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Thread: Conflux return | This thread is pages long: 1 2 3 · NEXT» |
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finrinflux
Tavern Dweller
True Conflux
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posted December 14, 2008 02:13 PM |
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Poll Question: Conflux return
How many would like to see Conflux return for HOMM 6.
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When the good say that someone is evil, that person will say he himself is good from his point of view
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emilsn
Legendary Hero
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posted December 14, 2008 02:26 PM |
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To me conflux wasn't that great a faction - The one in HoMM3 was imo just a way to implant some of the neutrals creatures into a faction and adding 1-3 new creatures... + upgrades..
To me it was useless, as it didn't work that well
When, was it daystar?, tried to recreate conflux to HoMM5 and remaking it, it was okay and the ideas were there. sadly I didn't catch my attention that much.
No need for conflux just keep those elements neutral and make something new..
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 14, 2008 02:52 PM |
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Original h3 Conclux was kinda flat and brainless, but for example H5 rework by Radar is more than interesting. There are many good ways to implement it well into new series.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 14, 2008 02:59 PM |
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IMO, Conflux is one of the least interesting factions out there. If it means getting rid of another faction for it, then I say no. But if it has no negative impact on other features then why not have it as well?
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted December 14, 2008 05:53 PM |
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I hate to say it, but the H3 Conflux wasn't even supposed to be a town; as most of you know, it was whipped up in order to replace the infamous SF town called Forge (that was to be introduced in the Armageddon's Blade expansion pack).
My favorite part of the FAQ by Greg Fulton, the game developer:
Quote: Q: WE DON'T LIKE THE ELEMENTAL TOWN.
A: You'll get the elemental town, and you'll like it.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted December 14, 2008 05:57 PM |
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No. The 8 factions are already overbooked for prospective races/themes as it is, and conflux definitely belongs at the bottom of the barrel.
As nice as diversity is, I think it's best to max the game out at 8 factions, since the more diversity you add into a game, the more headache you're going to have for balance issues, and I would like for HoMM 6 to be as balanced as possible. Having tons of factions wouldn't be a big deal if they were all very similar to one another (like in HoMM 3), but if you want them to all be significantly unique, then it's best not to keep adding on factions.
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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 December 14, 2008 08:03 PM |
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Elemental town plain doesn't work, H3 proved that.
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xerox
Promising
Undefeatable Hero
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posted December 14, 2008 11:28 PM |
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Both yes and no.
I would not have them as a main faction, but in my homm6 there different town types.
Mercenary Towns are one of my town types.
There you can recruit tier 1,3,5 and 7 creatures but for a higher price then normal and go into taverns etc or get protection from enemy heroes.
Conflux is a mercenary town in my homm6 and there line-up is like this:
1. Storm Elemental
3. Magma Elemental
5. Twilight Elemental
7. Psychic Elemental
As you might notice they are combinations of Ashans elements (Earth, Fire, Water, Air, Darkness, Light, Magic and Time)
Water + Air = Storm
Earth + Fire = Magma
Light + Darkness = Twilight
Time + Magic = Psychic
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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MattII
Legendary Hero
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posted December 15, 2008 02:07 AM |
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Edited by MattII at 02:08, 15 Dec 2008.
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Why don't we just stop being so anthropomorphic about the blasted things, there's nothing wrong with element animals:
Air > Bird
Earth > Tortoise
Fire > Horse or big cat
Water > Eel/Snake
Also, I don't think it's possible to have more than two elements per faction (air 'or' earth and water 'or' fire), but if you got a different lineup with each set (either each element gets its own upgrade, for H5 style, or each element gets two/three base creatures with three/one universal creature), it could work.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 15, 2008 09:30 AM |
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Quote: When, was it daystar?, tried to recreate conflux to HoMM5 and remaking it
That was me and Daystar, actually. That was a pretty fun project, I personally loved the idea, but it was probably stretching the existing framework of the game a bit too far in some ways. Here's the thread.
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What will happen now?
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broadstrong
Promising
Known Hero
Level 20 Vassal of Light
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posted December 15, 2008 03:17 PM |
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Yes, conflux town (native terrain grass) should make a comeback, as a neutral town.
Tower Guards : Fire Elementals
Moat Damage Multiplier: 1.0
Moat Effect: Enemy unit is inflicted Mark of Fire and Mark of Ice for 3 turns (may be reduced/nullified if unit has fire or cold protection or immunity)
As for the creature lineup below, which consists of each tier's base creature, base upgrade and alternative upgrade, I did not include attack/defence/damage ratings as they shall be normal, according to the tier. All spells casted are at advanced magic proficiency.
