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Heroes Community > Heroes 8+ Altar of Wishes > Thread: New Hero property: Stamina
Thread: New Hero property: Stamina This thread is 2 pages long: 1 2 · «PREV
rubycus
rubycus


Known Hero
-student of the mind-
posted October 07, 2008 11:07 AM

When I read this thread and acctually considered the matter I realised that the H5 system is unfair. As you've already mentioned the magic heroes can rely on both might (DAD) and magic, while the might heroes (escpesially barbarians) can rely on DAD and very little on magic. And, as you've already mentioned, whan the DAD of all races are alike, it makes it very unfair. So for your question Alcibiades, I think it's a good, relevant and a highly developable idea
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 07, 2008 12:14 PM

Ok. If this was to be implimented the ammount of stamina should depend on Level/Class/Attack/Defense and increase if you have the attack and/or defense skill.  Simply because the more trained you are the longer you can fight normally.

Physical damage should also rely on all but defense (and the skill) also.  It should be reduced when attacking high defense creatures.

Personally I also think that certain 'classes' should do less damage then others, but meh.  
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Ronin
Ronin


Hired Hero
One cut, one life.
posted October 09, 2008 05:41 PM
Edited by Ronin at 22:28, 09 Oct 2008.

Stamina, crippling and wounds?

Hey Alcibiades, I have to say that the new highlights for your concept of stamina got me involved.

First of all, thinking about the stamina as a perk could make an very interesting HOMM6, because it would fusionate even more the RTS and the RPG aspects. I think the game would get more complex.

Here we go. In normal RPG with RTS (like Spellforce or WarcraftIII), the hero (o heroes) gains stamina as he level up. The thing is that stamina has the purpose of allow the hero to battle against his enemies in the battlefield beside his troops in real time.

Therefore, In HOMM6, the hero with stamina would be like in HOMM4 and he could fight against some creatures with no army. On the other hand, what happens if the enemy hero sends the army in full attack against just the Hero? Well, your army loses its Hero and we are back on HOMM4.

However, IF, you're thinking as I am, the Hero in HOMM6 will remain out of the battlefield like in HOMM5. Then, the Hero with the stamina perk and its special abilities (I keen on a crippling wound) would attack only creatures in the battlefield o even could attack the enemy hero himself?

Like you guys said before, this ideas about stamina as a new perk for HOMM6 is a very interesting and developable idea.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 09, 2008 09:01 PM

Personally, I'm not quite decided on the Hero's role in combat. I think the things you mention - I don't know that other game - are interesting in that you can choose whether you want the hero to enter the battlefield. I can deffinitely see benefits in that, as you could then simply keep him off if you don't want him to get killed.

What I personally had in mind was something in between Heroes 4 and 5. I don't want the Hero to be targetable directly as he was in Heroes 4 - that didn't work out, as you would either end up having superpowered or very vulnerable heroes, which was equally bad for the game. Like in Heroes 5, I imagine a Hero that cannot be made a direct target, but I want the combat mechanics to be more like Heroes 4 in the sense that Hero should have a specified damage range, his attack should be modified like Defence (and possibly Attack) like normal unit attack, and he cannot just attack anywhere on battlefield - unless he gains a specific skill or perk to grant him ranged attack. Those are the outlines I have in mind, but not settled on anything specific, as I haven't found a perfect solution yet.

On other model which we discussed elsewhere recently, and which I found quite intriguing, is placing the Hero within a certain stack. Effectively, he would move with the stack, and this would determine which creatures he could attack, possibly range of his spells, etc. Furthermore, this would add an interesting feature that when the specified stack is eliminated, the Hero becomes vulnerable to other attacks, at least until he finds a new "home" in another stack. These are just lose ideas, however.
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diegis
diegis


Supreme Hero
power of Zamolxis
posted October 09, 2008 11:55 PM
Edited by diegis at 23:56, 09 Oct 2008.

I really like the idea in spite of the fact that will make the game a bit....complicated?

Anyway, it crossed my mind that will be cool, if we could choose (-within game-)what creatures will be born in some castles...and that castle to be randomly created by the game....
Of course, all those creatures to interact in different ways when living same castle , and that to affect their characteristics.

what about this guys?
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dacian falx behind you
-knowledge itself is power-

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 10, 2008 12:05 AM
Edited by Jiriki9 at 00:07, 10 Oct 2008.

@Diegis: Well, its a bit off topic, but indeed I think this idea would be awesome...and so complex that it will certainly never occur in an official heroes game. I mean - I like the variety, but I think the programming affort would be too big.

Yet, as I said, I like the idea, I have allready thought about similar things sometime or other

Edit.
@alc: Well, you allready made some interesting suggestions on my yet another version of heroes 6 thread (or am I wrong there?) and I am working on something based on what you said there...gonna implement it sometime or other...

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diegis
diegis


Supreme Hero
power of Zamolxis
posted October 10, 2008 12:20 AM

I think is not that hard for a good team of programmers. It's been used in many games, but, of course none of them like our heroes...

Also don't know if i should make a thread about this-may be someone will see it and apply it; we're in Altar of Wishes, am I wrong?
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dacian falx behind you
-knowledge itself is power-

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 13, 2008 07:07 AM

Quote:
I think is not that hard for a good team of programmers. It's been used in many games, but, of course none of them like our heroes..


Unless the fans themselves made the next game. . Not only would that be kinda funny, but then we'd get the game we actually want!

But now that I think about it, it does make sense that people would eventually get tired with exhaustion. I'd also assume that heroes with a ranged attack would run out of ammunition.


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 13, 2008 08:55 AM

Quote:
Unless the fans themselves made the next game. . Not only would that be kinda funny, but then we'd get the game we actually want!


Ah, but that's the common misconception - remember, that we all want different things. Even if we were to finish our own game, did we have the chance - and we probably wouldn't, because we'd end up fighting over the details of who'll do what, and how to do it - it wouldn't satisfy everybody. I think that's an important thing to remember.

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MattII
MattII


Legendary Hero
posted October 13, 2008 10:02 AM

Agreed there Alc, half the time we can't even agree on the 'big' things, like how heroes work in combat (I'm personally for a redeveloped H4 system), or how creature levels are actually sorted (some people want a system similar to H4, others H5, etc.).

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Ronin
Ronin


Hired Hero
One cut, one life.
posted October 13, 2008 04:20 PM

Too much democracy...

Hello everyone.

I agree with Alcibiades and MattII. It's an utopia. In the Heroes community there are so many people involved that any intention to create and develop a HOMM game would become endless.

Like in democracy, if you don't put some leaders on top and let them take the decissions, it becomes to anarchy.

Just like in democracy, let Ubisoft and Nival to know our ideas and what we want to see in the future HOMM games. The have the duty of making a better game for us every next time.

Ronin
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 16, 2008 05:13 AM

Quote:
Ah, but that's the common misconception - remember, that we all want different things. Even if we were to finish our own game, did we have the chance - and we probably wouldn't, because we'd end up fighting over the details of who'll do what, and how to do it - it wouldn't satisfy everybody. I think that's an important thing to remember.


Ah yes, that also drives a good point: fans are among the hardest to please, if not the hardest. Alter even just one thing and some fans will throw hissy fits.
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Creator of the Guild and Prison towns for ICTC.

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