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Thread: Why The Need For So Many Factions? | This thread is pages long: 1 2 · NEXT» |
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CptVanguard
Tavern Dweller
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posted February 28, 2010 10:24 PM |
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Why The Need For So Many Factions?
Edit: Updated 04/03/2010
Warning: this is a huuuuge post, only read this if your prepaired to.
This is pretty self explaintory. Ive seen many posters suggest some interesting ideas about the factions and how many there should be. But come on guys, Ubisoft isnt a miracle worker, lets take a more realistic approach of HOMMVI.
There is a possibility they could always make 8 factions like they have in HOMMV but what would be better for more content than cramping it all together?
Personally I think the next game should feature some both uncanny and interesting faction ties formed into alliances that ultimatley united together.
So the suggestion:
Faction Mechanics:
Rather than having 7 units per faction with 14 alternatives the players have simply 7 units per main faction with 3 sub factions to divide them into.
Eventually however the faction has to choose an individual sub-race that ultimatley reprisents the dominant city development faction. To keep a sake of balance rather than making too much hastle each faction has its own city buildings and two unique heroes with both male and female models.
Unlike before unless you play the campagin mode, the heroes have custom avatars and a few unique model customisations. This will allow players to have a more personalised choice of hero rather than having to use pre-set ones unless of course your playing the scenerio or campaign modes in which case the characters would be pre-set.
There would be three factions as the cliches go:
The Forces Of Righteousness:
These guys reprisent the reminant forces of the Haven, Sylvan and Fortress factions, united they have formed a full alliance of humans, elves, dwarves and all the sub races between them to make a full blown army.
They embody some of the easy learning mechanics for newcommers to HOMMVI aswell as familiar mechanics to those who enjoyed them in HOMMV. They would ultimatley reprisent balance while having a mixture of defencive, endurable or swift troops depending on your play style.
Story Lore:
As A Whole:
There were many signs that when Biara was defeated long ago, the forces that helped vanquish her would simply fall apart. While The Silver Cities, the Necromancers, the Dark Elves and the Orcs all went their seperate ways, the remaining factions decided to form a perminent alliance.
United primarily by an old truce now fivty years past, The Forces Of Righteousness reprisent the only remaining faction of honor in this world. With Dignity, Reasoning and Strength, they work tirelessly to assure that evil in their lands is quelled. However, a dark force seems to be slowly severing the ties between these factions. Distracted by individual turmoils, tensions begin to rise as a truce now fivty years long will be tested and with it, the honor of those who dare to call themselves honorable.
Haven:
Shortly after the events of the story of dark messiah, the griffon empire was completly disbanded due to its absence of a griffon heir. The Haven faction took fivety years to fully rebuild itself and with Talonguard in ruin it fell to the Lionheart dutchy to reorganise the people. With time the Lionheart dutchy united the remaining dutchies and formed the Lionheart Empire, lead by young Mathias Lionheart. Mathias story revolves around a troubled past, with the murder of his two daughters, his wife and his best friend, Mathias broods over a difficult time for the Haven faction. Only recently established as the Emperor he must tame a difficult land with wisedom, courage and honor. Can a light be brought to this dark age where heroes are scarce and a young Emperor must achieve so much with a heavy burdain? Mathias must be prepaired to find the answer for himself, for no one else is comming to help him, not this time.
Sylvan:
Irollian has always suffered countless battles after wars leaving its population devistated beyond repair. Ursula, a huntress of prominant status amoung her people will soon discover a dark secret laying to their survival. With their human allies in disarray over civil wars once again, they are scattered and divided. Ursula senses an evil at work behind these diversions and intends to find out its secret, at any cost, even her own life. Just how far will the hunter go to catch her pray, and what consequences must she face when she finally catches it?
Fortress:
King Wulfstan has lived too long and survived a war. His people however have suffered a strong loss of morale as the war between his kind and the dark elves has resumed. Wulfstan's heir, Kregor must protect his fathers honor while defeating an old enemy. What drove these dungeon dwellers to madness? Why now do they choose to break their pacts of old? Kregor worries for his fathers health, and even more so for the health of his falling nation. Hopefully, he might be able to prevent the inevitable, before it is too late. The fate of a kingdom, lies now in the hands of its heir.
Hero Types and Unit List:
Haven:
Heroes:
Haven features the formidable Knights and mysterious Chaplains. The former possesses great potential to rally allies with their benediction and fervour in a dying faith. The latter, much closer to the faith can master the art of divnity, able to bolster units in combat and upgrade them to divine units.
Units:
(these will be listed by lowest tier to higher aka: the unit listed at the bottom is Tier 7 and the unit at the top is Tier 1)
Militia - Human Unit, wields a spear and light armour.
Special ability:
Direct Hit!, allows militia to ignore enemy armour at random criticals.
Archer - Human Unit, carries a long bow and light armour.
Special ability:
Intercept, grants it a chance to interupt enemy turns on criticals.
Squire - Human Unit, carries a sword and shield and wears a full suit of plate.
Special ability:
Shield Bash
Shield Repell in defence mode (this ability has the same effect as the archers, only it works defencivly).
Gryphon Rider - Beast/Human Unit, Gryphon wields small armour pads while the rider carries a lance.
Special Ability:
From The Sky!, Active ability causes the rider to fly down with a lance strafe across one line of the field doing instant damage to any units in the attack field, attack damage scales with unit size.
Vanguard - Divine Unit, Angelic knight without its face visible, full suit of plate and an armoured kilt, carries a giant axe.
Special Ability:
Righteous Strike, the attack deals divine damage to the target, if the target is demonic, undead or draconic, the damage will be double.
Cleric - Human Unit, Holy priest with simple garbs, carries a bible and a spiked mace, face is hidden under a hood, female unit.
Special Ability:
Spellcaster
Elraths Mercy, this second ability allows the Cleric to pour healing lights from the heavens down upon a target ally, with a large number of clerics, this ability can even ressurect the dead once per battle.
Angel - Divine Unit, Holy genderless warrior robed, wielding a holy hammer in one hand and a divine sword in the other.
Special Ability:
Clensing Aura, this ability removes any negative effects on the player units adjecent to the Angel.
Purifying Wave, The angel must be standing in melee range of the enemy unit, allowing them to strike in a 270% angle, doing direct damage to any enemy unit adjacent, this may only be used once per battle.
Sylvan:
Heroes:
Sylvan elves naturally train in some of the finest hunting arts, which is why the Hunter is a natural hero for many of their people. Some however train in the arts of the wilderness, these people are known simply as Druid's, masters of the wind and the earth.
Units:
Pixie - Fae Unit, covered only with vines to hide the revealing areas of its body. Wields no weapons but auras with magical enery from its fingertips and eyes, female model.
Special Ability:
Spellcaster
Seedlings, the Pixies can summon a throng of entling creatures known as Seedlings. The number of seedlings available depends on the number of Pixies, regardless, the seedlings will only last three turns post being summoned.
Seedling - Summoned Unit, a small bush like creature that attacks with thorny vines.
Special Ability:
Constrain, using its regular attack, the seedling has a chance to constrain an enemy in place for three turns.
Ranger - Elven Unit, covered in leaf like attire and paint markings, carries a curved elven bow and usually uses two arrows to attack at once, female model.
Special Ability:
Aim For The Heart!, Rangers have a chance to deal twice the damage of a regular attack upon critical strikes, regardless of enemy defence value.
Shapeshifter - Elven/Beast Unit, almost naked save a loincloth of animal furs aswell as fur on the ankles and wrists, no gloves or boots, carries no obvious weapon.
