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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Alcibiades' crazy Heroes 6 vision
Thread: Alcibiades' crazy Heroes 6 vision This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 01, 2009 12:36 PM

Quote:
This may be a stupid question, but what's happened to logistics and pathfinding, and things like that?


Not a stupid question at all.

I chose not to make Logistics a regular skill on level with the other skills. I followed an idea of Blizzardboy on this, who pointed out that Logistics is too universal to have as a normal skill, since you always want it - as can always be seen in the "skills you always take" thread in the temple.

Therefore, I'm thinking of making it something different, maybe a bit like the primary stats. What I have in mind is either something of a more fluid hero development where you automatically increase in movement at certain levels, or perhaps a new set of "hero" abilities that you can pick from at every other level or something like that. This might be things like Logistics and Pathfinding, but also perhaps something about Magic Resistance and other things.
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What will happen now?

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emilsn
emilsn


Legendary Hero
posted August 10, 2009 10:24 PM

As always I am impressed
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted August 10, 2009 10:29 PM

I'm not, where's the rest of it?
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 18, 2009 01:24 PM
Edited by alcibiades at 14:03, 18 Aug 2009.

Patience, patience, all good things come to those who wait.

Anyway, spawned by Xerdux latest thread, I thought I'd better take time out to go forth with this. Uploaded combat skill descriptions now also (click icon to see skill description):











About the Combat Skills
There are four Schools of Combat available to learn, which will work a bit like an equivalent to the four Schools of Magic. Mastering a Combat skill will allow you to learn Techniques of higher levels in this specific combat style.

Combat Techniques
Techniques are different ways of executing an attack. Techniques of higher level will generally do more damage and have more advanced effects associated with it. However, to learn higher level techniques, you need to master the appropriate Combat School at a certain level, and these attacks will drain a larger amount of Stamina from your hero, the energy that fuel your melee attacks, similar to how Mana fuel your Magic attacks.

To learn a new Combat Technique, you need to visit a town with a Warrior Guild with the proper technique available, just like you need to visit a Mage Guild (or a shrine, or similar) to learn a new spell.

The 4 Combat Schools
The 4 Combat Schools are Melee Combat, Ranged Combat, Mounted Combat and Siege Combat. Melee Combat is the default combat style for any Hero w/o any combat skill, which means the Hero will move around by foot, and only be able to attack targets within his sphere of movement.

Mastering Melee Combat will not change the way your Hero moves around or attacks, but will allow you to master techniques to greatly increase the damage your hero can deal to the targets. Also, Heroes trained in Melee Combat master a range of defensive techniques, that make them less vulnerable targets.

Mastering Ranged Combat will allow you to attack any unit on the battlefield, but suffering the normal range penalty for targets on distant locations. Ranged attacks will normally allow you to stay out of harms way for longer, but will not be as damaging as melee attacks, and may leave you more vulnerable if forced into melee combat.

Mastering Mounted Combat will grant you a mount in combat, increasing your mobility significantly, and potentially even allow you to ignore battle field obstacles! Mounted attacks allow you to deal heavy damage, but also leaves you vulnerable if you loose your mount, so plan your moves carefully!

Mastering Siege Combat will allow you to use War Machines to lethal results for your enemies, and to effectively support your own army, making it more durable.

Class specializations
As with the Magic Schools, within each Combat School, there are 4 different sub-classes in which you can specialize. Each of these will grant you special power in a specific area, at the possible cost of being less all-round versatile.

Examples
A beta-version of the Melee Combat techniques are uploaded below. As evident, only some are done, and generally, I have not yet finished the details on how these work, and most of the technique slots currently stand empty due to lack of time.




PS: I finished the Creative Magic specilization bonuses from previous round.
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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted August 27, 2009 01:24 PM

Itching... to...help

As it was a while ago Alc updated... I thought I'd come with some suggestions for the combat alternatives that are yet to be shown:

********************

Shield
lvl 1 Shield stun
Before normal attack hero hits enemy with shield, doing low damage (say HP = Hero Attack level) and stuns enemy, decreasing their accumulated ATB value by
0 10%
1 20%
2 30%
3 40%
Shieldmaster: removes 0.1ATB extra.
5 stamina
instant

lvl 2 Strong shield
Decreases damage made to hero by
0 10%
1 20%
2 30%
3 40%
Shieldmaster: valid during 3 attacks/retaliations
6 stamina
until hero is attacked/receives retaliation

lvl 3 Spiked Shield
Enemy attacking Hero suffers damage relative to damage dealt to Hero.
0 10%
1 20%
2 35%
3 50%
Shieldmaster: Spikes are poisoned, dealing additional <2*Hero Level> damage for three turns.
7 stamina
instant

lvl 4 Shield Ally
Creature adjacent to Hero suffers less damage when attacked.
Half of damage is transferred to Hero instead.
0 15%
1 30%
2 45%
3 60%
Shieldmaster: All creatures adjacent are shielded, Hero takes only 25% of removed damage.
8 stamina
until heroes next turn

lvl 5 Battle Frenzy
Hero receives unlimited retaliation, increasing damage for each retal by
0 20%
1 40%
2 60%
3 80%
Shieldmaster: Heroes retaliations decreases enemy Morale by 1.
12 stamina
until heroes next turn

**************************

Then I have a question about stamina:
As combat abilities can be seen as a type of casting, does that mean each "combat casting" takes one full turn, or can hero in the same turn choose attack, then execute it?
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Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 27, 2009 02:04 PM
Edited by alcibiades at 14:08, 27 Aug 2009.

Quote:
Then I have a question about stamina:
As combat abilities can be seen as a type of casting, does that mean each "combat casting" takes one full turn, or can hero in the same turn choose attack, then execute it?


Thanx for the input. I'll look into your suggestions.

To answer your question: Executing a 'combat technique' will be similar to casting a spell in the sense that you choose the technique from your, well, it's not your spellbook in this case, but you choose the technique you want to execute, and then your Hero perform the attack immediately with the desired effect.

Notice that in contrary to spells, techniques generally don't have a duration - it's a one-attack trigger. Thus, it works a bit like unit special attacks - think Wraith's Harm Touch, where you choose to attack by using Harm Touch, and then on the next turn you can repeat this action or choose to attack in another way.

There might be exceptions to this rule, however. For instance, techniques like the 'Enchant Blade' class could have a duration - i.e. you spent a turn to activate it, and then it works for rest of combat. That was not my initial idea, however.

Also, I'm not quite sure how Siege Combat techniques will work - it might be similar to the current "Imbue Ballista" thing, i.e. you pick a technique and then it affects the War Machine's next turn, or maybe simply you choose the technique on the War Machine's attack action, and then the Hero can execute an attack of his own on his turn.
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emilsn
emilsn


Legendary Hero
posted August 27, 2009 03:00 PM

I think perhaps the Vorpal blade with Harm touch should have a duration? It would be a little OP to intantly kill 3 creatures each round it would be a lvl 8 killer..

Or maybe only lvl 4-5 Enchant spells should have duration?
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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