Some of these creatures are actually the current neutral creatures, re-worked to fit their new tier. I also hope to introduce the return of some familiar creatures in H3, such as the upgraded elmentals and the pegasus. I know there are already threads (and even a mod) earlier on the conflux troops make-up, I am merely presenting my ideas of the creatures of conflux town.
Also, I did not really put in a lot of thought in balance, so feel free to add on/suggest changes.
Tier 1 (base growth 9)
Floating Elemental
HP: 10
Initiative: 14
Speed: 7
Shots/Mana: NA
Abilities: Flyer, Elemental, Immune to Air, Shock Attack (once per battle, inflict 75% of normal damage on selected enemy without retaliation, enemy ATB reduces by 0.15)
Air Elemental
HP: 13
Initiative: 17
Speed: 8
Shots/Mana: NA
Abilities: Flyer, Elemental, No Enemy Retaliation, Immune to Air
Storm Elemental
HP: 16
Initiative: 15
Speed: 7
Shots/Mana: NA
Abilities: Flyer, Elemental, No Enemy Retaliation, Shock Attack (once per battle, inflict 75% of normal damage on selected enemy without retaliation, enemy ATB reduces by 0.15), Stormcaller
Tier 2 (base growth 8)
Water Elemental
HP: 18
Initiative: 10
Speed: 5
Shots/Mana: -/12
Abilities: Caster (spells do only 50% of normal damage), Elemental, Immune to Water
Ice Elemental
HP: 23
Initiative: 9
Speed: 4
Shots/Mana: 6/-
Abilities: Shooter (of ice shards), Elemental, Immune to Water, Mark of Ice (chance to damn target to suffer double ice-based damage for 2 turns)
Frost Elemental
HP: 20
Initiative: 12
Speed: 5
Shots/Mana: 3/18
Abilities: Shooter (of ice shards), Caster (ice bolt, CoW, DF do only 50% of damage), Elemental, Immune to Water
Tier 3 (base growth 7)
Fire Elemental
HP: 34
Initiative: 8
Speed: 6
Shots/Mana: 24/-
Abilities: Shooter, Elemental, Immune to Fire, Fire Shield
Energy Elemental
HP: 38
Initiative: 13
Speed: 7
Shots/Mana: NA
Abilities: Flyer, Elemental, Immune to Fire, Fire Shield, Searing Aura, Fire Protector (once per battle, grants selected friendly unit immunity to fire)
Blaze Elemental
HP: 36
Initiative: 10
Speed: 6
Shots/Mana: 27/-
Abilities: Shooter, Elemental, Immune to Fire, Fire Shield, Blazing Shot (in lieu of normal ranged attack, creature can shoot a fireball at a 3x3 area, at the expense of using up 9 shots), Mark of Fire
Tier 4 (base growth 6)
Pegasus
HP: 35
Initiative: 11
Speed: 7
Shots/Mana: NA
Abilities: Large Creature, Flyer, Energy Absorption (enemy casters pay +2 mana more to cast spells, enemy hero pay +10% mana more for circle 1-2 spells, +15% mana more for circle 3 spells, +20% mana more for circle 4-5 spells, all values rounded up), Dark Counter (spellpower of dark magic on creatures reduced by half)
Silver Pegasus
HP: 41
Initiative: 15
Speed: 8
Shots/Mana: NA
Abilities: Large Creature, Living, Flyer, Energy Absorption (enemy casters pay +2 mana more to cast spells, enemy hero pay +10% mana more for circle 1-2 spells, +15% mana more for circle 3 spells, +20% mana more for circle 4-5 spells, all values rounded up), Dark Counter (spellpower of dark magic on creatures reduced by half), Life Champion (+3 attack against “evil” units)
Platinum Pegasus
HP: 41
Initiative: 14
Speed: 7
Shots/Mana: -/16
Abilities: Large Creature, Living, Flyer, Caster (Divine Strength, Endurance, WoL), Child of the Light
Tier 5 (base growth 4)
Earth Elemental
HP: 80
Initiative: 5
Speed: 5
Shots/Mana: NA
Abilities: Unlimited Retaliation, Elemental, Immune to Earth, Magic-Proof 50%
Magma Elemental
HP: 85
Initiative: 7
Speed: 5
Shots/Mana: NA
Abilities: Unlimited Retaliation, Elemental, Immune to Earth, Magic-Proof 50%, Heavy Blow (chance to inflict 35% more damage on enemy and pushes back its ATB by 0.15)
Rift Elemental
HP: 83
Initiative: 7
Speed: 5
Shots/Mana: NA
Abilities: Unlimited Retaliation, Elemental, Immune to Earth, Magic-Proof 50%, Rift Plate Movement (once per turn, casts earthquake on 4x4 area, resulting in tremor effect as per tremor perk under War Machines skill)
Tier 6 (base growth 2)
Undead Knight
HP: 90
Initiative: 9
Speed: 6
Shots/Mana: NA
Abilities: Large Creature, Undead, Cursing Attack, Light Counter (spell power of light magic on creatures reduced by half)
Death Knight
HP: 90
Initiative: 10
Speed: 7
Shots/Mana: NA
Abilities: Large Creature, Undead, Cursing Attack, Light Counter (spell power of light magic on creatures reduced by half), Deadly Strike (30% chance to kill 30% of the target units)
Dread Cavalier
HP: 92
Initiative: 11
Speed: 7
Shots/Mana: -/15
Abilities: Large Creature, Caster (Sorrow, Decay, CotN), Undead, Hexing Attack, Light Counter (spell power of light magic on creatures reduced by half), Undead Champion (+3 attack against “good” units)
Tier 7 (base growth 1)
Psychic Elemental
HP: 180
Initiative: 8
Speed: 6
Shots/Mana: NA
Abilities: Large Creature, Elemental, Immune to Mind Control
Telepathic Elemental
HP: 195
Initiative: 11
Speed: 7
Shots/Mana: 5/-
