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bludgeon
Known Hero
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posted August 21, 2010 10:13 AM |
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Mercenaries
I want mercenaries in the game
Strong units not related to any castle (like nomads for example) that you can hire. They fight for you as long as you pay them each day. If you don't - they leave.
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Jiriki9
Honorable
Undefeatable Hero
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posted August 23, 2010 04:16 PM |
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Uaaaah,m a horde of ideas, when I hafve just arrived
I'll handle them later, though, sorry guys. But nice, the many participation in this!
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 23, 2010 04:59 PM |
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Simultaneous retaliations
I didn't like this, because it kills the element of tactics. Unless your stack has first strike, it makes attacking no better than defending, which I don't like.
Linear spell damage for creatures and abilities to modify unit spell mastery
It's more in line with the game. The single-Sprite Wasp Swarm was silly.
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What will happen now?
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Jiriki9
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posted August 23, 2010 08:04 PM |
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Quote: I didn't like this, because it kills the element of tactics. Unless your stack has first strike, it makes attacking no better than defending, which I don't like.
I just can't let this stand...Tactics would differ and become more defensive, but they are NOT "killed"...
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BasiC
Tavern Dweller
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posted August 23, 2010 10:19 PM |
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Sound&visuals-what i liked about heroes 3 is how peaceful it was...
It's usually about the little things like the galloping sound of the heroes to the fact nothing was very shiny or screamish...
the art didn't scream at you or tried to blind you...
I hope heroes 6 will have map features that are much easier to distinguish than in heroes V and are tidier(im not sure what can be changed at this stage).
If any devs actually read this please dont make a lot of things shine or have too much details that confuse the eye.
Map features need to have a strong geometrical presence and the background like the ground and mountains need to not get in the way with tons and tons of details that draw the eye.
so in short-i wish the game would be serene and peacfull visually just like heroes 3.
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Jiriki9
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posted August 23, 2010 11:39 PM |
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@basic: Originally this thread was meant to fix on gameplay issues and such. Neither concrete content (like certain factions/units/etc.) nor graphic or audio. Plus at least the visual part of the game seems pretty far developed. But I think I'll add a second list for graphical issues here...the list needs a sorting anyway. Now, though, I go to bed. I'm incredibly tired. I wish you all a good night (or day, depending where on earth you are^^
Greetings, Jiriki
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Jiriki9
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posted August 24, 2010 04:39 PM |
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Quote: a skill to improve the spellcasting prowess of creatures.
Hell Yeah!
Quote: use the linear formula for spell damage from creatures like in H4
Quote: some creatures could have adventure spells and abilities
They should, man, they should!
Quote: 2 hero classes by faction.
Yeah. Might & MAgic based, porobably.
Quote: possible to build several capitoles
no way. Maybe enhancing the income on general, but capitol should stay unique
Quote: 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.)
It may only be a joke, but I like it
Quote: Unless you're an unusually bad tactician you should be able to do better than the computer at organising a battle-line.
? and so? You were referring to teh quick-comabt button here...the sense I see in that is saving the time of doing battles which would be boring to play out and just take time, when its obvious you'll win without casualties^^
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.
No no no. This would take quite some tactics out of the game imo. There should be MORE creatures with more retaliations, though!
Quote: More skills, and make the perks more logical
Yes, more skillssss!
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).
Yes to the general idea For the special spells...this should not go so deep into detail-discussions! But there should defeinitely be new ones!
Quote: New hero classes unconnected to towns.
Wanting that a long long time now!
Quote: Spells grouped by effect
If you mean a Spell school system like in H5, NO If you mean a sorting-option like that in spellbook, YES so what?
Quote: More Spells
Ehm...is that really a feature?^^
Quote: Spells that can't be learned by certain heroes
heroes or hero classes?
Quote: Heroes can learn skills from other heroes (for a movement cost for both).
Like "teaching" in H 3!? almost NEVER used it, but not evil, so
Quote: 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
These are quite some wishes. First of all, caravans itself IS a feature imo. Your diea seems good, but I feel confused about it. More explanation please?