Special Ability:
Change Form, this ability allows the Shapeshifter to activly change shape into a wolf or bear. In wolf form, the shifter moves faster on the field and deals more offencive damage at the cost of defence. In bear form, the shifter changes into a slower but far more enduring shape capable of withstanding difficult blows.
Dryad - Fae Unit, shaped like an elf with tree like features such as barkskin and leaves, wears no clothing and carries no weapon, female model.
Special Ability:
Spellcaster
Wall Of Nature, The Dryads use their power to manifest a solid wall of thorns and vines surrounding the caster, these vines are able to withstand heavy amounts of damage depending on the number of Dryads summoning.
Dire Lion - Beast Unit, large armoured Lion wearing leathers, eyes glow green and its appearence is dire and rabid.
Special Ability:
Terrifying Roar, the Lion growls in a horrifying manner, living units in melee range are forced to retreat and the enemy looses controll of them for two turns.
Savagry, the Dire Lion activates its berserking fury, going into a craze of violence and bloodlust. During this time, the Dire Lion is incapable of distinguishing friend from foe, dealing two times the damage of its attacks to any unit within close radius.
Ent - Fae Unit, large genderless wooden tree creature with vines for legs, moves swiftly in the field despite its size.
Special Ability:
Blockade, the Ent may select a fellow unit to blockade, during this time the Ent is rooted in solid place and unable to fight, absorbing all damage the unit takes. The larger number of Ents the more damage the unit is capable of absorbing.
Emerald Dragon - Draconic Unit, glimmering with emerald stones preciously glowing with green light. Its nostrils would also be sending small streams of flame from its nose.
Special Ability:
Nature's Flame, once per battle, the dragon casts a fully purifying fire over the field dealing direct damage to any non Sylvan unit, the fire damage is increased per number of emerald dragons.
Emerald Hide, this unit is ressiliant to magical attacks of any element, and immune to nature magic damage.
Fortress:
Heroes:
The masters of the Fortress come in two types. The first is the Rune-smith's, great craftsmen able to bend the rune-magics of the ancient times. The second are the Ironguard, captains amoung their men able to protect many a comrade from the vicious blows of their enemies.
Units:
Rune Stone - Mechanical Unit, appears as a faceless stone, can be given a magical element, serves as a defencive turret.
Special Ability:
Elemental Ward, A Rune-Smith or Ironguard may infuse runes with warding energies, allowing them to ressist a selected element by 50%. This effect generates an aura effecting all the players units, reducing elemental damage from that same element by 25%.
Javlineer - Dwarf Unit, carries leather furs for armour, wields a full row of javlins.
Special Ability:
Throw Harpoon, the Javlineer has the option to throw a harpoon this turn giving him a chance to deal 25% more damage, however, this attack only has a 50% chance to hit the enemy.
Helbardeer - Dwarf Unit, female armoured dwarf with blonde pigtails and a half helmet concealing the upper part of her face, carries a helbard for obvious reasons.
Special Ability:
Wide Arc, The unit will automatically swing in a 180% curve damaging any unit within its cone arc.
Skewer Them!, This option changes the Helbardeers attack style, allowing her to strike three enemies directly infront of her provided they are behind one another. If the Helbardeer manages to hit three enemies she will do triple damage.
Bear Brute - Dwarf/Beast Unit, Armoured polar bear with dwarf carrying a great club and a shield while wearing a heavy platemail.
Special Ability:
Fracture, the bear rider has a random chance to swing their weapon directly down upon their foe knocking them back one space equally stunning them.
Powerful Charge, on its first turn, the bear will charge ignoring all armour and dealing maximum damage provided it can attack a single enemy, maximum damage is further increased by the number of brutes.
Rune-Cannon - Mechanical Unit, armoured gun with two dwarves a man and a woman operating its machinery, the rune energy glows within its barrel and around its glass cylinders.
Special Ability:
Prismatic Explosion, showering the battlefield with shards of rune energy, the rune cannon blasts in a wide radius, dealing damage to enemies within the area, damage increased the number of cannons available. However, this unit is constantly stationary as a consequence and cannot easily be protected.
Overcharge!, Sacrifice the Rune-Cannon to deal a devistating shot to a single enemy unit, dealing extremely high damage regardless of armour, however, once fired, this will destroy the rune-cannon.
Frost Lord - Dwarf/Giant Unit, large half-bare dwarf male with lengthy metalic gauntlets and large plated pants.
Special Ability:
Northern Gale, The Ford Lord uses his rulership over the cold to freeze all enemy units, can only be used once per battle and lasts one turn.
Frost Ressistance, The Frost Lord gains 50% ressistance to frost damage.
Frozen Armour, The Frost Lord reduces all damage taken from enemy attacks directed at the Frost Lord by 20%
Molten Dragon - Draconic Unit, giant wingless two legged lizard plated with crystalized stone glimmering with red heat blazing from its figure.
Special Abilities:
Scorch, The Molten Dragon sends a full blast of molten heat into its foe, the seering heat reduces the defence of the enemy effected by 20%
Lava Skin, Damage delt to the molten dragon will be returned by 10%, the damage is increased depending on the number of dragons.
Now for Magic and the next Force, The Forces Of Pride.
Magic in HOMMVI:
Magic would have planes just as it had before but unlike before these would be both expanded and equally simplified.
There will be six circles unless you are using Stronghold, Fortress or Industry (Explained Later).
The circles are as follows:
Divine Magic - Healing, Smiting, Blessing
Nature Magic - Protecting, Halting Enemies, Summoning Monsters
Destruction Magic - Attacking, DOT's, AOE's
Unholy Magic - Cursing, Vampiric Damage, Unholy Bonuses
Abjuration Magic - Conjuring Items, Changing Units, Adding Resorces
Illusion Magic - Mind Control, Mirage Units, Armour Ignore Abilities
Certain factions wont be able to use certain magic schools such as Haven using Unholy Magic or Sylvan Using Destruction Magic, the reason being simple, each magic type has an enemy magic type, one that it counters.
These are as Follows:
Divine - Unholy
Nature - Destruction
Abjuration - Illusion
Now lets move on to the next force, The Forces Of Pride:
The Forces Of Pride are an uneasy pact between three other familiar factions of HOMMV. These factions are the Academy, the Necropolis and the Stronghold, the explination will try to make sense of the chaos in this factions uneasy situation.
These guys are more for intermediate players, two of their factions pride themselves in magical uses of different types while the final one is a full blown power-force. They are a chaotic maelstrom of power, overwhelming numbers and full blown brutality.
Lore:
As a whole:
After the events of Biara's defeat, the three forces decided to strike a very uneasy truce between each other. This truce has countlessly been broken and many border skirmishes between the factions of Pride happen regularly, its a miracle they truley work together at all.
Despite this, The Silver Cities takes command of this force, often at odds with its two previous enemies, the orcs and the necromancers, their alligance is extremely fragile at best and it seems someone is keen on making certain their force splits apart perminently. Who ever is behind this is working hard and already the first signs of discord between these races is showing its ugly face every turn they take.
Who knows what The Forces Of Pride have in store for their future, but one can only hope that they come to reason with each other, and unite against the greater threat, less they will all be consumed by the enemy they did not even anticipate.
Academy:
Zehir, now passed away by old age leaves his homeland in the trust of his two twin daughters, Cyrina and Zeria. Though these two are both willing to rebuild the nation, it is the means to which they intend to that compramises everything. The eldest, Cyrina, seeks to restore order to the mages and tighten the strictness of their laws. The youngest, Zeria would rather open the gates to a more chaotic academy of mages, dedicated to the free practice of magical arts not restricted to the study of magic on living beings. Cyrina struggles to control her sisters interests and soon a new civil war is brewing, there is a worry that such a situation might open the way for their uneasily truced neighbores. Ignorant of the consequences, Zeria prepaires to show her sister just why her powers are the better as Cyrina prepaires for a reluctant battle between siblings.
