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Thread: Faction strategies | |
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Bludgeon
Known Hero
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posted August 20, 2010 01:30 PM |
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Edited by Bludgeon at 13:33, 20 Aug 2010.
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Faction strategies
From the interviews we do know that in H6 each faction will have its unique way of waging battles. Example was given that necomancers will attempt to draw the battle out because they slowly weaken (or poison) their enemy. On the other hand, elves try to finish each combat as quick as possible, although the reason why was not given.
Now, what do you think other strategies will be?
I could see Haven having this sort of "ability" where you cannot let enemy units reach last squares on your side (most to the left), much like in checkers. And at the same time, your each unit that reaches enemy's last square on the right gains something.
Thoughts?
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Fauch
Responsible
Undefeatable Hero
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posted August 20, 2010 01:38 PM |
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in a way, it's cool that they all have their own style, but they should have multiple options. one way is to have 2 hero classes for example, so that you can choose if you rely more on your creatures or on your spells.
it won't be very exciting if there is just one best way to play each faction
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Bludgeon
Known Hero
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posted August 20, 2010 01:40 PM |
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You can have what you're talking about AND a unique strategy for each town too. For example with necro, the "desire" to draw out battles works just fine whether you control a might hero good with units or a magic hero good with weakening magic.
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serptico
Adventuring Hero
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posted August 21, 2010 05:26 AM |
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What about faction strategies on the adventure map?
1)Heaven = Able to build and fortify gates with turrets and creatures on chokepoints on the map.
2)Necropolis = Able to convert surrounding area to swamp that slows other heroe's movement's speed when they travel through it.
3)Academy = Able to teleport entire armies as long as it's in the Heroes field of view.
4)Inferno = Able to possess neutral creatures and recruit them in their armies.
5)Sylvan = Able to permanently uncover fog of war.
6)Asylum = Never able to see the type and size of creatures belonging to a Hero on the map or in Castles.
etc ...
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Warlord
Famous Hero
Lord of Image Spam
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posted August 22, 2010 10:09 PM |
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Quote: What about faction strategies on the adventure map?
1)Heaven = Able to build and fortify gates with turrets and creatures on chokepoints on the map.
2)Necropolis = Able to convert surrounding area to swamp that slows other heroe's movement's speed when they travel through it.
3)Academy = Able to teleport entire armies as long as it's in the Heroes field of view.
4)Inferno = Able to possess neutral creatures and recruit them in their armies.
5)Sylvan = Able to permanently uncover fog of war.
6)Asylum = Never able to see the type and size of creatures belonging to a Hero on the map or in Castles.
etc ...
1) Haven: This one is exactly like garrisons in Heroes V, which I never used, so it's kind of pointless for me.
2) Necropolis: This one I like. I think it's quite good.
3) Academy: I don't really understand this one. Can you explain?
4) Inferno: That is WAY oveprowered. In the first week, you could creep anything.
5) Sylvan: I don't get this one either.
6) Asylum: This could be really, really annoying for your enemies. Does it show threat level?
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danijel1990
Adventuring Hero
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posted August 22, 2010 11:23 PM |
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Quote: I could see Haven having this sort of "ability" where you cannot let enemy units reach last squares on your side (most to the left), much like in checkers. And at the same time, your each unit that reaches enemy's last square on the right gains something.
Thoughts?
Don't know much about that, but as someone said that Haven will be defense-oriented something like it would make sense, but I personally don't believe it would be that simple. As they stated, each faction will be unique and probably gameplay will MUCH differ whether we play Necro or Haven etc and that in mind they will probably add a lot of gameplay elements in both battlefield and the adventure map...
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 23, 2010 09:50 AM |
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Just hoping it won't be rigid, some factions in H5 had many options despite the occasional imbalance. Stay in the back and cast/shoot, full onslaught, let the ballista do the job for you, outsummon/outheal the opponent..
Ofc while I favour a flexible skillwheel I want some restrictions to avoid some rare skills being super powerful like machines or dark for sylvan, enlightenment for orcs etc. That is assuming the skill system still works like that, I'm pretty sure they will have changed it.
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Map also hosted on Moddb
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted August 23, 2010 10:37 AM |
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@Elvin, I am disappoint
I thought you'd be one of the community liaison people thingy but if you post like that seriously, then maybe you aren't part of the "in" crowd?
I am sensing a sinking feeling with the whole strikingly different type of play for each faction right now
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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danijel1990
Adventuring Hero
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posted August 24, 2010 12:23 AM |
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Whats up with chenlng and the spamming?
ok it's deleted.
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Gauldoth_
Tavern Dweller
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posted August 24, 2010 06:26 PM |
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i share the fears of some here, i hope that by unique they don't make only one way too play with a faction and end up with boring after only few maps.
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OmegaDestroyer
Hero of Order
Fox or Chicken?
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posted August 24, 2010 08:54 PM |
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1) Heaven = Can use the "peasant power" ability to fool the masses into believing that a feudal system of government is "heaven."
2) Necropolis = Two words: skeleton orgy. That's right. You know you want to see it.
3) Academy = Can only fight for about 3 months and then the entire kingdom comes to a halt in preparation of finals.
4) Inferno = Able to confuse and question the sexuality of the other armies with their "Heroes of the Inferno" erotic calenders. I heard December is especially naughty.
5) Sylvan = Able to ruin any decent form of interesting mythology with elves, elves, and yes, more elves!
6) Dungeon = Has synergy with the Sylvan. For every dragon in the game, add +1. Add the total number to the elves ability to ruin the game. 7 Dragon Gods + 6 dragons = +13 to Sylvan's lameness.
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The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
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