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Thread: My HoMMVI concept | This thread is pages long: 1 2 · «PREV |
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MattII
Legendary Hero
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posted October 01, 2008 01:13 AM |
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Edited by MattII at 02:25, 10 Oct 2008.
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There were a few other changes I wanted to make:
1) Townships (not certain how Military Posts work in H5, so I'll consider it a new idea)
These are basically mini-towns (3*3 size, as opposed the normal 5*5), but with limited potential. They're restricted to Town-Citidal levels, don't get Keeps or Siege Workshops, can't build more than 3 dwellings, and have to decide between getting a Marketplace or a Mage Guild, and a siege yard (Ballista Yard/Healer's Hall/Armoury) or a Caravan. Additionally, they can't get any special buildings.
2) Settlements
These come in two sizes, large (5*5) and small (3*3), and are basically proto-towns. They can't be owned but once a Hero is there, he can build a Village Hall, converting the settlement into a village of his native faction. Since they're unowned, they can't support any faction specific buildings, but can support some general buildings (Tavern, Marketplace, Blacksmith). They'd replace most of the non-player towns on a random map.
3) Construction Points
A more speculative idea than the other two, construction points replace the one/day building limit by providing each building with a construction point cost, and each Hall generating a number of such points every day (non-cumulative). ie, a Marketplace costs 2 construction points, whereas a Fort costs 3, so a Village Hall (2 points/day) can create a Marketplace by the end of the day, but a Fort wouldn't be completed till the next day, and would then leave you with only one construction point the next day.
I've also added a University as an upgrade of the Officer's School (formerly Academy) and changed the Mage Guild.
The Mage Guild itself now no longer produces spells it merely stores a certain number of them (same numbers as normal) which come from either the Scryer's Guild or are brought in by a heroes from outside (either in spell books or on scrolls). Spells can now also be discarded if new ones are available, or stored (rolled up a scroll to be given to a hero.
I'm also thinking about instituting a limited spell-book size, so a certain number of spells are readily available (normal-price, or perhaps cheaper), but the rest are stored away (several times the price to cast). I may also add a system of spell artifacts (aka runes), so that certain spells can be cast a certain number of times for free.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 01, 2008 03:01 AM |
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I think you could make it so you can build war machines for your town garrison just as you can for your heroes (a ballista, catapult, and war tent, and possibly others if we want to include more). Of course the prerequisite would be a blacksmith and then you could build a catapult and ballista tower as upgrades. That would universally apply to all factions since all factions have access to war machines.
I think you could also incorporate the amount of defenses of your town with how much income your town makes as well. After all, a better protected town = higher taxed residents compared to a town that offers no defenses. Maybe you could add on to the base number (250) from the tax collectors office depending on how upgraded your defenses are. You may want to lower the originally number to keep the town from making too much money in the end, but that's up to you. This would provide a little extra incentive to build defense structures. One of the problems with H4 was that building a castle was such a pain since it served no purpose other than being strictly defensive.
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"Folks, I don't trust children. They're here to replace us."
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MattII
Legendary Hero
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posted October 01, 2008 03:10 AM |
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Edited by MattII at 02:33, 10 Oct 2008.
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A possibility I've considered, but it wouldn't be universal, you already get FA Tents and Ammo Carts in siege combat, and even then, not every race would be predisposed to mounting siege weapons in defence (I can't see Inferno or Stronghold doing it for example).
Actually mentioned this in my last-but-one post, town level dictates siege defence damage output.
Recent update: Added in Caravan and added Sergeants (2 skills, 5 artifact slots [sword, shield, breastplate, helmet, misc.]), which can be upgraded to Captains (4 skills, 9 artifact slots, [Sergeant's slots, plus necklace, one ring, greaves and second misc.]).
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