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Thread: My take on Heroes 7 | |
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moonshade
Known Hero
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posted July 28, 2011 07:05 PM |
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My take on Heroes 7
Here's my alternative take on Heroes VII, meant to breath fresh life into the familiar factions- much like H6, but even more radical.
It still uses the familiar factions and critters, but remixed.
The game is set in the world of Ashan , but in the future/on a different continent to explain the changes.
It has 8 familiar factions, but with slightly different takes:
Haven- the human faction, even more religiously fanatic than before.
Rampart- the wood elves, driven by vengeance.
Necropolis- a cult of Asha living in the desert.
Stronghold- Orc tribes living in the icy north.
Inferno- new demonic terrors from Sheogh.
Dungeon- the Faceless and their various allies/slaves.
Temple- an ancient order of Wizards living in magnificent temple-cities in the jungle.
Sanctuary- honorable warriors of the Naga Empire.
Here are 3 example factions:
- this is my take on the familiar Academy/Tower faction. Their architecture and style is heavily influenced by the ancient Khmer kingdom of Cambodia, where I've recently been, as well as other Asian myths from places like India and Thailand. Their native terrain is now jungle. Their focus is on ranged combat and spells like always, with their weaknesses being many vulnerable units and limited movement (many slow units and only one flyer).
Core
Gremlin/Machinist- now reminding a gibbon monkey.
Swordmage/Spellblade- a fast but vulnerable melee unit, which can buff itself.
Stone Guardian/Ancient Guardian- an Angkor-style stone golem (four faces etc.).
Elite
Roc/Garuda- a magical bird with elemental powers, the Temple's only flyer.
Sorceress/Enchantress- a shooter/spellcaster, female version of the Mage/Archmage.
Raksasha/Maharaja- tiger-headed demons of the jungle, hunters of men's souls.
Champion
Celestial Hydra/Deific Hydra- the Wizards' greatest creation, a Hydra magically augmented through the blood of Dragons. Looks like a gigantic, multi-headed serpent whose scales are adorned with jewelry and gems (and the upgrade has crowns on its heads). Has has the obvious multi-headed/no retaliation and some magic resistance. The upgrade can perform a devastating, single-target fire breath every few rounds and regenerates on jungle terrain (including resurrecting fallen Hydra). Just write "Naga" on google and see the pictures.
Boss
Titan- huge and ancient statues wielding the full power of the monsoon.
Special- special creatures are an additional Core unit which can be called upon by special circumstances- summoned, recruited through a special town building or an artifact etc... They are usually weaker than normal Core units, but have numbers to support them.
Headhunter- a bloodthirsty race of lizard-men who revere their Wizard creators as gods and hunt their enemies in the jungle.
- this is a different cult of Asha, living in the desert and inspired by the Tomb King faction of Warhammer.
Core
Infested Husk/Hollow- the dried hollow corpses of thirst victims, filled with flesh eating undead scarabs which they use to perform ranged attacks.
Bone Guard/Immortal- the eternally loyal guardians of the Pharaoh's tombs.
Shade/Sand Wraith- clusters of searing, blinding sands animated by vengeful souls.
Elite
Lamasu/Sphinx- same.
Lich/Whisperer- a skeletal priest of the Spider Goddess.
Mummy/Grey Pharaoh- the undying kings of the desert kingdom.
A dangerous and powerful melee unit.
Champion
Boneshifter/Bonedancer- a shapeshifting mass of bones, which can assume the shape of a bone giant or a bone dragon and consume skeletal creatures to regenerate itself (Nightterror's idea)
Boss
Avatar- an Avatar of the Spider Goddess, like a more powerful Fate Spinner.
Special
Crypt Spider- a skull-headed spider made of black stones and bones.
- an especially tough tribe of Orcs living in the frigid north, together with their beastly allies.
Core
Winter Wolf/Dreadwolf- Sentient white wolves with some demonic blood, native to the icy north.
Mauler/Butcher- tough Orc warriors.
Goblin/Hobgoblin- vicious little hunters of the north, eskimo-style.
Elite
Frost Troll/Ice Troll- larger cousins of the Orcs which throw globes of ice.
Hag/Crone- an ancient and twisted Orc lady with powerful cursing magic.
Gryphon/Feral Gryphon- savage Gryphons native to the north, with the cat part being that of a snow leopard.
Champion
Cyclops/Raging Cyclops- bluish skin, wield an icy tree trunk, and can shoot a freezing ray from their eye.
Boss
Behemoth- a gigantic beast from the north, all hair and claws and teeth dripping with frozen saliva.
Special
Harpy- furious bird-women often allied to the Orcs.
Opinions?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted July 28, 2011 08:31 PM |
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Some response by me...
Quote: The game is set in the world of Ashan
I'm not that fond of Ashan, still...
Quote: It has 8 familiar factions, but with slightly different takes:
that sounds good to me, 8 is a good number of factions (for a basic game )
Quote: Haven- the human faction, even more religiously fanatic than before.
Rampart- the wood elves, driven by vengeance.