Necropolis:
A mysterious new vampire knight rises to power with her origins questoinable. She claims to be the reincarnated daughter of a prominant mage in Stonehelm thought to be dead when the eigth elcypse occured. Rumor is spreading about this strange new countess that she may even be attempting to ressurect the necromancers to their full glory, and in the chaos of the orcs and mages, she will thrive. Driven by a path of mysterious intentions, Countess Leanna begins her journey in a conversation with herself, strange, but it seems she is not as alone as one might first beleive...
...One might even say, she has a ghost watching over her shoulders every step of the way.
Stronghold:
The clans fight bitterly as Togar the powerful sees a vision from his sky daughter seer. Troubled by the prospect of the future, he sets his sights on reuniting the tribes under his rule willingly or not as he prepaires for a violent path of blood and conquest against an old foe, one he shares his bloodline against. With chaos at every turn and a difficult struggle ahead for the feirce Cheiftan, much will need to be done before a force strong enough can be secured against this old evil and its neferius plan.
Hero Types and Unit List:
Academy:
Heroes:
Many a wisened Wizard lead the forces of the Academy, these great mages can master many different arts at once. For those less gifted, the stubborn Scryers can use their ability of scrying to augment their forces with temporary blessings, blessings that can often turn the tide of a battle.
Units:
Gremlin - Goblin Unit, dressed in a trenchcoat with goggles carrying an arcane rifle.
Special Ability:
Scramble, once per battle, the Gremlin can sabotage a single mechanical unit, leaving it inactive for a number of turns, the number of turns increases every hundred gremlins in this unit.
Arcane Shield - Mechanical Unit, energised kite shield glimmering with azure coloured electrical energy.
Special Ability:
Repell, any magical damage delt to this unit will be sent back to its attacker for a quater of the damage, the damage returned is further amplified by the number of Arcane Shields in this unit.
Magical Barrier, this unit is compleatly immunised to magical damage.
Sorceress - Human Unit, a robed/vieled woman surrounded by three levitating arcane tomes.
Special Ability:
Spellcaster
Amplified Magic, the sorceress can draw 5 mana from the heroes mana pool to amplify her own damage by the same amount, number of mana taken and damage amplified increases per every hundred sorceress in this unit.
Call The Elements, once per battle the Sorceress can summon a random horde of elementals varying between fire, water, earth and air. These elementals each have defined abilities and their number will be equal to that of 30% of the Sorceress Unit. Summoned units last five turns. Units will die if the Sorceress dies.
Fire Elemental - Elemental Unit, a liquid fire efreeti carrying a pair of scimtars.
Special Ability:
Heatwave, deals direct damage to any unit that attacks it and will always retaliate to both melee and ranged attacks.
Fire Blades, deals damage over time to enemies, the amount of damage will vary depending how many Fire Elementals are present.
Water Elemental - Elemental Unit, a female siren like creature floating half-naked in a pool of water.
Special Ability:
Sirens Call, luring the enemy to its call the siren will render a single living unit unable to attack untill the Water Elemental is killed.
Pool Of Asla, while summoned, this creature is stationary, however, it has a 75% chance to avoid any incomming attack.
Air Elemental - Elemental Unit, a female figuress made of static power, carries a bow made of lightning.
Special Ability:
Chain Lightning, this units ranged attack will strike any unit ajacent to its target on critical strike.
Earth Elemental - Elemental Unit, a male golem like creature with a thick hide shaped like armour.
Special Ability:
Wall of earth, while defending, this unit creates a wall around itself, the walls strength is equal to that of the units itself.
Rakasha - Elemental/Beast Unit, a large mascaline creature with shivan arms wielding two great swords in both sets of hands.
Special Ability:
Whirlwind, the Rakasha will attack any unit in direct melee regardless of where its facing, once this attack is over however the Rakasha is exhausted and cannot fight for another turn.
Blade Wall, in defence, the Rakasha will automatically retaliate against any attack delt this also gives a chance to deal three times the damage the Rakasha was hit for provided it scores a critical strike.
Arcane Elemental - Elemental Unit, an orb of raw arcane energy glimmering brightly with blue coarsing lightning.
Special Ability:
Explosion, The Arcane Elemental sacrifices itself dealing damage to units friendly and enemy in a melee radius, warning, this ability is triggered upon the Arcane Elemental's death and will effect all units ajacent to it.
Arcane Ressistance, this unit is resilant to magical damage, all magical attacks used against it are reduced by 50%.
Titan - Mechanical Unit, a giant stone humanoid that is trimmed in golden decorations.
Special Ability:
Throw Lightning, this unit can send volts of powerful electrical energy straight into enemy units dealing powerful damage. In addition, any units next to the enemy unit attacked will recieve half the damage.
Physical Ressistance, this great stone construct is ressiliant to many normal physical attacks, due to this, all physical attacks melee and ranged only deal 25% of their damage. However, the unit is somewhat frail against seige weapons, thus, seige weapons will deal 25% more damage against this unit.
Djinn - Elemental Unit, a genie style creature with a lenghty hat concealing its face under a viel.
Special Ability:
Spellcaster
Elemental Power, for every elemental unit the hero has in his/her army this unit gains 10% more damage.
Elemental Chaos, sacrifice every elemental unit in the heroes army to unleash a brutal attack dealing five times the Djinn's regular damage to every enemy unit, this attack consumes the Djinn in raw power destroying the unit. The attack itself takes a single turn to prepare.
Necropolis:
Heroes:
Many a Necromancer harness the arts of Asha, bringing many to serve untill their final death. Some however are already servants or even prominant leaders without the need for great necrotic arts. These Vampire Knights are lethal leaches of blood who drain their foes life-force, replenishing their own in the process.
Units:
Zombie - Undead Unit, this reprisents a twisted veriation of the Haven Militia unit, having several features distorted and paled.
Special Ability:
Plague, this unit has a chance to deal plague damage upon a target dealing 25% of the zombies damage over time. In addition, if the target unit is killed by the plague, every living enemy unit will be affected by the same effect.
Skeleton Warrior - Undead Unit, a skeletal soldier carrying a twohanded sword, heavily armoured.
Special Ability:
Bones of steel, all physical attacks against this unit are reduced by 25%.
Fatal Strike, if the enemy unit has less units than the skeleton warrior, the warrior has a chance to kill the enemy unit instantly unless it is a large enemy. If the enemy unit is a large enemy, the warrior will automatically deal 25% more damage instead.
The Damned - Undead Unit, a foggy mass resmebling several screaming faces in the image of ghosts.
Special Ability:
Corporeal, attacks delt to this target only have a 50% chance of hitting The Damned.
Soul Reaping, once per battle, The Damned can spend a turn channeling necrotic energy. If The Damned is still alive in its next turn, The Damned unleashes its necrotic energy to the hero, restoring 10% of the heroes mana pool.
Reaper - Undead Unit, a dark robed creature with a skeletal face and hands, wields two scycles.
Special Ability:
Harvesting, the reaper restores 1 mana to the hero for every 50 enemies it kills. This number can increase if the Reaper is stronger, thus making it able to kill more enemies.
Horrifying Aura, any enemy unit in melee distance to the Reaper looses 50% of its damage.