Quote: The only thing I would really like to see is a more persistent system for use heroes beyond the campaigns.
What do you mean? Don't udnerstand it...You are certainly NOT talking about heroes keeping levels after ordinary scenarios...that I would highly dislike..unless there owuld be a new game mode for it.
Quote: I want mercenaries in the game
Strong units not related to any castle (like nomads for example) that you can hire. They fight for you as long as you pay them each day. If you don't - they leave.
I don't know. First: Why do they HAVE to be strong? I mean, they shoudl be a bit stronger than an ordinary unit of their tier. but... Also I 'm not sure wether I like the pay-per-day thing in HoMM
@Basic: I'm not sure about your point.
...since I've added an ambience list now, I wish:
-rather realistic graphics, especially in town design & hero+creature portraits. Note: I don't mean the graphic shoudl be high-def & such, but I want it to be mroe realistic tahn comic. could be even done in a very low-overall-graphics, using a look like a painting
added also "many options when starting a battle". This means a screen will open with options for you which are quite different and variable. Use of pioneering, scouting and spying units. Enemy infiltration (?), choosing a special way of placing creatures. Such stuff (only exapmles, to show what grade of detail I want in it!)
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alcibiades
Honorable
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of Gold Dragons
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posted August 24, 2010 04:48 PM |
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Quote:
Quote: I didn't like this, because it kills the element of tactics. Unless your stack has first strike, it makes attacking no better than defending, which I don't like.
I just can't let this stand...Tactics would differ and become more defensive, but they are NOT "killed"...
True, when I say "kill" it's because for me, the core element of Heroes games have always been minimizing your losses through planning the appropriate attack order so that you take out stacks before they take you out - and you can't do that in the same way with simultanous retaliations.
That being said, I have another suggestion:
What one could call Progressive Retaliationso that instead of doing exactly one retaliation each round, there's a cap to how much damage a stack can do in retaliation. Thus, a stack can retaliation until it has done 100 % of its damage as retaliation (re-calculated to new stack size after attack).
Let me give a (totally fictive) example:
Imagine you have 10 Angels who are worth of 50 Damage each.
Now comes attack 1 which kills 2 angels, so there are 8 left. That's 400 retaliation damage. However, attacker only has 150 hitpoints, which are used. There still remains 250 retaliation damage.
Now comes attack 2, which kills 3 more angels. That removes another 150 retaliation damage, so there is only 100 left. The angels then retaliate doing these last 100 points of retaliation damage.
After this, Angels can't retaliate until after their next turn.
This system would remove the advantage of the retaliation-stealing peasant, that suicides himself to absorb all 500 retaliation damage of the Angels who are afterwards free targets.
____________
What will happen now?
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Jiriki9
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posted August 24, 2010 04:58 PM |
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Quote: True, when I say "kill" it's because for me, the core element of Heroes games have always been minimizing your losses through planning the appropriate attack order so that you take out stacks before they take you out - and you can't do that in the same way with simultanous retaliations
That indeed is true. You have to go for compeltely different strategies...
For your progressive retaliation: That sounds great
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MattII
Legendary Hero
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posted August 24, 2010 06:26 PM |
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Quote: no way. Maybe enhancing the income on general, but capitol should stay unique
Except that right now, income is about the only thing that does separate the Capitol from other cities.
Quote: ? and so? You were referring to teh quick-comabt button here...the sense I see in that is saving the time of doing battles which would be boring to play out and just take time, when its obvious you'll win without casualties^^
Oh believe me, the computer is dumb enough to incur at least some casualties unless you happen to outnumber the enemy like 5-1, and then, what's the point, you'll get nothing from the damn battle anyway, unless the creatures are guarding something, and if you outnumber the enemy 5-1 what's the big deal about the thing they're guarding?
Quote: No no no. This would take quite some tactics out of the game imo.
