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Thread: HOHS- Heroes of high seas | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted May 29, 2010 01:07 AM |
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What skills do you suggest?
...what about a "grab" ability for teh crab? It grabbing some enemy?
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MattII
Legendary Hero
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posted May 29, 2010 01:52 AM |
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Edited by MattII at 01:56, 29 May 2010.
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Quote: as I say, this is all relatively fluid about how it's used. and now that I think about it, that unit would more suit the Ironclads.
Well then you have a problem, because if both your Navy and Ironclad factions use guns, how do you decide which units go where?
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Jiriki9
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Altar Dweller
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posted May 29, 2010 03:11 AM |
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The ironclad are more fixed on guns and gunpowder...pirates will have probably gunpowder weapons, too...
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 29, 2010 09:18 AM |
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Edited by bixie at 09:21, 29 May 2010.
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Ironclads are more fixed with experimenting with gunpowder weapons. This will give them stuff like early model gattling guns, grenades, etc.
the red dragons would be more related to rockets more than anything.
both pirates and the navy will have a unit using gunpowder. for the navy, it will be the musketeer, and for the pirates, it will be something like... sharp shooter.
and as for the grab ability for the giant enemy crab (i'm going to have to find a better name) yeah, why the hell not?
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Jiriki9
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Undefeatable Hero
Altar Dweller
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posted May 29, 2010 12:32 PM |
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great
just imagine how some bunch of pirates come up and the crabs just...grabs 'em
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 29, 2010 12:45 PM |
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You got crabs! lol!!1!!
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Jiriki9
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posted May 29, 2010 01:25 PM |
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Have you thought 'bout skills & hero/captain types yet?
for the first, I think Navigation is vital, soemthign bout guns would be great. leadership can probably be kept, as well as attack and defense & luck. What about war machines & sieges, anyway?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 29, 2010 01:33 PM |
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skills will be kepts the same as with heroes, with a few exceptions.
since magic is racial-based, the four magic skills (dark, light, destructive and summoning) will be taken out. Sorcery will remain. Navigation, yes, will be key, as well as leadership. Offensive and defensive will play a role, as well as seige related stuff. Luck will be invovled as well.
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Jiriki9
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posted May 29, 2010 03:06 PM |
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and how will sieges be done, anyway? ANd will towns be on land? OR jsut islands?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 29, 2010 05:35 PM |
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the troops will leap from the boat and run up to the town walls. like standard Homm. Except it's slightly improoved.
with mines!
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Jiriki9
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Undefeatable Hero
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posted May 30, 2010 12:48 AM |
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okay. But the cities, on teh AM, open directly to the sea (port)?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 30, 2010 09:57 AM |
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yep.
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Warlord
Famous Hero
Lord of Image Spam
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posted July 03, 2010 07:26 AM |
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I like the Arabian guys, and the Ironclads. They seem the most original.
I think the Arabians should have wind elementals at some point, maybe tier three?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted July 03, 2010 10:23 AM |
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I don't really want to include elementals, or if I do, they are by another name.
mainly because this is not a magic focused universe, so probably not all the usual trapings.
but I'm glad you like both of them.
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted July 03, 2010 08:43 PM |
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Hummm...
I'm not sure if it will be very entertaining though, sailing the oceans can be long and boring, unlike in pirate movies
Could consider making the ship like a moving town which you upgrade and build. So you basicly have a moving fortress.... Then again, different kinds of towns for the factions seems more entertaining. Pirate refuge, heh...
Add a merfolk / Sirens faction. With their fishy monster friends aiding them.
You can probably get away with adding a voodoo-based lizardman faction as well. But then again, I personally add those into anything
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Warlord
Famous Hero
Lord of Image Spam
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posted July 04, 2010 05:36 AM |
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I like the moving town idea. I think it's very creative. Perhaps as your faction gets more buildings, the ship gets bigger and looks cooler? And the factions have different looking ships?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted July 04, 2010 01:34 PM |
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the moving town idea is a good one, however, It does make all the fights into seige fights.
also, I like the idea of a fixed base, personally.
maybe moving towns for the merfolk?
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Jiriki9
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posted July 04, 2010 10:07 PM |
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Quote: Add a merfolk / Sirens faction. With their fishy monster friends aiding them.
...chrm chrm:
Quote: Mere-folk:
1 Nock (Seaman with fishtail instead of legs, wielding a trident for melee and some ranged weapon)
2 Ceturus (Humanoid with Shark-Head, attacks with bites)
3 Siren (Fishtail instead of legs, "Sirens singing" ability)
4 Atlantean Priest (2-legged "over-human", possibly with (mind-)magical abilities)
5 Fire Turtle
6 Giant Kraken
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Warlord
Famous Hero
Lord of Image Spam
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posted July 11, 2010 04:19 PM |
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I'd rather have a choice between moving towns and fixed towns. I think that's better.
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RabbidCow
Adventuring Hero
Who was bit by a Vampire
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posted July 13, 2010 11:06 PM |
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I have an idea for the fleet of the damned lineup:
Tier 1: Skeleton -Skeletal Pirate (basic melee)
Tier 2: Zombie Deckhand -Rotting Deckhand (slow melee, rots enemies)
Tier 3: Sea Spirit -Ghastly Sailor (incorporeal, flyer, shooter)
Tier 4: Drowned -Nosferatu (flyer, 80% life drain, life drain)
Tier 5: Skull Captain -Bonemarrow Captain (shooter, bonus vs tier 6)
Tier 6: Bone Snake -Bone Wyrm (tank, 40% life drain)
Green= upgrade ability Red= downgrade only ability Black= upgrade and downgrade
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