Feast Of Souls, once per battle, the Reaper can consume a corpse on the battlefield, transfering all of its unit strength to itself, increasing its damage for the rest of the battle equal to 10% of the fallen unit number.
Death Knight - Undead Unit, heavily armoured knight riding a foul steed, carries a large twohanded axe.
Special Ability:
Death Charge, in its first turn, the Death Knight is capable of killing any single unit it attacks provided the unit number is equal to or lower than the Death Knights total.
Unstoppable Force, the Death Knight has a chance to ignore enemy armour causing the opponent to be knocked back up to two tiles while taking three times the Death Knights regular attack damage.
Summon The Dead!, Once per battle, the death knight has the ability to summon a horde of Skeleton Warriors, the number depends on the number of Death Knights. If there is only one Death Knight there will only be ten Skeleton Warriors.
Wailing Cage - Mechanical Unit, a stationary unit that has several prisoners desperatley trying to escape as the cage rattles. The prisoners are surrounded by crows.
Special Ability:
Murder Of Crows, Once per battle, the Wailing Cage sacrifices its victims horriying any living unit for one turn players or enemies.
Horrifying Object, while in the field, all enemy units suffer a 10% loss to defence, making them more fragile, however, the cage is constantly stationary and can be attacked by any enemy unit in the field.
Craw!, destroying the cage will unleash a flock of murderous crows who deal unstoppable damage on the unit responsible, if the enemy is destroyed then every enemy unit recieves the same amount of damage that unit recieved.
Skeletal Dragon, Undead Unit, a winged horror hovering over the ground, its bones are black and its form has two jade glowing eyes.
Special Ability:
Nightmare in the sky, once per battle the Skeletal Dragon has the option of summoning the night, increasing all undead units attack damage by 50% for three turns.
Death Claw, the Skeletal Dragon has a chance to deal three times its regular damage on a critical strike. If the unit attacked is killed, it will be reanimated as a Necropolis unit of the same tier. More Necropolis units will be reanimated the more Skeletal Dragons in the unit.
Bone Armour, the Skeletal Dragon is almost immune to physical damage, reducing damage from all physical sources by 90%. The Skeletal Dragon is however vulnerable to divine damage, all divine damage delt to the skeletal dragon will be doubled.
Stronghold:
Heroes:
The tribes are often lead by a Cheiftain, these brutal warrior men and women will establish their dominion through feirce battlecries and mighty fury. Some tribes however, prefer the sage leadership of an Oracle, a mighty observer of father sky's blessed vision who might have better abilities to forsee the stars, and even change fate itself to their will with the aid of the spirits.
Units:
Goblin - Goblinoid Unit, well armoured small creature carrying a spear and a shield.
Special Ability:
Strength In Numbers!, Unlike normal units, goblins gain three times more damage if their unit is larger than the enemies, however, if their unit is smaller than the enemies, they loose three times their defence.
Trickster, once per battle, the goblin can copy itself allowing the player to choose which is the real goblin unit, the fake goblin unit will be destroyed instantly by enemy attacks.
Warrior - Orc Unit, heavily armoured fighter carrying a large spiked mace, several demonic features can be seen through the cracks in its armour.
Special Abilities:
Furious Hatred, Warriors despise demon kind and will deal twice the damage to a demonic enemy. In addition, any enemy regardless of type will suffer a 20% damage reduction every time the warrior attack hits, this attack can stack up to three strikes.
Spiked Armour, Warriors armour is sharp and practical, enemies who attack the Warrior in melee will recieve 10% of the Warriors Unit Strength in return damage.
Savage - Orc Unit, unarmoured but scaled and heavily powerful, wields no weapons but has spiked finger knuckles.
Special Abilites:
Shread, this unit ruptures living units causing living units to bleed over time. The greater number of Savages the greater amount of damage over time delt.
Rip Them Apart!, The Savage has a chance to deal 75% more damage to a bleeding target on a critical strike, this will stop the damage over time effect as a consequence.
Seer - Orc Unit, female orc carrying a dagger and a staff, wears very little in terms of clothing save a few bone like charms covering revealing areas.
Special Ability:
Spellcaster
Sacrifice, The Seer can offer her blood to her fellow comrades granting them 100% more damage for one turn. The seer looses 20% of its total unit in the process.
Forsight, while this unit is present, the hero recieves 2 more to sight radius and can see enemy unit strengths regardless of feats.
Centaur - Orc/Beast Unit, female centaur holding a hunting spear and a shield, wears leather furs and small plate.
Special Ability:
Strafe, the Centaur can attack and move during the same turn in any given order.
Swiftness, once per battle, the Centaur can exahust herself, moving to any point she is capable of moving towards in the battle, afterwards she will be exhausted for one turn.
Pao-Kai - Draconic/Beast Unit, giant winged beast resembling a wyvern able to spit lightning.
Special Ability:
Scream, the Pao-Kai can scream once per battle, causing any enemies in melee range to attack each other in confusion.
Channel Lightning, the Pao-Kai's attack will continue to travel past its foe, leaving a devistating trail of electical damage to any unit behind.
Airborne, the Pao-Kai has a chance to defend itself from melee attack by taking to the sky quickly.
Ogre - Giant/Ogre Unit, great monsterous beast with a loincloth and a cycloptian eye.
Special Abilities:
Gaze Of Rage, the Ogre has a chance to send an enemy into a transe of fear while dealing damage, the chance is increased if the number of Ogres is greater than the number of enemies.
Demon Hyde, this opponent is physically ressiliant to many regular attacks, and magical ones, all attacks save Divine Damage deal 50% less damage to this unit. Divine attacks however deal 100% more damage to this unit, making it physically weak against them.
And now the final force, the dark and neferius schemer army, The Forces Of Malevolance.
Two of their factions many players will relate to, the well loved Inferno and surpisingly, the sinister Dungeon factions are united in an unholy alliance of deadly potential. Joining them will be the new greed driven human nation, the Industry, a mechanist army who desire nothing more than resorce gluttony.
They are for more intermediate players, strongly familiar with the gameplay mechanics. Each faction has its own individual playstyle weather you simply want to rip your enemies apart, savour their suffering for a sneaky and subtle assault or build up a mighty army and trample them with destructive machines. Their strategies are very conflicting compaired to the other forces, making them ideal for an aggressive player.
Lore:
As A Whole:
Sheog, a land where demons thrive and hell always finds a new way to overstep a tempting boundry. Here, betrayed by his son Sareth, the demon sovereign broods patiently for his next plan. A potent opportunity arises when old alliances are servered and the dark elves wage open war against dwarves once again even going as far as to attack their old kin.
Promising power beyond their wildest dreams, the dark dragon Malassa is left behind as many dark elves embrace more demonic prospects of future. The few who remain behind are cast out, left to die while clinging onto the old ways of Raelag. The newer dark elves see the future in their new sovereign and a plot begins to form of dark potential.
In a land to the south, a steam work army of mechanists play dangerous games of deception and manipulation. Industrial and pragmatic, these humans have learned to adapt machines to replace monsters and think themselves daring enough to challange Elwrath himself with the prospect of a full blown invasion.
The Sovereign promises these newcommers a certainty of victory in exchange for them to distract his enemies with a full blown assault. Tempted by the opportunity and learning of the riches of the northlands, the Industry unites into an armada, prepairing for an invasion none would expect.
The peices are in place and all that remains is for the chaos to begin, the sovereign smiles as he waits, soon, his patience will be paid well and his return will be inevitably grand.