Yeah, all the tactics where you can dupe a creature into wasting its retaliation on an irritation attack, and then floor it with a powerful attack without having to worry about incurring damage. Besides, it's not like it'll abolish tactics, you'll just have to come up with new ones.
Quote: If you mean a Spell school system like in H5, NO If you mean a sorting-option like that in spellbook, YES so what?
You see the bit in brackets, that's how I'd like the spells organised, schools based on effect, not theme.
Quote: Ehm...is that really a feature?^^
How is more skills a feature?
Quote: heroes or hero classes?
Hero classes, the other way is just too complex.
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Jiriki9
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posted August 24, 2010 06:42 PM |
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Edited by Jiriki9 at 19:01, 24 Aug 2010.
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Quote: Except that right now, income is about the only thing that does separate the Capitol from other cities.
yeah. and? I meant: capitol is having one city with a bigger income than the others. And I liek that. If it's about not enough income overall, better icnrease the overall incoem of all income buildings in towns, not enable the capitol for alls. ...and another reason except of making all cities more alike (which I dislike) I don't see^^
Quote: Oh believe me, the computer is dumb enough to incur at least some casualties unless you happen to outnumber the enemy like 5-1, and then, what's the point, you'll get nothing from the damn battle anyway, unless the creatures are guarding something, and if you outnumber the enemy 5-1 what's the big deal about the thing they're guarding?
I disagree. But maybe I'm just too easily bored by battles and too easily taken few minorst casualties^^ Also, waht's teh problem with such a button, you can still click "no"^^
Quote: Yeah, all the tactics where you can dupe a creature into wasting its retaliation on an irritation attack, and then floor it with a powerful attack without having to worry about incurring damage. Besides, it's not like it'll abolish tactics, you'll just have to come up with new ones.
Not only those. Just general with those thinking with whom you attack. If the creatures, factions were more balanced it would, in the later gametimes, be seldom you have creatures you can just sacrifice like that. but the point with other tactics...yeah, you got me with my own weapons there I'll give it some thoughts.
Quote: You see the bit in brackets, that's how I'd like the spells organised, schools based on effect, not theme.
Then it's no. I don't like it. Only way to go was in combination with the "some hero classes can't learn certain spells" thing AND a "Spells appear not in all castles" rule.
Quote: How is more skills a feature?
Got me again. I added it anyway
Quote: Hero classes, the other way is just too complex.
Not really. Assuming 8 factions & ten heroes per faction and 2 spells per hero that can't be learned, only 13 spells are necessary to giv eonly unique combiantions of spells the heroes are unable to learn and such a small information can't be heard to program. But YOu got an by me here, anyway
EDIT: More suggestions:
-More Campaign Options
There are tons of options for campaigns. HoMM, however, allways did ONLY have story campaigns. The good is, they tell a story (makes them interesting), and follow some red line, the scenarios are (more or less) logically connected. But on the other hand, you can almost NOT AT ALL have multiplayer campaigns and when you have played through the stories they are done for you (more or less). THat could be different. Other (additional!) options are:
~Tournaments,Cups,Leagues,etc. Scenarios are played one after another. Either in a league, where every player gets points after the scenario and the one with most points wins the campaign, in a tournament where only the winner gets to the next stage, or in a cup, which combines these (first league/s, then tournament for the best players of the league/s; like in football/soccer world cup^^)
~Regions Campaign. A rather complex mode which needs to have many scenario maps, probably. The campaign screen is a map of a certain region of the world, a continent, or a part of it,
you know what I mean, I guess. The map is divided in several-many REGIONS, and each player starts with one or few of them. THe players than start to develop their regions and advance to new ones, in turns, which could last a week, or a month, or 3 months, or whatever we want. When players meet in a region, they play a scenario of one campaign turn length. If some scenarios have to be played by the same players, they're done one after another (you couldn't guess that, heh? ) the winner would take the region. Specific rule scoudl be quite many to be decided. THis set however means a lot of variable campaign possibilities and that even for multiplayer!
