deliberated didn't list any reptilian sorts because they technically aren't aquatic creatures, and they tend to be more native to a swamp sort of theme, not a sea sort of town. I wanted to stick distinctively to the sea theme without adding in creatures already listed in swamp based towns. Leviathans / lizardman / quotls / nagas / vipes seem the standard concept in that these days.
Sirens at tier 6 seems like a decent idea, although it would leave the town lacking high level shooters.
I did list water elementals by the way. Their mage guide featuring Summoning magic, and within that skill is an ability that increases the effect of water elements (on water tiles distinctively water elementals are summoned). So they do specialize in that
Thanks for reading btw!
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sheensher
Known Hero
and Slipknot FAn
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posted September 12, 2007 09:43 PM |
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You must like write , you should show any graphics, before you present your project
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 12, 2007 09:45 PM |
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Not everyone needs graphics to understand.
Although I admit, if I had decent skills I would have drawn sketches. I'm too lazy to seek pics Although I probably should.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted September 12, 2007 09:57 PM |
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liquidizer sounds a little...erm...morbid
____________
Love, Laugh, Learn, Live.
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted September 12, 2007 10:00 PM |
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I like the basic idea. Though id say you make it extremely favorable for an enemy to sit back with his troops and cast magic.
(Because to get your own units anywhere youd have to cast the water skill)
As a matter of fact while you made some tiers extremely powerful it seems like a hero with 150 assasins would win against a huge army of them with destructive
In other words- creatures need to be a bit worse but there should be something like sap magic that your hero can use, that or water should increase the chance of a spell being resisted
Dark magic is quite a good bet that theyd lose too. you dont always get cleansing in the guild.
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 12, 2007 10:08 PM |
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Quote: I like the basic idea. Though id say you make it extremely favorable for an enemy to sit back with his troops and cast magic.
(Because to get your own units anywhere youd have to cast the water skill)
Not really.
- Your creatures CAN move onto land, but they suffer defense and speed reduction on itm plus receive some damage.
- Your army has at least 2 shooters and 1 caster, more or less forcing the enemy to come to YOU.
- Your hero should be sufficient in destructive magic as well. So if you face such tactics, you could choose to just use destructive spells rather than the liquidizer spell.
Quote: As a matter of fact while you made some tiers extremely powerful it seems like a hero with 150 assasins would win against a huge army of them with destructive
Watch how fast 150 assassins die against powerfull icebolts / circles of winter / stronger shooters
Quote: In other words- creatures need to be a bit worse but there should be something like sap magic that your hero can use, that or water should increase the chance of a spell being resisted
That might not be a bad idea. But given they have a huge terrain type advantage the magic weakness might be fair.
Quote: Dark magic is quite a good bet that theyd lose too. you dont always get cleansing in the guild.
Dito for Inferno ?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 12, 2007 10:09 PM |
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Awesome peice of work! Very orriginal way to incorporate water, with only a few problems:
What about imps, hellhounds, and gargoyles, who will all be under water? Would they not drown? Of course, they could be given a swimming animation without much trouble, so that's good.
Will the water be sunk into the battlefeild, or up above the battlefeild?
Notes: Would creatures such as the Fire Elemental also get double effect of water?
Would the Water Elemental get a boost?
Would the Titan electorcute people?
I didn't look too closely at abilities, but they look pretty good.
Creatures: Creatures are fairly standard, and could use spicing up. However, they work just fine, that doesn't need concentration. I like the Eel Concept. The smell blood is very creative, and if you wanted you could have it upgrade into Orca Whale (which is relatively small, and shark like) Hammer Head (Fear?) both of which could have an ability like life drain, but it prevents healing without expert level First Aid or whatnot. Please don't make the Siren upgrade into seducer, we've had enough women-are-only-good-for-sex stuff in Heroes without more. Enticer sounds better.
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How exactly is luck a skill?
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MornVatreniVuk
Adventuring Hero
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posted September 12, 2007 10:16 PM |
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But, still, weak or overpowered, they would be a great asset to the game.
All the towns in H5 are more or less like the ones from H3 & H4. Something new and original is needed.