Necropolis- a cult of Asha living in the desert.
Stronghold- Orc tribes living in the icy north.
Inferno- new demonic terrors from Sheogh.
Dungeon- the Faceless and their various allies/slaves.
Temple- an ancient order of Wizards living in magnificent temple-cities in the jungle.
Sanctuary- honorable warriors of the Naga Empire.
Hmmm. seems classical (In HC terms) so far...though wizards in jungle sounds nice alteration...
haven more fanatic that sounds strange...
now, the factions...
Temple
The overall theme of the faction sounds indeed nice. the units...well...gremlins in monkey shape sounds strange but that's taste...swordmage sounds nice so far...golem is classic...Roc as well....female amge is a good step imo...Rakshasa sry, but I hate this creature...Nagahydra. Now this needs a different name, something more epic and less ridiculous-sounding. Also I find it is hard to imagine how it looks like^^...Titan as monsoon-creature AND statues sounds an interesting variation... also I like lizardmen with the wizards, good step!
Overall, a bit much humanoid shapes here?!
Necropolis
Quote: inspired by the Tomb King faction of Warhammer
I KNEW it when I read they were in desert
the units...the Husks sound a disgusting-looking and therefore fitting version of zombies...Bone Guard is skeleton however named ... shades seem to be interesting alternative to ghost...Lamasu/Sphinx - smae as what?! H6?^^ ... Lich as skeletal sounds a bit more liek in H3? *looks hopefully* ... Mummy is a must in desert necros of course!...Boneshifter sounds like WC3-abomination only with bones, but nice nonetheless...Avatar: hmm. I'm not that spiders-in-necropolis-type...same for crypt spider
suggestions: I'd have loved Vultures as special unit here. feasting on the fallen
Stronghold
Orcs in the North...let's ahve a look...
Wolfs: solid...Orc warriors sound standard so far...Eskimo Goblins soudn fun...Frost troll is classical again...Hag, shaman, witch, it's allways the same with magical unit in orcs joking here, can fit quite well, of course...gryphons with orcs sounds interesting!....cyclops sounds solid...Behemoth a good feral classic...harpy as well
Overall the faction of the three which is most to my taste so far
Overall suggestions by me are the following:
1. Make your proposal more structured even. For example by bolding or underlining the headwords. Example:
"Temple - this is my take on the familiar Academy/Tower faction. Their architecture and style is heavily influenced by the ancient Khmer kingdom of Cambodia, where I've recently been, as well as other Asian myths from places like India and Thailand. Their native terrain is now jungle. Their focus is on ranged combat and spells like always, with their weaknesses being many vulnerable units and limited movement (many slow units and only one flyer)."
2. Give us more info one thing I think important is, talk aboiut the general gameplay - how is it like? Which battle-turn system is chosen? Square- or Hex-Battlefields? etc. etc. Another thing is also give more details about the creatures, most important abilities...and I would personally like more infos about the factions as well...style and background, hero classes, etc....
So far from me, looking forward for more!
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ICTC announced
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moonshade
Known Hero
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posted July 29, 2011 06:10 AM |
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Comments and more factions
Thnx a lot for the detailed comments!
First, Jirik9, I wanted to say your own ideas and factions are also great and were an inspiration for me... So kudos...
And now, for the comments about the comments:
- Temple
I've renamed the Nagahydra to Celestial Hydra and wrote about looks and abilities. Again, it's just the basics- with time I'll add more details about the looks and abilities of every unit, it's just the beginning.
Also, another alternative I thought about is scrapping Gremlins altogether (for Headhunters/Headshrinkers), putting Siege Elephant/War Elephant as the heavy melee Elite unit instead of the Raksasha and make Raksasha a Special unit- making Temple the only faction with an Elite-rank special unit (with just much less growth than the other Special units for balance's sake). What do you think about this alternative?
Necropolis
The Lich will indeed be skeletal like in HOMM 3/5, and also have Death Cloud (and spells for the upgrade). Amazingly, I also thought about undead vultures as a Special unit but decided against it since it will give the Necropolis too many flyers- they already have 3 (Shade, Lamasu and the bone dragon form of the Boneshifter).
Stronghold
Thnx a lot for the fruitful comments!
As for the other suggestions:
1. Taken. I will edit it more in time.
2. About the gameplay, hero info etc...- wait bit more my friend, it's just the beginning!
And that's it...
Now, an extra faction for you...
- the Dungeon is an army of wicked and hideous creatures from the underworld, ruled over and manipulated by the Faceless- the alien children of Malassa. Over the millenia the Faceless have enslaved or created many species, and their armies include Dark Elves (who are considered their lieutentnats and given command over the rest- although in reality they are also slaves, just with a bigger cage), evil or insane humans, Minotaurs, Troglodytes and various monstrous beasts. The faction overall plays the same- few strong and expensive units and devastating magical offense, although this time it's a bit more magic-focused (having 2 spellcasting units and one semi-spellcaster).
Core
Beholder - Occolus- Hideous creatures of the Faceless, shooting eye-rays and curses at range and using clawed tentacles for melee combat.