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bludgeon
Known Hero
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posted August 25, 2010 01:44 PM |
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Edited by bludgeon at 13:46, 25 Aug 2010.
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I would like, for some maps where it makes sense, to have underground and normal world on the same level. After all, you can have tunnels and caverns inside a mountain that are still on ground level.
I want bridges over rivers goddamnit
In previous games there were lighthouses that improve navigation. Why not expand this idea for other buildings that improve other skills for all heroes, or at least in a certain radius around.
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Jiriki9
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posted August 25, 2010 04:34 PM |
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Quote: I would like, for some maps where it makes sense, to have underground and normal world on the same level. After all, you can have tunnels and caverns inside a mountain that are still on ground level.
In H3, at least, you could do that by just setting udnerground terrain etc on the abovegroudn map, somehow. It would be more complicated, thoguh, if udnerground was mroe distinct from above.
Quote: I want bridges over rivers goddamnit
And fords. And, anyway, rivers which are otherwise unpassable!
Quote: In previous games there were lighthouses that improve navigation. Why not expand this idea for other buildings that improve other skills for all heroes, or at least in a certain radius around.
Great idea! The necromancy enhancer in H3 towns could also be on the outer map.
ideas for buildings w. skills (only suggestions, the voice of y<es or no here don't go for details, since it shall be about the ideas!)
~Leprechauns Garden - Luck
~Lighthouse - Nacigation
~Road Post/Scout Post - Logistics
~Tower of <Magic School> - <Magic School>
~Sorceror Tower <Sorcery>
...I think however, your idea with the radisu is much better than making it work on the whole map. Makes your defense better, probably!
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MattII
Legendary Hero
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posted August 25, 2010 05:17 PM |
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Quote: Then it's no. I don't like it. Only way to go was in combination with the "some hero classes can't learn certain spells" thing AND a "Spells appear not in all castles" rule.
So what schools would you have?
Quote: I would like, for some maps where it makes sense, to have underground and normal world on the same level. After all, you can have tunnels and caverns inside a mountain that are still on ground level.
The big issue here is the link between the open-air and cave sections, I can't think of a way it could be done that would look right.
Quote:
Quote: I want bridges over rivers goddamnit
And fords. And, anyway, rivers which are otherwise unpassable!
Like all of them.
Quote: In previous games there were lighthouses that improve navigation. Why not expand this idea for other buildings that improve other skills for all heroes, or at least in a certain radius around.
Minor correction, they increased your movement rate over water, but they did it independent of navigation. I'm not sure about this, but I suppose it can't hurt.
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bludgeon
Known Hero
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posted August 25, 2010 06:05 PM |
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Quote: Great idea! The necromancy enhancer in H3 towns could also be on the outer map.
ideas for buildings w. skills (only suggestions, the voice of y<es or no here don't go for details, since it shall be about the ideas!)
~Leprechauns Garden - Luck
~Lighthouse - Nacigation
~Road Post/Scout Post - Logistics
~Tower of <Magic School> - <Magic School>
~Sorceror Tower <Sorcery>
...I think however, your idea with the radisu is much better than making it work on the whole map. Makes your defense better, probably!
I think those buildings (lets call them enhancement structures) should not affect only certain faction, because that would give an unfair advantage to that faction over the area they are located. Anyway, there are many many possibilities for such structures.
Smuggler's Den - every hero in radius gains scouting (if he has scouting, it improves further). Once in a while you can buy a random artifact here.
Lighthouse - every hero in radius pays less movement points for moving on water. Minor bonus to initiative in naval combat.
etc.
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Jiriki9
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posted August 26, 2010 12:20 PM |
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@bludgeon: YOu could post the certain buildings in the thread of wishes for AM-buildings if you wish
More feature:
-Creature Spellbook variable:
Soem creatures could have a variable spellbook and learn up to a certain number of spells from 1 or two schools, with the option to forget older spells for new ones. Ther could also be a level limitation. (so Liches may have 2 lvl. 1 & 1 lvl 3 dark spell or such. Only an example!)
