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Berny-Mac
Promising
Legendary Hero
Lord Vader
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posted August 18, 2010 09:30 PM |
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Well they did say that the difference between Might and Magic Heroes will be outlined more boldly could mean that Might Heroes may actually play a much more active role in the game other than just casting spells.
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Skyrim RP? YES!
Here it is!
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted August 19, 2010 01:23 AM |
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Ahh so like skills like a rogue's skill and an engineer's skill. stuff like setting traps like a hunter or performing deadly backstabs?
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Protection From Everything.
dota
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 19, 2010 08:20 AM |
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is that a refference to alcis wish fro more direct attack options or a new wish?^^
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Fauch
Responsible
Undefeatable Hero
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posted August 19, 2010 12:45 PM |
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Edited by Fauch at 13:00, 19 Aug 2010.
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like in H4 : simultaneous retaliation, castle and obstacle penalty for shooters (but the penalty could be less than 50% for a small obstacle, for exemple) maybe, a choice between 2 differents creatures per level? with 14 creatures per castle, there would be a lot of tactical opportunities. in another hand, it may be hard to balance. at least, you get to avoid choices like titans against colossi who are almost the same units
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 19, 2010 01:05 PM |
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@fauch: adding your ideas now as new points. My scoring for them:
-simultaneous retaliation: not sure, I think both having it and having the "classic" system gives different, but equal strategic options
-Castle and obstacle Penalties for shooters. Yes. but for obstacles it mus differ highly: A pond is an pbstacle to most units, but it no way prevents a shooter from shooting correctly. Also units should be better "protected" by obstacles when standing directly behind them!
-2 creatures per level. Someone had to ask this XD and it will get many fingers down. I, however have a here. It jsut should only be done when they're able to implement it REALLY good!
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted August 19, 2010 01:21 PM |
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i was referring to alci's.
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Protection From Everything.
dota
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bludgeon
Known Hero
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posted August 19, 2010 01:27 PM |
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Edited by bludgeon at 13:28, 19 Aug 2010.
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What I like (please note in 1st post):
+random events (could even replace "week of")
+complex sieges
+more diplomacy between players - this area of the gameplay definitely needs more exploring
+ambushes - could be fun if done right, probably should require a separate skill (tree)
+retreating with army - if you could keep half your army upon fleeing, you would play more daringly, which means more interesting matches
+more grail options
+creatures of your faction more likely to join you
+Different Hero direct attack options - always a good thing
+unit counters - abilities making unit stronger against certain types of other units - that's nothing new but I like it still
Don't like:
-creature experience. IMO unnecessary and overcomplicated.
-racial skill divorced from a hero. I like it the way it was in H5.
-advanced classes - could be fun if done right but I don't think it's necessary with the phletora of special abilities already available.
-battle takes a day
-simultaneous retaliation - don't like it, but I also don't like how in H1,2,3,5 you can roll over a weaker enemy with no loses, even if the enemy has sizeable forces. Increasing unit health should do the trick.
-2 creatures per level. Too many units per faction. Unless it's 2 units per tier but only at certain tiers, resulting in perhaps 10 units per faction. That I would be ok with.
On the fence or don't care:
~variable campaign structure
~control over war machines
~size of battlefields
~ultimate skill
~initiative - not that important to me if H6 uses H5 system or the original one
~each tavern has different heroes for hire
Some of my ideas.
+unlock special features as you gain more castles. For example, some sort of special unit, a building with unique quality, a unique spell, etc.
+game should hide Navigation as an option if there is no or very little water on the map
+more skills that are used outside combat, like ambushing skill or construction skill.
+combats with more than one hero on one side. It works like this - when you engage in combat, the game checks if there are any other heroes within 3 move points away, if there are, they autojoin the battle.
+more options as the battle is about to start. If I run into enemy I want an option right there and then to make it quick combat.
+diplomacy should work like in H4. Basically you turn to your side some creatures of a stack, and the rest then leaves. In the flip side, it works more often.
+more naval elements in the game, different boat types
+getting in or out of a boat should take the reminder of a turn, it should cost a fixed amount of movement. If you have enough, you can still make some move afterwards in the same turn. If you don't have enough move, you start your turn with the required reminder taken away.
+underground should be made more distinct from the aboveground, although I'm not sure how.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 19, 2010 03:08 PM |
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Edited by Jiriki9 at 15:12, 19 Aug 2010.
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Quote: -simultaneous retaliation - don't like it, but I also don't like how in H1,2,3,5 you can roll over a weaker enemy with no loses, even if the enemy has sizeable forces. Increasing unit health should do the trick.
hmm not sure 'bout that. Equal strong battles could become a 1001-hits 'til soemone dies at all^^ if you get my point
Quote: +unlock special features as you gain more castles. For example, some sort of special unit, a building with unique quality, a unique spell, etc.