In TotE, there is a new Orish faction. But they are barbarians like the ones before them in previous games. This town is a fresh idea, but to bad that some programmer didn't thought of it.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 12, 2007 10:21 PM |
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The bloodrage is pretty new. All the factions bring something new (except Haven, as usuall)
Necros: Wraiths
Dungeons: Overhaul: Elves, Hydras, etc.
Sylvan: More Elves, Avenger
Inferno: Gating
Acadmey: Artifacts
Fortress: Runes
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How exactly is luck a skill?
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 12, 2007 10:22 PM |
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Quote: Awesome peice of work! Very orriginal way to incorporate water, with only a few problems:
What about imps, hellhounds, and gargoyles, who will all be under water? Would they not drown? Of course, they could be given a swimming animation without much trouble, so that's good.
I did think of those, they'd probably be heads under But who cares? xD Yeah, swimming animation might be a good option for them.
Quote: Will the water be sunk into the battlefeild, or up above the battlefeild?
Sunken. Like the water tool in the editor where it creates a different elevation, consisting of water.
Quote: Notes: Would creatures such as the Fire Elemental also get double effect of water?
I would say yes, given the same goes for firey infernal creatures
Quote: Would the Water Elemental get a boost?
You could say that. They are considered aquatic, so unlike all other creatures, they do not suffer the water penalty for attack and speed, nor suffer damage from it.
Quote: Would the Titan electorcute people?
That would actually be interesting to add to it xD Lightning damage targetting ALL creatures inside the body of water..... Very creative idea! But what does that mean for the eels?
Quote: Creatures: Creatures are fairly standard, and could use spicing up. However, they work just fine, that doesn't need concentration. I like the Eel Concept. The smell blood is very creative, and if you wanted you could have it upgrade into Orca Whale (which is relatively small, and shark like) Hammer Head (Fear?) both of which could have an ability like life drain, but it prevents healing without expert level First Aid or whatnot. Please don't make the Siren upgrade into seducer, we've had enough women-are-only-good-for-sex stuff in Heroes without more. Enticer sounds better.
I'm surprised no one comments on the idea of the heavy tanky crustaceans with their intercept and ensnare abilities xD I actually liked those best.
The siren's main purpose I picture to sing and thus continueingly lower various enemy creatures initiative, rather than attack them. Sharks should have their smell blood abilitiy exploited, of course. Picture eel's stormstrike targetting multiple targets, all getting attacked in turn by that shark xD
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GenieLord
Honorable
Legendary Hero
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posted September 13, 2007 12:23 AM |
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That's a really good faction, Moonlith. I'm impressed. I've been working on a Naga faction recently as a part of a huge project, and yours is really similar to what I did... We probably have a similar taste.
The creatures line up is very well planned, but many of the hero's special abilities are not very creative. I like the creatures' abilities, though.
The racial skill is very nice, but will be a bit hard to use, since the creature might find it a bit hard to get to such of a small area of water. Why won't you do it larger? Like 4X4 for basic mastery, 5X5 for advanced mastery and 6X6 for expert mastery?
And I would suggest to chance the name of the racial skill to Flooder or something similar.
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 13, 2007 12:04 PM |
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Edited by Moonlith at 12:37, 13 Sep 2007.
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Quote: That's a really good faction, Moonlith. I'm impressed. I've been working on a Naga faction recently as a part of a huge project, and yours is really similar to what I did... We probably have a similar taste.
The creatures line up is very well planned, but many of the hero's special abilities are not very creative. I like the creatures' abilities, though.
The racial skill is very nice, but will be a bit hard to use, since the creature might find it a bit hard to get to such of a small area of water. Why won't you do it larger? Like 4X4 for basic mastery, 5X5 for advanced mastery and 6X6 for expert mastery?
And I would suggest to chance the name of the racial skill to Flooder or something similar.
Well the abilities were flung in real quick, I know they suck
Glad you like the creature abilities though.
As for the size, you need to keep in mind the change happens through a spell that can be cast more than once. So in effect, the entire field could be made into water. But the lack of size per spell would force to make for better planned castings. If the size were 6x6 or 7x7, it would be even easier for the hero to cover the entire field in water. And that just gives an instant advantage. Also keep in mind the bodies of water don't necessarily need to be connected: Ironicly it would seem more logical the creation of water starts at the enemy front line to slow him down, since your troops are mainly shooters and defensive in nature, so they don't necessarily need to head over to there.