Blackguard - Kinslayer- Male Dark Elf infantry who wear jagged black armor and wield cruel helbards. One of the most powerful Core units.
Wyrm - Vile Wyrm- Created from magically-corrupted Emerald Dragon eggs (one of them can give birth to several thousands), Wyrms are hideous pale and blind things reminding an unwholesome combination between small Dragons, bats and worms. They are a fast but vulnerable flyer.
Elite
Chimera - Abyssal Chimera- a flying, fire-breathing beast created from the combination of goat, Dragon and lion.
Minotaur - Minotaur Gladiator- a fast and devastating melee unit, now equipped with special headbutt and web attacks (as well as the standard giant axe).
Dark Mistress- Black Matron- spellcasting Dark Elf ladies, as wicked as they are beautiful.
Champion
Dominator - Ancient- One of the Faceless, looks like a tall and thin robed humanoid with a masked face and many wing-like, mouthed tentacles jutting from its back, surrounded by black and purple mist. Physically vulnerable compared to other champions, but casts spells and can dominate and confuse enemy units.
Boss
Black Dragon- the biggest and baddest of them all, can only be called upon in the most dire of circumstances.
Special-
Troglodyte- Tortured, eyeless creatures mainly used as fodder by the Dark Elves before the main armies close in for the kill. However, the occasional Troglodyte can rise above the rest which explains the existence of some Troglodyte heroes.
Also, here are the basic heroes (before Blood/Tears if I decide to use that system- have to play H6 first...) for the factions:
Temple
Might- Warlord
Magic- Wizard
Necropolis
Might- Undying
Magic- Necromancer
Stronghold
Might- Barbarian
Magic- Shaman
Dungeon
Might- Slayer
Magic- Warlock (male)/Witch (female)
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted July 29, 2011 10:51 AM |
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The only creature names that I really don't like are Dominator -> Ancient.
Both seems awfully generic for a champion unit.
I like the rest of the creatures, as well as their descriptions
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moonshade
Known Hero
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posted July 29, 2011 01:31 PM |
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Angels and Demons
Two more factions, the human/Angelic Haven and the demonic Inferno.
Haven- With the passing of the years, the human kingdoms had grown even more ethnocentric and fanatical. After a long and bloody succession war which claimed the lives of tens of thousands, the Royal Line had ended and the Church of Light had to step in to take the reign. Now, it offers salvation to the faithful- and Hell to the heretics.
Core
Sentinel - Watcher- Same as Heroes 6, pike-wielding, heavily armored warriors.
Archer - Ranger- Longbow-wielding female warriors, much like Heroes 2.
Marble Gargoyle - Obsidian Gargoyle- Demonic-looking statues which guard the chapels of Elrath, given life by the magic of the Bishophs.
Elite
Engineer - Demolisher - Members of the Builders' Guild lending their talents to the war efforts. A two-man team manning a ballista, which can also be equipped with explosive and holy water arrow-heads.
A devastating, but slow and vulnerable at melee, ranged unit.
Crusader - Redeemer- Fighting priests of the Church, decked in rune-etched armor and wielding gigantic blessed swords. A heavy melee/spellcasting unit.
Cavalier - Sky Knight - The same unit as always, although the upgrade rides a majestic Pegasus. Lacks the durability of the Crusader, but has more speed, manuverability and damage.
Champion
Nemesis - Azrael - These are Angels of vengeance and death, sent to punish and destroy the wicked- and collect their souls for salvation or punishment in the afterlife. They are cloaked in white robes and have white wings (2 pairs for the Azrael), with multiple unblinking eyes set in them. They are covered in grey/white robes and light armor, and spread blinding light wherever they go. Their weapon of choice is a massive, glowing scythe etched with gems and holy runes.
Boss
Archangel- When Nemesii go wrong, Archangels punish them. A giant, six-winged monstrosity wielding two swords with the power to give and take life.
Special
Peasant- In times of need, the priesthood recruits the common folk through fire and brimstone speeches to march to battle and destroy the Church's enemies.
Heroes:
Might- Paladin
Magic- Bishop
Inferno- Same story as always, just a different take on the familiar concept with new cool Demonic creatures.
Core
Gog - Magog- This time they are tortured demons similar to Pinhead from Hellraiser, utilizing burning chains to tear their enemies apart.
Many - Legion- These Demons comprise the bulk of the Demonic forces of Sheogh. Their attributes and abilities change at random every turn, which makes them very unpredictable- the only predictable thing about them is durability and nearly endless numbers.
Orthos - Cerberus- A two-headed hell hound, which upgrades to a three-headed one.
Elite
Tempter - Lilim- A shapeshifting demon of lust. Can alternate between Incubus form (offensive melee unit) and Succubus form (a buff/debuff caster).
Efreet - Wishmaster- Spirits of fire and destruction. Fast flyers with offensive spellcasting capabilities.
Chaos Lord - Pit Duke- Demonically-corrupted human knights on Nightmare steeds. A heavy melee unit.