More castles of YOUR faction - so 2 Sylvan Towns => specials
or of any towns, so => 2 towns => all get specials
or of different towns (don't think you mean that, we allready had faction-crossing mentioend here some tiems, I think)
Quote: +game should hide Navigation as an option if there is no or very little water on the map
Quote: +more skills that are used outside combat, like ambushing skill or construction skill.
Indeed.
EDIT:
Quote: +combats with more than one hero on one side. It works like this - when you engage in combat, the game checks if there are any other heroes within 3 move points away, if there are, they autojoin the battle.
Just by your sides? Your are third partys able to, if they wish, join at a side of their choice?
Quote: +more options as the battle is about to start. If I run into enemy I want an option right there and then to make it quick combat.
Just options like that or options of more difficile nature? (LIke: use scouting units different, prepare a straategy resulting in minor bonuses, etc.)?
Quote: +diplomacy should work like in H4. Basically you turn to your side some creatures of a stack, and the rest then leaves. In the flip side, it works more often.
THew diplomacy skill needs a rework, sure. Not sure, though, if I want it this way
Quote: +more naval elements in the game, different boat types
Would be nice, but is not really important...stands faaar back on the lsit of my concerns so
Quote: +getting in or out of a boat should take the reminder of a turn, it should cost a fixed amount of movement. If you have enough, you can still make some move afterwards in the same turn. If you don't have enough move, you start your turn with the required reminder taken away.
I'D like better NAvigation become a main skill and handling this.
Quote: +underground should be made more distinct from the aboveground, although I'm not sure how.
Needs mroe explanation definitely!
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bludgeon
Known Hero
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posted August 19, 2010 03:12 PM |
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Edited by bludgeon at 15:18, 19 Aug 2010.
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Quote:
Quote: +unlock special features as you gain more castles. For example, some sort of special unit, a building with unique quality, a unique spell, etc.
More castles of YOUR faction - so 2 Sylvan Towns => specials
or of any towns, so => 2 towns => all get specials
or of different towns (don't think you mean that, we allready had faction-crossing mentioend here some tiems, I think)
I meant this only for cities that share type with the city you start a game with. Necromancer would benefit only from gaining more necropolises, etc.
Quote: Just by your sides? Your are third partys able to, if they wish, join at a side of their choice?
Everyone can join. The battle map scales accordingly.
Quote: Just options like that or options of more difficile nature? (LIke: use scouting units different, prepare a straategy resulting in minor bonuses, etc.)?
Quick combat option for starters, but your ideas are good too.
Quote: I'D like better NAvigation become a main skill and handling this.
The problem with navigation is that it is very, very map-dependant. I'm not sure making it a skill would solve the issue.
Quote: Needs mroe explanation definitely!
Well, for example: If they don't bring shroud back, they could at least implement it in the underworld. There could be areas with low ceiling, causing penalties for large units. The visibility radius should be very dependant on light sources around the hero. In a tunnel in total darkeness he would see only to 3 squares away, etc.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 19, 2010 03:24 PM |
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Quote: I meant this only for cities that share type with the city you start a game with. Necromancer would benefit only from gaining more necropolises, etc.
Then I'm against this in the aspect that only "your" city can be enhanced. WOuld be pro, though, if it worked for any cities with the same type. The reason for me disliking is that I deslike teh idea of SO completely choosing one definite faciton at teh beginning of a scenario. There should at least be some scenarios where it isn't even definite wether "you" as player are of one or the other faction - for example when you play a campaign scenario in which you play the gathered alliance of Elves and Mages (or such stuff, you know...)
Quote: Everyone can join. The battle map scales accordingly.
...is this a yes for bigger abttlefields anyway, too?
Quote: [Quick combat option for starters, but your ideas are good too./quote]
Okay, will ad the quick combat option, soon.
Quote: The problem with navigation is that it is very, very map-dependant. I'm not sure making it a skill would solve the issue.
...if it worked like you supposed and couldn't be chosed in scenarios (or campaigns!) with no or very little water, it wouldn't be so bad anymore...
Quote: Well, for example: If they don't bring shroud back, they could at least implement it in the underworld. There could be areas with low ceiling, causing penalties for large units. The visibility radius should be very dependant on light sources around the hero. In a tunnel in total darkeness he would see only to 3 squares away, etc.
...and loos e hsi sight again. Interesting idea!
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bludgeon
Known Hero
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posted August 19, 2010 03:32 PM |
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Quote: ...is this a yes for bigger abttlefields anyway, too?
No, because increasing BF size just for the sake of it isn't IMO necessary.