-Weather:
Every day (maybe even regions) have different weather states, like rain, sunshine, storm, cloudy, HOT, etc. Could also be limitations&variations for terrains (snow: rain -> snowfall, Desert: snowfall -> Cloudy/Rain & Storm -> Sandstorm). The different weather has effect on the armies. Also each army could have a native weather (f.e. Sunshine for haven, fog for Elves, Rain for Nagae, Snow for Dwarves, etc.)
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Bludgeon
Known Hero
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posted August 26, 2010 12:26 PM |
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Quote: -Creature Spellbook variable:
Soem creatures could have a variable spellbook and learn up to a certain number of spells from 1 or two schools, with the option to forget older spells for new ones. Ther could also be a level limitation. (so Liches may have 2 lvl. 1 & 1 lvl 3 dark spell or such. Only an example!)
I like this idea, but only if there are many many spells in the game. If there are only a handful (say, 30), that I don't think this would add anything to the game.
Quote: -Weather:
Every day (maybe even regions) have different weather states, like rain, sunshine, storm, cloudy, HOT, etc. Could also be limitations&variations for terrains (snow: rain -> snowfall, Desert: snowfall -> Cloudy/Rain & Storm -> Sandstorm). The different weather has effect on the armies. Also each army could have a native weather (f.e. Sunshine for haven, fog for Elves, Rain for Nagae, Snow for Dwarves, etc.)
Rain and snow would be nice on occasion, as would fog. For other things like clouds and sunny, it's not really important to me because I don't see the sky while I'm playing anyway.
Overall, thumbs up for both ideas.
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Jiriki9
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posted August 26, 2010 12:35 PM |
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Quote:
Quote: -Creature Spellbook variable:
Soem creatures could have a variable spellbook and learn up to a certain number of spells from 1 or two schools, with the option to forget older spells for new ones. Ther could also be a level limitation. (so Liches may have 2 lvl. 1 & 1 lvl 3 dark spell or such. Only an example!)
I like this idea, but only if there are many many spells in the game. If there are only a handful (say, 30), that I don't think this would add anything to the game.
Of course. But mroe spells would be fun anyway!
Quote:
Quote: -Weather:
Every day (maybe even regions) have different weather states, like rain, sunshine, storm, cloudy, HOT, etc. Could also be limitations&variations for terrains (snow: rain -> snowfall, Desert: snowfall -> Cloudy/Rain & Storm -> Sandstorm). The different weather has effect on the armies. Also each army could have a native weather (f.e. Sunshine for haven, fog for Elves, Rain for Nagae, Snow for Dwarves, etc.)
Rain and snow would be nice on occasion, as would fog. For other things like clouds and sunny, it's not really important to me because I don't see the sky while I'm playing anyway.
You won't but your units will. And some will like, or dislike it - f.e. a vampire should not be pleased by the bright sun shining on him XD Sunshine & clouds woudl differ by how bright the battlefield is. On the AM there could be shadows of clouds on cloudy days on the ground.
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alcibiades
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posted August 26, 2010 12:44 PM |
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Weather could definitely be interesting. Like sunlight making undeads weeker, nighttime making them stronger, wind making flying creatures slower and maybe ranged attack difficult, etc.
It could be a nice feature if some heroes operate during day, and others during night. So if a Haven hero attacks a Necro hero, it is likely to be day, and if Necro hero attack Haven hero it's likely to be night.
Also, your movement ratio could determine whether it's morning, noon or evening, with morning and evening being "neutral" in this regard.
____________
What will happen now?
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Jiriki9
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posted August 26, 2010 12:50 PM |
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@alci: Nice proposals, will add them, since they are quite different from weather.
for the night&day operation. I think this could be difficult. Movement determining daytime however, I think good! Still the problem is that logically, it would need to become simultaneous...
Hera bout anoter idea: Heroes (maybe with a skill?) can waste movement points to fortificate themselves. So you can make a hero guard a path or such things.
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