Champion
Fallen One- Nephilim- Corrupted Angels of the Light driven to madness and chaos. A fast and devastating melee unit with some terrifying abilities, lack the Nemesii's might but have abilities to compensate.
Boss
Archdemon- What other demons fear, the very lords of chaos.
Special
Imp- Magic-eating, pesky little demons. They multiply by taking spell points from enemy units and heroes, to near-endless numbers.
Heroes
Might- Heretic
Magic- Demonologist
Opinions?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted July 29, 2011 04:13 PM |
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Quote: Thnx a lot for the detailed comments!
First, Jirik9, I wanted to say your own ideas and factions are also great and were an inspiration for me
for the first: No problem
for the second: thank you =)
now going on, as well
celestial hydra sounds nice!!! and I also like your other idea about temple, taking elephants in!
Quote: The Lich will indeed be skeletal like in HOMM 3/5, and also have Death Cloud (and spells for the upgrade)
Quote: Amazingly, I also thought about undead vultures as a Special unit but decided against it since it will give the Necropolis too many flyers- they already have 3 (Shade, Lamasu and the bone dragon form of the Boneshifter).
Argh, the balance damn thing...
Quote: 2. About the gameplay, hero info etc...- wait bit more my friend, it's just the beginning!
Ok I'm looking forward to it
now dungeon
...
well, overall it seems like a nice and typical Faceless-Dungeon
Beholder...I like it returning!
BlackGuard...sounds WArhammer Fantasy inspirated again
Wyrm...sounds very nice and soemthing new in dungeon!
Chimera in...also nice.
Minotaur...nice in melee...not sure how FAST it should be
Dark Mistress...rather classic since H5, and I'm not sure...depends on their looks and abilities...
Dominator...I for one, have no problems with the name and liek the unit
Black Dragon...GROAR...a MUST...nothing else to say
Trogs...solid standard, it seems to me
The heroes...
overall solid classics. Undying sounds interesting and innovative (to me)
Haven
theme, as you said, completely religious instead of also nobility base. can be interesting, imo.
Sentinel...well, Human faction just NEEDS such a basic unit.
Archer...the same, though...H2-archers were female? O.o I allways thought them male...
Gargoyles in haven is a very nice innovative step imo!
Engineer...as unit and with haven...not sure, but certainly gives a bit variation...
Crusader...yay, like back in H2?
Cavalier...unupgraded a classic, and I really love the upgrade being pegasus!
Nemesis...a nice angel variation!
Archangel...another classic.
peasant...as well...
heroes: well as they are
Inferno
no words to the concept^^
Gogs...i don't know hellraiser so I find it ahrd imagining these...
Many...strange name. perhaps a greek or latin name for it would be nicer...concept is nice, however!
Orthus...solid
Tempter...like having incubus and succubus in one.
Efreet...would be nice to have 'em back
Chaos Lord...hmmm. I personally would like a more demonic form, like pit fiend, here, more...but not that these would not be nice!!!
Fallen One...
Archdemon...the right counter for archangel, obviously
Imp...solid
heroes:
solid, as well
overall, this seems to become a nice homm vision
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ICTC announced
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted July 29, 2011 04:21 PM |
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Pinhead.
And Granfalloon should be the upgrade of Legion, obviously
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moonshade
Known Hero
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posted July 30, 2011 04:32 AM |
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Rampart
Here is the forest/nature Rampart faction.
Rampart-
Over the years the Elf kingdoms had collapsed, being too naive and optimist about the nature of the other mortal races.
At their darkest hour the forest-folk's enemies are closing in on them- the human Church making the forest into their hunting and logging playground, caring more for their man-made stone cathedrals than for the natural world, Orcs cutting down the trees to fuel their war effort and Dark Elves seeking to torture and kill their brethren to the last one of them. So, pushed against the wall, the forest creatures- the surviving Wood Elves, the humans who live in the forest and the various fey folk- fight for survival, and vengeance on those who had taken everything from them.
In playstyle, the Rampart plays like guerilla- small and vulnerable forces, hit and run and deception tactics, traps and an emphasis on ranged combat.
Core
Thorn/Dryad- A faerie spirit of thorns, which uses thorny, blood-soaked vines to tear their enemies apart. Also flies and casts some basic spells.
Centaur/Centaur Charger- some of the Centaurs had fled the Wizards' slavery into the forests and became allies of the Elves. They wield massive wooden spears and act as cavalry units- mobile and devastating. One of the most powerful Core units, in the spirit of the H3 Centaur.
Avenger/Punisher- A female Elvish warrior, which can alternate between Bladedancer (melee with two swords) mode and Sharpshooter (ranged) mode- each with their own abilities. Overall vulnerable, but very damaging in melee or in range.
Elite
Preserver/Archdruid- A staff-wielding Elvish spellcaster riding a Unicorn to battle.
Basilisk/King Basilisk- A massive lizard native to the forest, looks like a heavy-set wingless Dragon with crystal and moss covered scales. Heavy melee unit which packs a deadly toxic bite.