Quote: Then I'm against this in the aspect that only "your" city can be enhanced.
I'm for it because it makes each player more unique from the others.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 19, 2010 04:00 PM |
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Quote: I'm for it because it makes each player more unique from the others.
Does it? I don't really see how. It just gives more determination and fixing on a faction. Two players with the same facton would be in even bigger competition usually => even more predictability.
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Fauch
Responsible
Undefeatable Hero
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posted August 19, 2010 05:05 PM |
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a skill to improve the spellcasting prowess of creatures.
use the linear formula for spell damage from creatures like in H4
some creatures could have adventure spells and abilities
2 hero classes by faction.
possible to build several capitoles
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bludgeon
Known Hero
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posted August 19, 2010 05:09 PM |
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Edited by bludgeon at 17:09, 19 Aug 2010.
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Quote: a skill to improve the spellcasting prowess of creatures.
.....YES!!!
Quote: some creatures could have adventure spells and abilities
Agreed.
Quote: 2 hero classes by faction.
Of course, but I wouldn't call that a new idea
Quote: possible to build several capitoles
No, the uniqueness of capitol is what makes it cool.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted August 19, 2010 06:13 PM |
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honestly, I'll be happy if the tavern has a minigame of whack-a-mole in order to gain exp (or whack-a-baby-seal for the inferno players.)
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Love, Laugh, Learn, Live.
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MattII
Legendary Hero
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posted August 19, 2010 11:49 PM |
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Edited by MattII at 23:51, 19 Aug 2010.
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Quote: like in H4 : simultaneous retaliation, castle and obstacle penalty for shooters (but the penalty could be less than 50% for a small obstacle, for exemple) maybe, a choice between 2 differents creatures per level?
Quote: +unlock special features as you gain more castles. For example, some sort of special unit, a building with unique quality, a unique spell, etc.
Quote: +game should hide Navigation as an option if there is no or very little water on the map
Quote: +more skills that are used outside combat, like ambushing skill or construction skill.
Splitting Scouting and Logistics up would be a start.
Quote: +combats with more than one hero on one side. It works like this - when you engage in combat, the game checks if there are any other heroes within 3 move points away, if there are, they autojoin the battle.
I like the idea of having more than one hero in combat, but I don't like the idea of other heroes being able to rush in from outside.
Quote: +more options as the battle is about to start. If I run into enemy I want an option right there and then to make it quick combat.
Unless you're an unusually bad tactician you should be able to do better than the computer at organising a battle-line.
Quote: +diplomacy should work like in H4. Basically you turn to your side some creatures of a stack, and the rest then leaves. In the flip side, it works more often.
Increased realism without sacrificing gameplay, gotta be good.
Quote: +more naval elements in the game, different boat types
Not sure how you'd really work it though.
Quote: +getting in or out of a boat should take the reminder of a turn, it should cost a fixed amount of movement. If you have enough, you can still make some move afterwards in the same turn. If you don't have enough move, you start your turn with the required reminder taken away.
Quote: +underground should be made more distinct from the aboveground, although I'm not sure how.
Quote: a skill to improve the spellcasting prowess of creatures.
Quote: use the linear formula for spell damage from creatures like in H4
Could you explain this one a bit more please?
Quote: some creatures could have adventure spells and abilities
I think we'd need more adventure spells before this became an option.
Quote: 2 hero classes by faction.
Quote: possible to build several capitoles
But call them something else.
Now for a few more of my ideas:
*Most creatures get (generally weak) infinite retaliations, stops the enemy from using his last few fast low level units to soak up your retaliation, then smashing 1/4 of your stack with a tough high level unit you're now powerless to defend against.
*More skills, and make the perks more logical (Magic Resistance in Luck? Estates in Leadership? I don't see how those sorts of things fit).
*More Adventure Spells like View Air, View Earth and Water Walk from H3, and new ones like View Portal (reveals an area around all the portals in a particular network) and Mire (creates a mire that costs double movement points to move through, and can only be seen by a hero of that particular terrain, or one with Scouting).
*New hero classes unconnected to towns.
*Spells grouped by effect (ie, Blessings, Cursings, Summonings and Killings).
*More Spells.
*Spells that can't be learned by certain heroes
*Heroes can learn skills from other heroes (for a movement cost for both).
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Fauch
Responsible
Undefeatable Hero
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posted August 20, 2010 01:35 PM |
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Quote: quote:
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use the linear formula for spell damage from creatures like in H4
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Could you explain this one a bit more please?
for example, in H4, mages could cast magic fist and poison. damage were 4.8 x number of mages for magic fist and 2.4 x number of mages per turn for poison.
better than H5, where 2 balors deal like 100 damage with a meteor shower, and 20 of them do only 250 damage.