Inferno:
The sovereigns demons run unorganised and unchecked, few are wise enough to remain loyal, knowing he is unquestionably the most powerful monster in the world. One of the few champions wise enough to follow his master is Gorund. A mighty champion of the demons fire, ready to serve the sovereigns plan and unite the demons back to his servitude. Weather they join him or not, one thing is certain, none who stand in the sovereigns way will survive the reckoning of his return, least of all those who dare to think themselves his better.
Dungeon:
The Shadowrage clan rise to power when the warring factions bicker amoung each other for bloodshead. After a swift series of assasinations, Anoran and his siblings, Dregan and Urieal are given sacred blessings from the demon sovereign himself. Dregan, the youngest between his brother and sister, grows jealous of his brothers potential rise to power. Typical and hungry for a taste himself, Dregan helps his brothers rise to power while waiting for the ample opportunity to strike him and his sister to their deaths, becoming the only one capable of ruling the clans.
He is patient... and the demon sovereign see's a great potential in this young, power hungry assasin. He makes him an offer he cannot refuse, and soon, Dregan will have more than he had ever bargained for...
...But what price must he pay?
Industry:
Lady Astrade Ausclein joins the armarda with her family name in jeprody. Steined by a dishonorable defeat at an earlier battle with her own kind, she risks being easy pray for her competition and needs to find a swift way to rise above everyone else. the Sovereign comes to her, promising her riches, status and power she cannot refuse. All she has to give, is what makes her human.
With the opportunity presenting itself, Astrade considers her options while considering an even bigger proposition. Could she become powerful, wealthy and grand and still have her humanity at the end?
To trick a demon, she must become one, how hard can it be?
Hero Types and Unit List:
Inferno:
Heroes:
Some demons rise to become great Champions of Sheog. These mighty warriors can slay entire armies without the help of their precious forces, often considered show-offs before their peers. Some demons prefer a more subtle approach, choosing the path of a Manipulator, one who prays on the naieve mind and exploits the desires of the frail mortals. These creatures of dark genius take pleasure in being able to change the ways of their enemies, and sway neutral parties to their cause.
Units:
Familiar - Demon Unit, appears as a small impish creature with glimmering fire and a cauldron of mana that it playfully brews around with and carries.
Special Ability:
Mana Theft, once per battle the famililar can steal a portion of mana from the players enemies, the number of mana stolen is equal to the number of familiars present.
Mana Bomb, once per battle the familar can also steal a portion of mana from the players own pool, this mana is converted into an explosive which the Familiar hurls exploding in a small area of effect, all units caught in the explosion recieve damage.
Prowler - Demon Unit, appears as a crawling four legged creature with two hands it uses to crawl along the floor with.
Special Ability:
Devour, once per battle the Prowler is capable of consuming the corpse of an enemy, regenerating 50% of its own health.
Capture, on critcal strikes, the Prowler will automatically constrain itself around its opponent, dealing damage while rendering them immobile for three turns. During this time, the Prowler can be attacked and is incapable of defending itself.
Gladiator - Demon Unit, armoured demon in a gladitorial armour with its head concealed under a dark helmet, its eyes glow red.
Special Ability:
Slayer Of Good, this unit deals bonus damage to any Righteousness unit by 50% in addition, it gains 25% more defence against the same type of unit.
Crushing Swings, each time the Gladiator attacks, the enemies armour is reduced by 20% this ability can stack five times.
Succubus - Demon Unit, armoured mistress immoluated in sensual flames of dancing women.
Special Ability:
Spellcaster
Alure, once per battle, this unit can manipulate the lusts of any living unit, sending them into a transe. During this time, the unit will be under the control of the player. Lasts three turns.
Violent Retaliaton, for every time the Succubus is attacked it will automatically retaliate dealing 10% more damage than its opponent should it survive.
Nightmare - Demon Unit, armoured hellsteed with several sharp appendages attached to its body.
Special Ability:
Spiked Carpace, any enemy that attacks this unit in melee will recieve backlash damage, the number of backlash damage is amplified by the number of Nightmares.
Raging Fires, once per turn the Nightmare can turn into a living inferno of fury causing damage to any unit ajacent to it, player or enemy.
Devil - Demon Unit, shrouded in thick fire skin protecting its dark form, carries a large hell hammer.
Special Ability:
Fire-Gyser, once per battle the Devil may smash a hole in the ground causing a constant stream of molten fire to erupt from this area, during this period, any unit caught into the gyser will feel the full damage of the Devils attack strength.
Angel Slayer, this unit gains a bonus to damage when ever an angel is present on the field by 50%.
Might Of The Inferno, The Devil provides a 20% physical and magical damage bonus while present to all Inferno units.
Destroyer - Demon Unit, a greater devil wielding a terrifying hell-cleaver burning with destructive power.
Special Ability:
Monsterous Power, on critical strikes this unit will instantly kill at least one unit of any enemy it attacks regardless of how powerful the unit is. In addition, this damage is amplified by the greater number of Destroyers.
Destroyer Of Life, this unit brings fear to the forces of good, all forces of Righteousness units are weakened by 20%.
Dungeon:
Heroes:
Warlocks or Witches, are the most prominant wielders of the magic arts. Able to break through any magical defence, these manipulators of arcane power can break even the most formidable spell defences like they were paper. Occasionally however, dark elves prefer to master the path of the Assassin, lethal generals who can operate subtly and cause crippling damage to their enemies forces while revealing vital information about their foes that could help their own forces in turn.
Units:
Shade - Dark Elf Unit, a vieled figure carrying a lengthened crossbow, a seethed knife lays at their hip.
Special Ability:
Posion Bolt, there is a chance on critical strikes that this unit will deal poison damage, causing the enemy to be slowed by one tile while the poison lasts, poison damage is amplified by number of Shades.
Instant Evasion, provided the enemy is in melee range of the Shade, the Shade may activate its special ability once per battle, allowing it to instantly teleport to saftey. This ability is randomised and where it will Teleport cannot be chosen by the player. (However, it will teleport out of the range of a melee attack, that much is certain).
Shadow Dancer - Dark Elf Unit, A dark elven version of the War Dancer, carrying two long blades it holds in a cross guard.
Special Ability:
Shadow Strike, once per battle, this unit can become invisible for three turns, during these turns it will deal twice its usual damage, in addition, no retaliation attacks can be delt to this unit. This ability however is canceled if the enemy hero has the Scouting feat.
Cautious Fighter, when attacked, the Shadow Dancer has a 25% chance to evade the strike, dealing no damage to the unit.
Blood Maiden - Dark Elf Unit, carries a twin edged helbard, wears little clothing save plated guards to protect her body, crimson hair to match her bloody attire.
Special Ability:
Blood Dance, The unit will automatically attack enemies in melee range, the more units it attacks the more damage it deals.
Kiss Of Death, on critical strikes, this unit will mark a single target dealing vampiric damage to its foe, during this time the targets health will be fed to the Blood Maiden. Damage and Health are amplified by the number of Blood Maidens.
Beast Mistress - Dark Elf Unit, carries a pair of lengthy whips and wears a full suit of armour.
Special Ability:
Summon Hydra, this unit automatically summons a Hydra to the field, the strength of the Hydra unit is equal to half of the Mistress it follows. However, if the Mistress is killed the Hydra will go into a frenzy attacking any unit on the field regardless of faction.
Lash, the Mistress has a chance to deal a painful strike to its enemies causing massive damage to them. Due to the sheer trauma of the strike the enemy is rendered stunned and becomes incapable of attacking or retaliating for one turn.
Summon Minotaurs, once per battle, the Mistress can summon a number of Minotaurs to the field, these Minotaurs are equal to 75% of the number of Mistresses. If the Mistress is killed, the Minotaurs are automatically unsummoned.