Abilities: Shooter, Large Creature, Elemental, Immune to Mind Control, Telepathic Mirror (30% chance to redirect enemy spell to random enemy unit, 20% chance to reduce spellpower of enemy spell by 50% before it affects friendly unit), Spray Attack
Magic Elemental
HP: 190
Initiative: 10
Speed: 6
Shots/Mana: -/14
Abilities: Large Creature, Caster (Magic Immunity), Elemental, Immune to Magic, Concentric attack (hits ALL neighbouring enemies with normal damage, without retaliation, any other enemies directly behind these enemies receive half damage (similar to Champion Charge)
Hope you all find this nostalgic (and interesting).
____________
The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.
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razor5
Famous Hero
Freezing...
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posted December 15, 2008 04:47 PM |
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I simply don't understand why Death Knights are in the Conflux (like in Broadstrong's idea)
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xerox
Promising
Undefeatable Hero
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posted December 15, 2008 04:58 PM |
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+Lol, Death Knights?
In my opinion:
1. Wisp (Lesser elemental manifestation)
2. Storm Elemental (Air + Water)
3. Magma Elemental (Earth + Fire)
4. Twilight Elemental (Light + Darkness)
5. Djinn (Greater elemental manifestation)
6. Psychic Elemental (Magic + Time)
7. Phoenix (Element of Life)
Grail Creature: Metaelemental (Ice + Plasma + Wind + Metal + Life + Time + Magic + Shadow and + Light )
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 15, 2008 05:45 PM |
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I don't get the idea of some elements being stronger than the others. Why would Earth Elemental be of a higher tier than Air Elemental? Or Fire higher than Water?
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What will happen now?
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Fauch
Responsible
Undefeatable Hero
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posted December 15, 2008 06:42 PM |
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what about :
tier 1) charmander (fire)
tier 2) marill (water)
tier 3) onyx (earth)
tier 4) pikachu (electric)
tier 5) kicklee (fight)
tier 6) rafflesia (plant)
tier 7) mewtwo (psychic)
?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 15, 2008 06:47 PM |
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Radar's post should be sticked and shown to all spontaneous faction rushers as a warning
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MattII
Legendary Hero
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posted December 15, 2008 08:22 PM |
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Quote: I don't get the idea of some elements being stronger than the others. Why would Earth Elemental be of a higher tier than Air Elemental? Or Fire higher than Water?
Doesn't make any sense to me either, which is why I suggested not exactly having elementals, but choosing two elements per town, and basing upgrades on those (water-earth would have half the same upgrades as water-air, but none of the same as fire-air, etc.).
I feel elementals shouldn't be recruitable, only summonable, and they shouldn't be anthropomorphic either.
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xerox
Promising
Undefeatable Hero
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posted December 15, 2008 08:49 PM |
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Edited by xerox at 20:50, 15 Dec 2008.
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Because there needs to be a creature line-up?
Plus in Ashan some elements are stronger then others.
Lol Pokemón.
I had Pokemon when I was 6 years old. Sorry, but HoMM is not for small children.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 15, 2008 09:01 PM |
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Quote: Because there needs to be a creature line-up?
Plus in Ashan some elements are stronger then others.
In Ashan, the elements are all equal. Just look at the current elementals: All are level 4 creatures.
And you can make line-ups without splitting the elements over various levels - just read MattII's sugestion above, or check out the post I linked earlier in the topic.
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What will happen now?
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xerox
Promising
Undefeatable Hero
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posted December 15, 2008 09:02 PM |
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Elemental Chains?
Plus Djinns are elemental spirits - which are tier 5.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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