Quote: *Most creatures get (generally weak) infinite retaliations, stops the enemy from using his last few fast low level units to soak up your retaliation, then smashing 1/4 of your stack with a tough high level unit you're now powerless to defend against.
unless maybe the retaliations become weaker and weaker
Quote: *More skills, and make the perks more logical (Magic Resistance in Luck? Estates in Leadership? I don't see how those sorts of things fit).
Quote: *More Adventure Spells like View Air, View Earth and Water Walk from H3, and new ones like View Portal (reveals an area around all the portals in a particular network) and Mire (creates a mire that costs double movement points to move through, and can only be seen by a hero of that particular terrain, or one with Scouting).
Quote: *New hero classes unconnected to towns.
freelancers? like neutral units, except you would find them in neutral taverns and they would have unique specialities?
Quote: *Spells grouped by effect (ie, Blessings, Cursings, Summonings and Killings).
but they could be grouped by theme rather than by effects.
Quote: *More Spells.
there aren't many speels in H5
Quote: *Spells that can't be learned by certain heroes
it makes more difference between races. like a necromancer may not be able to learn light (but instead can get shatter light) but I still think in that case, he should have other options to buff his army
Quote: *Heroes can learn skills from other heroes (for a movement cost for both).
like scholar / mentoring?
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MattII
Legendary Hero
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posted August 20, 2010 06:52 PM |
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Quote:
Quote: quote:
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use the linear formula for spell damage from creatures like in H4
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Could you explain this one a bit more please?
for example, in H4, mages could cast magic fist and poison. damage were 4.8 x number of mages for magic fist and 2.4 x number of mages per turn for poison.
better than H5, where 2 balors deal like 100 damage with a meteor shower, and 20 of them do only 250 damage.
Quote:
Quote: *Most creatures get (generally weak) infinite retaliations, stops the enemy from using his last few fast low level units to soak up your retaliation, then smashing 1/4 of your stack with a tough high level unit you're now powerless to defend against.
unless maybe the retaliations become weaker and weaker
Well, My thought was to make most of the creatures only get like 1/4-1/3 of their damage, with a few exceptions (some creatures like Golems would get high retaliation damage, whereas others might not actually get retaliations).
Quote:
Quote: *New hero classes unconnected to towns.
freelancers? like neutral units, except you would find them in neutral taverns and they would have unique specialities?
You'd be able to find them in any tavern, though only rarely in towns. They'd be mostly equipped with Mercenaries (similar to the Rouges in H3:AB) initially. Since they'd be neutral, they wouldn't incur the severe morale penalties normal heroes from other towns would, but they'd also be unable to learn Faction-based skills.
Quote:
Quote: *Spells grouped by effect (ie, Blessings, Cursings, Summonings and Killings).
but they could be grouped by theme rather than by effects.
The spells are mostly already grouped by theme, I just disagree with themes, they never seem to make sense.
Quote:
Quote: *Spells that can't be learned by certain heroes
it makes more difference between races. like a necromancer may not be able to learn light (but instead can get shatter light) but I still think in that case, he should have other options to buff his army
No, a necromancer will still be able to learn Light Magic (calling it this is one of the reasons I want to change the schools from thematic to effective), but he won't be able to learn Divine Vengeance or Teleportation (Why those two are even in Light is a mystery to me since one is a Destructive spell and the other better fits in Summoning), but will be able to learn Decay and Vampirism, which the Knight will be unable to learn.
Quote:
Quote: *Heroes can learn skills from other heroes (for a movement cost for both).
like scholar / mentoring?
Yeah, like that. Oh, and the movement cost will apply to skills learned from Witch Huts. Oh, and I'd also like to see the return of the Universities from H3, sure they were big, but the chance to learn (potentially) up to 4 skills in one go was brilliant.
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serptico
Adventuring Hero
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posted August 21, 2010 04:57 AM |
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Caravans
I wish a new feature for the caravan system. To make the game run faster, we should be able to hide all of our caravan routes on the adventure map. Which means, show the transits of all the caravans that are actually on their way by a simple line and a dot depicting the caravan with a number saying the amount of days left to reach its destination. Anytime, we should be able to hide those transits and reappear them by a click of a mouse. Also, don't make creatures caravan as it doesn't make sense, creatures are suppose to travel on their own. Just make the caravans transport goods like resources and so forth. That's my wishlist. Thank you
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Sherekhaan
Adventuring Hero
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posted August 21, 2010 05:16 AM |
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The only thing I would really like to see is a more persistent system for use heroes beyond the campaigns.
I like Warlords battlecry for their system, but I would love to be able to build up experience on either one hero or a main character for use in skirmish games.
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