Hydra - Beast Unit, a three headed saurean creature with vibrant scales but sharp.
Special Ability:
Lengthy Strike, once per battle, the Hydra can thrust its heads directly forwards, damaging any unit within a five tile radius directly infront of it.
Feast On Their Flesh, this unit will attack any enemies in melee radius ajacent to it, in addition it will ignore any physical ressistances they have.
Minotaur - Beast Unit, a large taurean creature carrying two gladitorial swords.
Special Ability:
Violent Recurve, this unit will automatically retaliate to any attack given regardless of how much damage is delt. If the unit is killed its previous unit strength will still apply to its final retaliation before it dies.
Dark Matron - Dark Elf Unit, a semi-dressed woman with long raven hair, carries a staff and a pair of grimmories to her hips.
Special Ability:
Spellcaster
Dominate, once per battle the Dark Matron can dominate the will of any unit. During this time the unit is sent into a mad frenzy and will attack its allies.
Dark Ressistance, being well trained in the magical arts has given the Matron a sense of ressiliance to the magics of the Unholy, Destruction or Illusion, making any attacks delt by these reduced by 50%.
Shadow Dragon - Draconic Unit, a great dark beast vieled in shadows formed like a fog around its image.
Special Ability:
Silent Murder, this unit has a chance to dissappear after attacking enemies, making it invisible and thus immortal to attack, during this time the Shadow Dragon will deal twice its normal damage but once used it will become twice as vulnerable to enemy attack.
Black Fire, the Shadow Dragon's flame has a chance to curse enemies with a random effect, lasts three turns.
Vengance Of The Dark Brood, this unit gains a bonus when ever Sylvan units are present on the field, dealing twice its normal damage automatically.
Beholder - Beast Unit, a monsterous cycloptian eye surrounded by smaller eye tentacles glowing with deadly light.
Special Ability:
Beholder Rays, once per battle, the Beholder can unleash its full fury, covering the entire battlefield in Beholder rays, this attack will damage "all" units present. Once the attack is over, the Beholder becomes exhausted for one turn.
Death Beam, a chance on critical strike automatically kills any unit regardless of its number or defences. (Beholders have a very low chance to do this).
Peircing Ray, Beholders attack automatically ignores any armour dealing damage directly to the unit, this will always kill at least one enemy, the number of enemies killed is amplified by the number of Beholders present.
Industry:
Heroes:
Stubborn and proud, Nobles are the prime leaders of the Industry, using their battle formations and advanced tactics, they can assure victory in the most impossible of odds. Practicality however is wasted on the snobbish and others who fight for Industry master the technology itself. Mechanists learn to augment allies, repair machines and even sabotage enemies mechanical units. These deadly masters of machines can even summon technology onto the field, technology that often explodes or unleashes a loud explosion, ploughing a path of destruction through their foes.
Units:
Clockwork Soldier - Mechanical Unit, a renassance dressed unit with a clockwork key in its back, carries a short musket.
Special Ability:
Cannon Fodder, the Clockwork Soldier can set itself into defence mode infront of any ajacent unit, during this time, all damage that unit recieves is transferred to the Clockwork Soldier.
Sniper Shot, on critical strike, there is a chance the clockwork soldier will deal three times the regular damage to a unit of the same tier.
The Mole - Mechanical Unit, a large steam train with a drill attached to the front.
Special Ability:
Burrow, while active, the unit burrows under ground, making it unable to attack or defend during this time, however it is still able to move undetected by enemies.
Reinforced Plating, this unit can take a heavy amount of damage, increasing its physical ressistance by 50%.
Mortar Team - Human/Mechanical Unit, a man and a woman arming an explosive bomb launcher.
Special Ability:
Fire Explosive, in this mode, the Mortar Fires active explosives into the field, the number of explosives are equal to 1/4 of the number of Mortar Team units. After three turns, the Explosives will explode, dealing area of effect damage to any enemy ajacent. If the unit is killed before then, no damage will be delt.
Fire Land Mines, in this mode, the Mortar fires mines into the field, these objects are able to move one tile per turn and will explosive if any enemy unit touches them, dealing huge damage to that unit.
Shield Generator - Mechanical Unit, a stationary device that glimmers with a tesla coil.
Special Ability:
Statis Field, while attacking, the Shield Generator deals no damage, instead, it will create a forcefield around a single unit, holding it in place untill the Shield Generators next turn, while in this mode, the shield generator is twice as vulnerable to attack.
Defence Grid, while defending, the Shield Generator makes every Industry unit immune to damage, transfering all damage taken to itself, during this time the Shield Generator recieves 20% less damage.
Zepplin - Mechanical Unit, an air ship with three humans manning its sails and weapons.
Special Ability:
Air Ship, this unit is immune to melee attacks save from a hero unit. However, this unit recieves twice as much damage from ranged attacks as normal units.
Bombard, every attack this unit makes deals an area of effect damage, causing huge radius damage to all units in the field, this damage however is low but will improove depending on the number of Zepplins.
Anti-Air Defences, this unit will deal 50% more damage to any airborne melee unit such as Dragons or Angels.
Steam Engine - Mechanical Unit, another armoured train, this one with tank tracks and a large gattling gun at the front.
Special Ability:
Gattling Gun, this unit can attack up to three units at range, all attacks ignore armour.
Heavily Reinforced Plate, this unit is impervius to melee attacks and heavily ressiliant to physical attacks, all physical attacks delt to this unit only deal 25% of their maximum damage.
Plough!, once per battle, the Steam Engine can overload its regular steam pumps to unleash a devistating charge. Any unit caught in its melee attack will suffer a 100% reduction to armour untill the units next turn.
Clockwork Dragon - Mechanical Unit, a mechanical dragon with a clockwork winding key, laced in gold trimmings.
Special Ability:
Self-repair, over time, this unit can heal itself regardless of any damage it takes.
Flamethrower, this unit will attack any units directly infront of it within a three tile radius. All units damaged recieve fire damage over time, this ability can stack two times.
Body and Mind, this units weak point is seperate from its main body, making it impossible to kill unless the enemy destroys its power core. If the body is damaged, the unit will become inactive untill its next turn, during this time, its core becomes vulnerable. Any Cores killed will prevent the unit regenerating the same number of Dragons if it should reawaken.
By Request, there were some people interested in knowing just how the sub-factions work.
Noting this, I will try my best to explain the balance in mechanics.
The Main Factions will gain a universal bonus regardless of which sub-race you choose to be your primary faction. These bonuses are as follows:
Righteousness: Defence Bonus
Pride: Magical Ressistance Bonus
Malevolance: Attack Bonus
Each Sub Faction from this point onwards has its own individual additional bonus to add to the individual player. However, each Sub Faction also comes with its own price, making the choice a little more cautious amoung new players and skilled players who have a preffered style.
The player has to choose an inidivudal hero to lead this faction and thus that hero becomes the players main hero (again, unless they are playing the campaign mode). This also means that if the main hero is killed the player is eliminated from the game. In addition, a main city has to be chosen when the choice is made to decide a perminent sub-faction.
Players can choose not to have a perminent sub-faction in which case they may use forces from all three factions, but each city must be dedicated to the production of one single faction at a time. In this instance, the player will not be punished for loosing cities or heroes but will gain no real additional benefits either.
Righteousness:
Haven: Average Bonus, nothing gained, nothing lost.
Sylvan: Hero gains speed and units are able to move one space further. However, the hero looses some defencive bonuses and ultimatley chooses a more swift attack style.