Ripping Mantis/Crystal Mantis- A fast and deadly flyer, using scythe-like, crystalline scythe arms to shred its enemies. Again, vulnerable overall.
Champion
Dendroid/Forest Lord- A demigod of the forest, made of ancient wood. Heavy melee unit, with some support abilities as well. Symbiosis ability with the Thorn.
Boss
Emerald Dragon- The children of Sylvanna, gigantic acid-breathing beasts who are mightiest beings of the forest.
Special
Faun- A goatlike fey race, savage yet noble. In times of need they come to aid the forest folk in their fight.
Heroes
Might- Hunter
Magic- Druid
Also, here's a little note about faction morality:
The only truly evil faction is the Inferno, with the Dungeon being a second close by (although the Faceless still want to preserve Ashan- just as their own insane world of darkness and nightmares). All the other factions are more or less shades of grey, with the one closest to being good is the Sanctuary. Take Haven for example- while most Bishops and Paladins truly live by the code of Light and indeed seek to bring mercy and salvation to the world, others simply use the religion to gain wealth and power- or are bigoted fanatics who seek purity through bloodshed.
Opinions? Also- Sanctuary will be next post....
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moonshade
Known Hero
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posted July 30, 2011 10:14 AM |
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Sanctuary
Now, for the final faction- the aquatic Sanctuary.
Sanctuary
The Sanctuary is a vast Empire of various underwater beings and their shore-dwelling human allies, ruled over by the enigmatic and powerful Naga Divine Empress. It is an intricate society based on complex codes of honor and ritualistic law, who seek to preserve what is theirs- and expand their way of life to a chaotic, war-torn world devastated by evil and chaos.
Core
Kappa / Kappa Shoya- Tough water spirits. Same as H6.
Medusa / Gorgon- Bow-wielding, snake-haired lesser Naga, whose gaze turns enemies to coral for a few rounds.
Cloud Ray / Storm Ray- A flying sting-ray with an electrified stinger.
Elite
Mermaid / Sirine- Fish-women with spellcasting and dominating ability, but average stats overall.
Tidal Samurai / Kensai- 2/4 armed male Naga warriors wielding multiple weapons. Heavy melee unit, same as H6.
Wyvern / Wyvern Monarch- Poisonous flying lizard, distant cousin of Dragons, Hydra and Basilisk.
Champion
Firstborn / Princess - Born from the Empress herself, although most of the time her nieces/relatives and not her direct daughters. Majestic and unearthly beautiful Naga ladies with 4/6 arms and multiple tails, wearing silk kimonos and some bejeweled armor pieces and wielding multiple enchanted katanas. Mostly spellcasters, but also good melee ability- though they lack the durability of the Samurai.
Boss
Ki Rin- The favored creatures of Shalassa. Same like H6, but of course much more powerful and this time it is made out of churning water- like a combo of the H6 Ki Rin and the Dragon Eel boss.
Special
Wanimaze- A Wizard-created race of shark-men allied to the Naga, who often guard the outskirts of their underwater cities.
Heroes
Might- Shogun
Magic- Ascetic
Opinions?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted July 31, 2011 10:57 AM |
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Rampart
guerilla style sounds nice. and the overall lineup seems nice too.
THorn...
Centaur...love 'em back here
Avenger...I simply LOVE the unit having two styles!!!
Preserver...a nice combination of druid and unicorn, yet somehow these seem ahrd to combine for me...
Basilisk...I like the idea of basilisk in forest...yet i do not like the appereance too much. though thats personal taste...
mantis...do not see why the scythes need to be crystalline (sounds a bit unnatural^^), otherwise good
Dendroid...interesting idea of them as demigod and supporting abilities
Emerald Dragon...standard^^
Faun...pretty classic as well but fits
Heroes: a standard
Sanctuary
underwater...well I am allwas a bit usnure about underwater factions. On one hand, I love the idea...on the other hand I think it leads to illogic in the game...if it's UNDERwater, why do they go onto land???
the units...are too H6 influenced for me...and overly mana naga-style units I fear...I mean, 3.5...since the mermaid is ANOTHER half human...
Kappa...hmmm. I like kappa as unit idea, but not the H6 one...
Coral Maiden...*sigh* why don't we stay classical and name medusas medusas?^^
Cloud Ray...sounds...weird...
Mermaid...a must in every water faction, of course...
Tidal samurai...the standard, but clasic and solid, naga warrior
Wyvern...fits into naga empire, imo
firstborn...well...you allready have the samurais...AND the coral maiden...a bit too much naga maybe...also, champion could be soemthing more...special...fantastic
Ki Rin....never had a taste for that unit^^ but also not much bg-knowledge about it...
Wanimaze...not so my taste
Heroes: sound nice
These were all factions?
So far, I like rampart best, I think.
____________
ICTC announced
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moonshade
Known Hero
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posted August 01, 2011 05:29 AM |
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Responses
My response to ur responses
Rampart
Happy for the good feedback. The crystal is a repeating motive of the Rampart (I also want to return to the 4 precious resources system), like the spiders in Necropolis- personally I like this, but up to u to like it or not...