And why do people keep making the association with reptiles? xD Fishes > Reptiles, totally different! The only thing they have in common is that both their towns are based around watery themes
Thanks for reading and the compliments though! *will fix up some things in his list*
I also wonder wether the crustacean and merman warrior shouldn't be switched around. Those mermen are most likely their primair damage dealing forces
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kingdon1975
Adventuring Hero
I really am the Godfather
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posted September 13, 2007 12:46 PM |
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Awesome idea Moonlith and without taking too much away I think Xerox has a pretty cool
looking list,I think Giant Squid should be there but at lvl 6, I think Blue Wyrm is a
must at lvl 7.
The Eel is a brilliant idea for lvl 1(I will go psychotic if this creature is removed)
and the upgrade should obviously be Electric Eel with a chance to stun which might make
it more of a lvl 2 creature, especially with it's slippery evasion trait I don't think it should have storm strike,it already has speed and initiative which is gonna make it quite a nasty little rascal especially with its chance to stun and even more deadly because of the evasion trait.
Also I agree the Siren's fit in nicely at lvl 5 and Sea Monster would have to be a good
second option for lvl 6 taking into account it's classic nature of being an HOMM 4
creature.
If it were to become an add on, I think the pirate hat artifact from HOMM 4(that gives
you immediate movement when you board a ship) would without any doubt whatsoever have
to be in there.
Finally various pirate types from human to not so human(Pirates of the Carribean would
probably inspire some great character ideas)would have to be the heroes of this faction.
Wow,I think this is the most exciting thing I've ever contributed to on HC.
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"better are wounds from a friend than kisses from an enemy"
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kingdon1975
Adventuring Hero
I really am the Godfather
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posted September 13, 2007 12:50 PM |
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Quote: The only thing i dont like was that the sirens was tier 2 creatures... they should be the missing lv6.
Quotls are good flyers.
My idea for creature line up:
1. Lizardmen-Lizardmen Tracker-Tribal Stalker, Walker
2. Mermaid-Naiad-Lorei, Caster/Shooter
3. Naga Guard-Templeguard-Gladiator Elite, Walker
4. (lizardmen) Basilisk Rider-Witch Rider-Shaman Rider, Walker/Caster
5. Siren-High Priestess-Sea Witch, Caster/Shooter
6. Sea Serpent-Quotl Queen-Storm Serpent, Flyer, Walker
7. Blue Wyrm-Sea Dragon-Ancient Leviathan, Flyer, Walker
I agree with a lot of what you have posted,but I don't think Lizard men should be anywhere near this faction Xerox.
Also,if i remember correctly,that in HOMM 5 there is week of the Wyrm,which says double
growth for Wyrm's if they were still in existence,which if thats the case we would have
a story clash on our hands.
so taking into account the close relation of the Blue Wyrm\Sea Dragon and the Sea Serpent
I think the Sea Serpent would be better positioned at lvl 7 thus making way for either
Giant Squid or Sea Monster at lvl 6,plus you would'nt want too many flyers in an Aquatic
faction
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"better are wounds from a friend than kisses from an enemy"
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 13, 2007 01:04 PM |
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My suggestion: Whatever you do with Merman, make him a her. Mermaids are slightly better known, and will draw in male players.
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How exactly is luck a skill?
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kingdon1975
Adventuring Hero
I really am the Godfather
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posted September 13, 2007 01:07 PM |
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Quote: My suggestion: Whatever you do with Merman, make him a her. Mermaids are slightly better known, and will draw in male players.
Fully agreeable here.
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"better are wounds from a friend than kisses from an enemy"
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kingdon1975
Adventuring Hero
I really am the Godfather
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posted September 13, 2007 01:22 PM |
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Quote:
Logistics > Navigation > Swimming: These heroes cannot use ships (Ship decks cannot be turned into water, thus fighting on there is in the enemy's favour). They need the swimming skill in order to move over water.
I don't really agree with this part though Moonlith,have a look at my post suggesting the pirate type heroes and the re-introduction of
the sailor hat artifact,this would be great because it brings some of the better HOMM 4 elements into the game.
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"better are wounds from a friend than kisses from an enemy"
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