Fortress: Hero gains even more defence and some magical ressistance. But the hero moves 10% slower on the map and all units loose one tile movement.
Pride:
Academy: Hero gains a huge pool of mana and magical power. However, the hero looses attack and defence in their own army making them physically more vulnerable.
Necropolis: Hero is able to ressurect dead units but only Undead, Hero looses diplomatic bonuses making it difficult to have neutral units join you.
Stronghold: Hero gains a huge bonus to attack damage in their army aswell as individually. The Hero also gains even more magical ressistance, but the hero becomes incapable of casting any form of magic.
Malevolance:
Inferno: Hero automatically learns destruction magic and gains a 30% bonus to all attack and magical damage. However, defences and magical ressistance are reduced by 30% in turn.
Dungeon: Hero gains a 100% bonus to all magical damage delt and has a chance to ignore magical ressistance. However, heros mana pool is reduced by 50% and mana regeneration is also halved.
Industry: Hero gains an income of 1000 gold and 1 universal resorce per level also halving the price of units. However, town growth for all units is reduced by 50% and town income aswell.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 01, 2010 03:09 AM |
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You have woken my interest...but I'm far from being convinced....
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Berny-mac
Promising
Legendary Hero
Lord Vader
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posted March 01, 2010 03:11 AM |
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woah...but it sounds just like 12 towns that are smashed together in categories. Sounds good though.
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Skyrim RP? YES!
Here it is!
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted March 01, 2010 11:23 AM |
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Quote: You have woken my interest...but I'm far from being convinced....
I have to agree with this.
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Vote El Presidente! Or Else!
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Snatch
Promising
Known Hero
Proud Kappa
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posted March 01, 2010 01:03 PM |
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Quote: woah...but it sounds just like 12 towns that are smashed together in categories. Sounds good though.
And I have to agree with this. But I hope he will still explain his sytem of factions and subfactions further.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted March 01, 2010 03:04 PM |
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I think this is a great idea. So far, it looks pretty good.
I think the only thing slightly concerning, to me, is the whole war bear/ bear brute idea, just as a technicality.
everything else, however, looks good, and should be fun. I liked the idea of summonable units, and I hope you use that more in up coming factions.
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Love, Laugh, Learn, Live.
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CptVanguard
Tavern Dweller
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posted March 01, 2010 06:00 PM |
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Updated some info, will be finished with the unit list tommorow.
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Snatch
Promising
Known Hero
Proud Kappa
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posted March 01, 2010 06:23 PM |
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Edited by Snatch at 18:24, 01 Mar 2010.
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Okay, thanks for the update. But it's still 9 factions and not less. They are only called sub-factions and the new thing is, that every three are grouped together with additional bonuses. There isn't even a similar base yet for the three sub-factions of each faction (as it is in my three way system for example or my 'after the earthquake' draft which has only 4 main factions). So for me the title of this concept is very irritating at the moment. The concept itself is okay. Or did I overlook something?
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CptVanguard
Tavern Dweller
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posted March 01, 2010 06:38 PM |
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Ah, my bad, but to simplify.
The player chooses a main faction, they then make a main hero avatar.
From this point onwards, every town that faction conquers is given a choice as to which sub-town it wishes to belong to. While this gives players a divercity of races to choose from, these sub-factions are still part of the main branch.
A big difference from before you'll notice is ive compleatly removed the idea of alternative units, instead, there is simply one unit type for every sub-faction.
Players can however be a bit more diverse if they choose not to make their hero focused on one faction, put simply, if the player chooses to remain part of a main faction, all the sub-factions will be accessable to the player and allow them to use any race within it creating a diverse troop of their own choosing.
An example here:
A dwarven hero might have Haven units mixed with Sylvan ones or a Necropolis unit might be lead by a Stronghold leader.
If however a player chooses to "focus" on a sub-faction then the dwarf hero will only be able to choose Fortress units and the Stronghold leader will only be able to recruit Stronghold units.
Its not neccicary eliminating the idea of sub-factions being diverse, but it gives players the choice of picking to stick to one race, or mixing in three for more interesting combinations.
I hope that at least clarifies things .
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Snatch
Promising
Known Hero
Proud Kappa
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posted March 01, 2010 07:08 PM |
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Yes. Thanks! Now I understand.
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CptVanguard
Tavern Dweller
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posted March 02, 2010 01:56 PM |
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Updated, the unit list is now compleate, I might work on the hero concepts a bit more and some ability ideas if people still think this thing could work ^^.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted March 02, 2010 03:11 PM |
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I have to say I am very, very impressed with you're work, Cap.
having said that, I do have some thoughts.
major:
1. necropolis, in the way you've described them, seem a bit too evil to be part of the forces of pride. the whole images of wailing cages (awesome unit, by the way) is very dark and disturbing, it would suit the forces of malevolence a bit more, in my personal oppinion.
2. it could be quiet cool to see a few more summoned units, like the sylvan seedling. it's a great idea, and could be used brilliantly for academy, nercopolis and, to a lesser extent, inferno. it's a great idea which i feel shouldn't go to waste.
3. also... to many dragons. infernal dragons, skeletan dragons, you could have units to replace these that will be just as awesome and offer a different style of gameplay. the deathknight idea you had of the "Raise the dead" was fantastic, and would be a brilliant high level ability.
minor:
1. the stronghold ogre unit... really, if it was going to be a cyclops, you should have just said, but that's a minor gripe.
2. the inferno tyrant, I feel, should have a name change. tyrant sounds too important for such a low level creature.
3. I do like the whole "beastmaster" unit you've got with the hydra mistress, but possibly a lower-level creature than hydra.
4. a few more human units for the industry, maybe. meh, maybe it's just me.
5. the zeppelin sounds too low, an enormous flying unit, i feel, should be a bit higher up.
However, it's you're decision, you're the boss, and you've done a great job.
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Love, Laugh, Learn, Live.
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CptVanguard
Tavern Dweller
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posted March 02, 2010 09:46 PM |
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I greatly appriciate the feedback, these things I can work on and since theres time to edit, ill see if I cant improove a little further tommorow, hopefully, something great will turn up for you .
Also, a minor explination for the Necropolis faction:
As I explained, the force of Pride are Neutral in every element, you have a sort of neutral good, true neutral and neutral evil, and although its not DND I like to think the force of Pride embodies that neutrality.
The alliance between them is noted to be a very tense and fragile one, I mean, considering the backstory of these three races, I found a fitting irony in shoving them together making a tense faction that has a very difficult time sticking together.
Ultimatley the question is, will they, and if so, how?
As for the absense of too many summoned units:
As mentioned before, they'd have a real struggle making many different unit models so its an attempt to compress things down while still having diverse models instead of constant reskins.
I agree though, those summoners could get a little love, in addition, I admit, one or two dragon ideas were more laziness than genuine effort, ill work on trying to make a few more interesting combos.
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Dexter
Known Hero
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posted March 02, 2010 10:28 PM |
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The idea seems interesting. Maybe not Heroes related, but there was once a mod to be made for the Battle for the Middle Earth II that was based around the concept of each faction having three subfactions. Didn't think I'll see the idea posted up here.
As far as I don't expect this concept to end up in the game, I do believe that there will be less factions. When I think of it, I sense there will be four initially, or something like that
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted March 02, 2010 11:10 PM |
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I thought we were veering away from Disciples III...
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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Berny-mac
Promising
Legendary Hero
Lord Vader
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posted March 02, 2010 11:12 PM |
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we could do the old Evil is actually good, and good is actually evil, and neutral is actually...not neutral!
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Skyrim RP? YES!
Here it is!