Sanctuary
The Sanctuary Empire exists both above and below water as the Naga and their allies are all amphibious. The city itself lies underwater, but they can go on land for extending periods of time (although they are at their best in naval combat, and an all-Naga army doesn't need a boat to move in water). They also have some human allies to help their interests on land (which explains the existence of human heroes).
And they go unto land because the war is fought on land, of-course!
As for the units- I just like the H6 line-up, except the two water-elemental creatures (the Spring Spirit and Ice Maiden- ice in my version is a theme of the Orcs, not the Naga)- in my opinion Elementals should be all neutral creatures, which can be summoned by spells.
Kappa- My Kappa is a tank unit, probably with different abilities and slightly different looks than the H6 Kappa.
Coral Maiden- Note taken. I've renamed them and removed their spellcasting to differentize them from the Mermaid and Firstborn.
Cloud Ray- I just like the concept. Can also be an electric eel, but it gives Naga too many serpentine/draconic units.
Mermaid- fit like a glove in an underwater faction.
Tidal Samurai and Wyvern- same.
Firstborn- Firstborn are like demigodesses, being descended from the Empress herself. They are much more than ordinary Naga, being half-divine. In looks they would be similar to a more beautiful and badass version of the H3 Naga Queen, with more japanese culture motives.
Kirin- I just like the concept of a water-dragon.
Wanimaze- Was also thinking about a human Pirate unit instead. Opinion?
Heroes: sound nice
Thnx for the comments overall!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 01, 2011 07:45 AM |
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Quote: Happy for the good feedback. The crystal is a repeating motive of the Rampart (I also want to return to the 4 precious resources system), like the spiders in Necropolis- personally I like this, but up to u to like it or not...
are they?^^ I mean, okay, crysal is main ressource of rampart, but otherwise...in the games I remember the creatures are not too crystallish, except the emerald dragon in H5. and spider in necro...I never had that feeling.
But as you said, that's just my taste
which also, of course, goes for large part of my criticism of sanctuary.^^ so dont feel offended!
I like the new meduse turning enemies into CORAL
human pirates...would be an interesting twist, possibly...at least for me^^
____________
ICTC announced
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moonshade
Known Hero
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posted August 24, 2011 12:54 AM |
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The Keep, Forge and Citadel
Well, here are 3 more factions: the Keep (a very stereotypical but fun Vampire faction), the Dwarven Forge and the Citadel (a faction of sky-dwelling, Ylath-worshipping merchants).
Keep
The Vampires dwell in the desolate mountains, their kingdom being a loose collection of often-rival duchies ruled by families whose lineage dates back thousands of years. Unlike the Necropolis faction they originally split from (as the original Vampires were all Asha worshippers), they now worship themselves and their founder Sar-Nagaroth as undying gods. In playstyle they play like u would think they would- generally vulnerable and also expensive, but make up for it with speed, relatively good damage and special abilities. Also, their sole tank is the Lycan (and the Flesh Golem- but it can't be recruited normally), although the Dark Flock can also serve as an early-game tank as it is difficult to damage. They have a racial ability of Vampirism (but only for the true Vampiric units- aka Fledgling, Boyar and Nosferatu).
Core
Dark Flock/Nightswarm- A mass of bats and other flying creatures of the Night, really annoying and hard to kill (except through magic).
Fledgling/Concubine- A dagger-wielding, seductive female Vampiress. Similar in looks and playstyle to the Blood Fury of H5.
Thrall/Bloodbound Serf- Crossbow-wielding, human thralls of their Vampire masters, can be fed upon to replenish Vampiric units (Concubine, Duke and Nosferatu).
Elite
Lycan/Alpha Lycan- A vicious werewolf enslaved by the Vampires. Has two forms- the normal human form which isn't too powerful but is still a good melee unit, and the hybrid werewolf form which is terribly powerful- but has some chance to go berserk (although the upgrade is way more controllable). Only one of the Vampire Might heroes can really control Lycans in their werewolf form. Look like hairy muscular humans wearing wolf fur and fighting with hand claws (like the Panther Warrior of H6). The alternate form is a massive, scarred and blood-smeared werewolf, its eyes glowing red.
Boyar/Duke- The familiar Vampire, long-haired, armored noblemen with a cape carrying runic blades (but not so blatant Arthas rip-offs- look more like the traditional Dracula). Flying melee units, lack the raw power of the Lycans but have abilities to compensate.
Sanguine Engine/Iron Maiden- A coffin on wheels, serves as healing and support unit (and can also attack enemies by shooting massive iron spikes).
Champion
Nosferatu/Patriarch- An ancient corpselike Vampire, similar to the H3 Vampire. A powerful and versatile spellcasting unit.
Boss
Blood Dragon- A transformed Red Dragon with terrible powers, who inhales the blood from enemies rather than use a breath weapon.
Special
Flesh Golem- A stitched monstrosity created by Vampiric sorcery. Gives Keep Core units the melee punch they lack so much.