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CptVanguard
Tavern Dweller
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posted March 03, 2010 10:40 AM |
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Rather than Editing the previous post I decided to add my newest update here, though the previous post has been updated with a slightly revamped unit tree.
Heroes:
Heroes are the key focus of any HOMM game which is why the gameplay style will blend elements from the infamous HOMMIV while adding a twist.
Player heroes are given the choice at the begining of the battle to take a direct involvement in the field or remain in the shadow of battle like the previous game HOMMV. Those directly in the field will be able to attach an "elite" unit to their health pool which will serve as their unit on the field directly.
This unit will have 100% greater statistics than a regular unit making it ten times harder to kill. Equally however, if this unit dies then the battle is automatically over.
In battle, any unit the hero kills directly gives him/her a much higher gain of experience than regular kills. This gives a much more optional form of play because as said before, alternativley, the hero can choose not to opt into the field directly and stay behind.
This gaurentees the saftey of the hero themselves but ultimatley gives alot less XP because the hero isnt daring enough to fight the battle directly. This isnt to say of course the hero wont gain any XP at all, it simply means you'd gain a more bonus amount if you were actually fighting on the field.
Of course by choosing the safe option however you are safer, but more dependant on your own units. This makes a more tactical than field hero and puts you in a more dependant situation of your units rather than having a powerful hero to help them win the day. Still, at least the hero is safe from harm.
Now, the Heroes themselves.
These were touched on in my previous post given names but now I will go into much greater detail with these units and just what they can do.
Unit Levels:
To replace the basis of Tier upgrades, unit levels, similar to that of clash of heroes will dictate the strength of hero units, granted, these will give them a minor advantage over enemies but this reward system has to be earned not given.
To add a small degree of balance, units in towns or garrisons will be unable to gain levels due to the absense of a hero, however, heroes may still take units from towns or garrisons to reinforce their current unit.
Higher levels will not yield great benefits but certain units might gain passive bonuses that they didnt have in earlier tiers. Each unit has a level cap of 10 while heroes have a level cap of 50.
Players may choose to save units to a rooster if they are playing on multiplayer of which a single one of these units can be selected at the begining of any situation.
Hero Levels:
Heroes will have a maximum level capacity of 50. Each level will grant the ability to select one new trait or feat related to a trait. The traits are as follows ranging from beginner, advanced, expert, prominant and master:
Defence, grants a passive damage ressistance of 10%-50% at mastery level.
Attack, grants a passive damage bonus of 10%-50% at mastery level.
Scholar, grants a passive mana regeneration bonus and experience gain from 10%-50% at mastery.
Sorcery, grants a passive magical damage and mana pool from 5%-25% at mastery.
Seige Weapons, grants a passive bonus to seige effectiveness from 5%-25% at mastery.
Logistics, grants a passive bonus to movement from 10%-50% at mastery.
Leadership, grants a morale bonus from 1-5 at mastery.
Luck, grants a passive bonus to luck from 2-10 at mastery.
In addition, individual classes gain their own unique bonuses.
Knight: Counter Attack - grants a passive chance to deal retaliation damage for any unit attacked, dealing 5%-25% of the damage delt as return damage.
Chaplain: Benevolance - enables the use of Divine magic spells regardless of schooling and increases their effectivness by 10%-50%.
Hunter: Foe Bane - passivly increases damage against a certain type of enemy by 20%-100% also increases the number of foe types from 1-5.
Druid: Wild Magic - enables the use of Nature magic spells regardless of schooling and increases their effectiveness by 10%-50%.
Rune-Smith: Rune Crafting - Enables higher level runes to be accessable and increases the chance of crafting runes by 20%-100%.
Ironguard: Shield Wall - Reduces damage taken by units by a further 10%-50%, stacks with Defence.
Wizard: Magical Mastery - increases mana from 25-125 at mastery, allows the Wizard to learn 4th level spells regardless of school.
Scryer: Scroll Scrying - allows the hero to add a spell ability to a unit in his/her army, the number of scrolls allowed ranges from 1-5 at mastery.
Necromancer: Necromancy - increases the number of dead raised after each battle by 10%-50% at mastery.
Vampire Knight: Vampirism - increases the amount of vampiric healing units recieve from 5%-25%.
Cheiftain: Blood Fury - further increases damage by 10%-50% stacks with Attack.
Oracle: Far Sight - Grants the scouting ability and increases sight by 1-5 spaces, increases movement by 5%-25%.
Champion: Dark Power - enables the use of Destruction magic, amplfying it by 2%-10% in addition increases damage delt by attacks by 5%-25%.
Manipulator: Gating - increases the number of demons gated from 10%-50%, increases all fire damage by 1%-5%.
Warlock/Witch: Spell Penetration - ignores all spell ressistance by 20%-100%.
Assasin: Shadow Path - allows the unit to move unseen, at mastery, enemies are required to be within engagement distance to see this unit.
Noble: Financing - increases the number of wealth generated from all towns by 10%-50%. Also grants a chance that all resorce nodes will give an additional resorce by 20%-100%.
Mechanist: Repairs - enables the ability to repair any damaged mechanical unit from 5%-25%, in addition, passivly increases mechanical unit damage by 2%-10%.
Ill do the feats some time, but that will take quite a bit of time so not right now .
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted March 03, 2010 11:29 AM |
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very interesting use of heroes. I like it alot.
however, like before, I do have some faults:
1. if you are going along with the "2 heroes for each faction" idea, then is the split going to be might/magic. It's just the "might" hero for the academy doesn't sound very strong. a scholar would mainly revolve around study, not warfare. possibly something like Sultan would be a good name, but it's up to you.
2. Technicians sounds a little too...erm, how can i put this, low of a position to be a hero. maybe change it to engineer, because that, as a name, dictates authority.
if you still want Technicians, the I suggest making them into a unit, with a low attack, but repairs fallen mechanical units for the industry.
but you've got a good thing going here. and these are really only minor points. feel free to ignore them if they clash with you're image.
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Love, Laugh, Learn, Live.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 03, 2010 02:31 PM |
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Quote: 1. if you are going along with the "2 heroes for each faction" idea, then is the split going to be might/magic. It's just the "might" hero for the academy doesn't sound very strong. a scholar would mainly revolve around study, not warfare. possibly something like Sultan would be a good name, but it's up to you.
2. Technicians sounds a little too...erm, how can i put this, low of a position to be a hero. maybe change it to engineer, because that, as a name, dictates authority.
This time, bixie, I disagree with your comments.
1.1: 2 heroes per faction does not NECESSARILY mean might/magic split.
1.2: Might hero imo does not necessarily mean a ar leader. A non-magical scholar could also be one.
2: Engineer does not sound much higher than technician imo...
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CptVanguard
Tavern Dweller
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posted March 03, 2010 02:45 PM |
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hey hey gentle now ^^ but yeah, in a way there was a point for the Scholar, I may rename it to make it sound more fitting, I wanted to depict it as something less magically tallented but the idea of calling it Battle Mage also felt a bit ... similar if you get my drift, it was too cliche, uncreative.
Technician... well the alternative was Mechanist, you can put that to a minor vote and see which one sounds better ^^.
Oh, something that I might have failed to point out is that there isnt just a might/magic hero difference, some class names and abilities are familiar to each other.
Now to explain this breifly:
Of the factions two factions will be magic users, and one in every faction will be a non-magic user.
The non magic using factions are: (at least the ones that make the most ideal sense)
Fortress
Stronghold
Industry
So yeah, you could say that these guys have to rely on different mechanics to survive, but thats gonna be explained in detail when I get chance.
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