Might Hero- Count
Magic Hero- Sorcerer
Citadel
Citadels are the flying fleets of the Free Cities, sent westwards on board of massive floating cities to further the interests of the great Guilds. A versatile but otherwise average army, their mobility on the adventure map though is unrivalled- and they are also the only faction with 4 flying units (the two upgraded 2 Core units, 1 Elite and their Champion). Another huge advantage is that their towns can fly (but they have very low movement points- and u can also cancel this option when u make a map).
Core
Nomad/Wanderer- Horse-riding nomadic people allied to the Free Cities. Fast melee unit. Upgrades rides a Hipogriff rather than a horse, enabling him flight.
Raider/Cloud Raider- A falchion-wielding human warrior, serving as early tank. Upgrade has a jetpack, enabling him flight.
Gremlin/Machinist (Temple will get Headhunters/Headshrinkers instead as a basic ranged unit and Raksasha as a Special unit)- A basic ranged unit armed with a musket and bayonet for melee. Can repair mechanical units (Hollow and Lightning Gun), making them important for late game.
Elite
Djinn/Wishmaster- A supporting/debuff caster and fast melee unit.
Hollow/Void Lord- Suits of armor animated by spirits of the Air, a tank unit.
Lightning Gun/Dragon Gun- A fast-firing but vulnerable shooter manned by a Gremlin crew, like a medieval/magical gattling gun.
Champion
Storm Eagle/Thunderbird- A gigantic, lightning-shooting eagle. Looks more elemental and different from the Temple's Roc (which would look more like the mythological Garuda).
Boss
Flying Fortress- A powerful, magically-flying construction of steel armed with multiple cannons for ranged combat and rotating blades for close combat.
Special
Ogre- A race of tattooed giants allied to the Free Cities, an additional tank with some magic abilities as well.
Might Hero: Guildmaster
Magic Hero: Alchemist
Forge
The Forge is a kingdom of the Minute Races (with a tiny amount of human allies), mostly made of an alliance of industrious Dwarves and feral yet hearty Halflings. They share the Ashan Underworld with their bitter enemies the Dungeon faction, but unlike them they dwell in places of light and heat rather than damp cold and darkness. Forge towns are constructed atop lava vents where they can mine precious metals and minerals, forge them into various artifacts and worship their God- the almighty Fire Dragon Arkath. In playstyle they play similar to H5- a mostly tanking faction with few yet powerful troops, who can buff themselves through Runes. Their weakness is mobility and lack of flyers/shooters. Also they can connect Forge towns via Tunnels (with the Dungeon having a similar ability), to compensate the low mobility of their heroes.
Core
Grudgebearer/Longbeard- A shield and hammer wielding Dwarf warrior, although the upgrade also has a very limited supply of throwing axes.
Tracker/Beastmaster- A spear-wielding Halfling warrior. A shooting unit.
Shaft Drone/Battle Drone- A slightly spider-like construct animated by runes to help in the mining and war efforts. The most mobile Core unit of the Forge.
Elite
Drake Rider/Drake Champion- Halflings riding red, fire-breathing Drakes. The Forge's only flyer.
Rune Priestess/Hearthmother- Spellcasting Dwarven priestesses (who attack with huge ceremonial maces), who can agument your Hero's rune magic.
Iron Boar/Flameforged Boar- A powerful boar-shaped construct, animated by an inner furnace. A tank unit.
Champion
Fire Giant/Magma Giant- Children of Arkath, these fearsome black-skinned giants burn all in their path and also possess some form of ranged attack (upgrade).
Boss
Salamandra- Like a bigger and badder H5 Fire Dragon.
Special
War Mole- Tamed by the Halflings, these plate-armored giant moles offer the Forge the mobility they lack (as they can burrow anywhere on the battlefield).
Might Hero- Thane
Magic Hero- Runesmith
Revised line-ups:
Necropolis Infested Husk/Hollow is renamed Infested Husk/Wight.
Temple
Headhunter/Headshrinker replaces Gremlin as the Temple's shooting Core unit. The Spellblade also has some offensive spellcasting capabilities making them a semi-shooter (as the Temple is all about fighting from distance via spells and shooting attacks).
Elephant/Siege Elephant replaces Raksasha as Elite tank unit.
Raksasha replaces Headhunter as Special unit- making the Temple the only faction with an Elite Special unit.
So, 11 factions so far. Maybe I'll post a 12th one later on. The basic game will include 8 factions, and the Keep, Citadel and Forge will be added in expansions.
Here's the faction's strong points:
"Good"
Haven- overall balanced units, good healing and support, good besiegers and defenders
Rampart- luck, summoning magic, some very powerful units
Forge- powerful tanking ability, strong economy and town defense
Sanctuary- powerful units, unrivalled water mobility
"Neutral"
Stronghold- powerful melee units with good damage output, grow more powerful as they deal and take damage (Bloodrage), cheap units, good besiegers
Temple- very powerful spellcasting and multiple shooters.
Citadel- unrivalled adventure map mobility and strong economy, cheap units.
Necropolis- cheap units, powerful abilities, good numbers through Necromancy, multiple units, good debuff ability
"Evil"
Keep- mobile and damaging units, Vampirism, good debuff ability
Inferno- good damage (second only to the Stronghold), powerful offenseive and debuff magic, luck, Gating
Dungeon- best offensive magic, powerful overall units
Also, here's Blood/Tears heroes for the factions:
* Haven
Paladin- Templar / Demon Slayer
Bishop- Arch Bishop / Inquisitor
* Forge
Thane- Clan Lord / Grudgebearer (unit is renamed Defender/Longbeard)
Runesmith- Forge Master / Soulsmith
* Rampart
Hunter- Beastmaster / Avenger
Preserver- Grand Druid / Wilder
* Sanctuary
Samurai- Shogun / Ronin
Ascetic- Enlightened / Tidereaver
* Stronghold
Barbarian- Chieftain / Berserker
Shaman- Seer / Stormcaller
Necropolis
Undying- Eternal / Harbinger
Necromancer- Spiritualist / Grey Reaper
Citadel
Guildmaster- Merchant Prince / Ringleader
Alchemist- High Alchemist / Rogue Scientist
Temple
Warlord- General / Conqueror
Wizard- Mage Lord / Oathbreaker
Inferno
Heretic- Demon Lord / Possessed
Demonologist- Summoner / Pyromancer
Dungeon
Slayer- Overlord / Dread Reaver
Warlock- Shadow Weaver / Dark Destroyer
Keep
Count- Rake / Beast
Sorcerer- Elder / Blood Magus
Opinions so far? I would really like to hear some responses!
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moonshade
Known Hero
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posted August 29, 2011 04:30 AM |
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Opinions
Some responses/comments please would be welcome!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 29, 2011 10:59 AM |
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I wasn't much on last week so didn't find the time. now i have
Keep
sounds like a typical vampire faction. I like the hero choice for this.
...Dark Flock...typical unit, almost necessary in vampire facs...
...Fledgling...also typical...not sure how much I like it, some more creative unit coudl be better
...Thrall...solid
...Lycan...also typical with vampires. I like the looks you chose. The name of the upgrade could be better imo.
...Boyar...a bit too typical for my taste...
...sanguine engine...love it
...nosferatu...well...not sure wether it's the best champion...
...Blood Dragon...love it!
...Flesh Golem...not sure how good it fits...
Citadel
I really like the idea of the town!!! THough it can possibly be very...imba?! I mean...moving the town, slowly but steadily, can be a massive advantage on long games. The heroes fit quite well.
...nomad...good unit
...raider...a jetpack?! O.o...not my liking in HoMM
...gremlin...a classic, fitting here
...hollow...sounds familiar like it, of course
...Djin...classical
...Lightning Gun...not sure...maybe a bit too technical for my taste...
...Storm Eagle...well...it's ok
...Flying fortress...BÄM...great!
...Ogre...nice seeing them here!
Forge
I like them overall, including the halfling-dwarf alliance, which i allways found fitting. The tunnel-connection is great as well.
...Grudgebearer...solid
...Tracker...I like the slinger halflings better, but this one is ok as well...
...Shaft Drone...nice unit!
...Drake Rider...creative. I like it!
...rune priestess...typical^^
...Iron Boar...not so much to my liking...
...Fir Giant...ok
...Salamandra...nah. never liked the H5 fire dragon...
...War Mole..hehe
Heroes are fine
...I'll maybe response later to the rest
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moonshade
Known Hero
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posted September 01, 2011 04:04 PM |
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Some gamplay notes
Here are some notes about general gameplay, starting with the Boss creature mechanic.
Bosses
Each faction has a specific Boss creature, which can be recruited in multiplayer and skirmish mode (the Campaign has its unique, named Bosses which can't be recruited normally). A Boss is significantly more powerful (and bigger- usually 4x4, sometimes more) than even a good-sized stack of Champion level creatures, and possesses unique abilities. It can also gain experience up to level 10, and gets to pick a new ability (or improve an existing one) every 2 levels (like double attack, armor piercing etc.- although their basic abilities are different, the additional abilities all come from a common pool).
However, the trick is u can only recruit a Boss in a town where the Tear of Asha resides, and u can only have 1 per each Tear of Asha. However, it can be resurrected (at a very expensive cost) in your faction's Tear of Asha structure. So, the existence of Bosses gives a new meaning to endgame, as each faction rushes to get a Tear of Asha and recruit a Boss who can turn the tide of battle- because even one of these creatures can take an entire army by itself...
Also, a thing about the Tear of Asha- once one is constructed, the obelisk map is "reset" and a new one appears randomly somewhere on the map- so on an XL map, several players can have a Tear of Asha structure (and thus a Boss creature).
More will come soon...
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 10, 2011 11:15 AM |
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Hmm I do not really like that approach on the Boss System, I must say. The Bosses are too imba, imo...at least if they really can be recrtuited. Also, though I really like the idea of multiple ultimate artifacts, I hate the idea of another Tear of Asha appearing...
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ICTC announced
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