Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 8+ Altar of Wishes > Thread: Dave Jame’s Heroes VI content Proposals
Thread: Dave Jame’s Heroes VI content Proposals
Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted April 07, 2012 11:47 AM

Dave Jame’s Heroes VI content Proposals

This topic will be dedicated to the storage and presentation of my personal ideas how to make the current sixth heroes game in some aspects better.
There are many fields in which the game can became better, but I will only list those ideas I think a more or less interesting. General ideas like unique skill systems for all faction or te presence of random heroes for skirmish are not presented here. It is dedicated only for creative ideas,

Game mechanics:
The Rally System
The rally system is a progresive creature cap purposal based on the discusion in this topic Please use it do discuese it.
The goal of this mechanism is to work as a shield or/and barier against the creature flood that is the result of the combination of two new mechanisms in Heroes VI. The creature pool and the town conversion.

The rally basically limits the number of units the hero can command in one stack of his army. But do not let yourself overwhelm with prejudice just yet. The keyword in this purposal is the word „Progresive“. The rally creature cap would grow alongside the game time spent. Each week the limit of units would grow according to specific number.
This number would be based on the creatures basic growth rate times a specific coeficient times the number of  the week.

Example:
A creature has a basic growth of 6 (Core creature)
The coeficient that would adjust the limit would be 3 (2 for the fortification bonus + 1,5 as a reserve)
The week would be the 5th week in the game.
The limit would be: 6*3*5=90.. This means a hero could command up to 90 creatures of this type in one stack.

Notice that the reserve makes it extremly hard to reach the cap from the income of one castle. This is because the Rally should not limit the player in a common sense, but only shield him from the impact od CP and TC.
The cap would be reached when owning 2 towns. And with 3 towns the players would have large backup troops in there castles.

The problem with this purposal are the towns. If there would be a hero defending the town the limit could be connected to his own but what if there is no hero in the town. We must také into account that units that do not benefit from the presence are already disadvantaged. There are two option how to deal with it.
1: Towns do not have a rally limit. This would mean that later in the game towns could became so strong that even the bonus of the hero would not be sufficient. The town would have to be besieged for several times with several heroes each causing as much damage as possible.
2: Towns would have there own higher limit based on the fortification level. This option makes the towns much weaker in the later game in that matter, that number advantage would not be enough to counter the bonus of the hero.

So what do I promise myself from this feature:
1: More even leveled combats  -> more interesting combats
2: Speeding up the game (unit reserves make it not so crucial for full healing of the army for 20 rounds after the battle has been won)
3: More interesting seiges
4: Bigger difference between the Might and Magic classes
5: Boss fights being more interesting.
6: A bigger use for secundary heroes.
7: Bigger value on the strategy level and the skill of the player (Attacking with two heroes, Even a disadvantaged player can turn the tides if he plays well, The game would not be won by „One Epic battle“ and the 3 hours of cleaning works)
8: No more of the „I have more castles so I win“ situation.

Linked Abilities: (Neutral)
Warlord (Might only) Rises the value of the Rally by x%. (Might heroes can command more troopes then magic heroes)

Personal note: In the beginning I was strongly against any form of a Creature cap, but considering the new system, which is extremly unbalanced and brings negative responses even from new players, (The game gets boring after you have 4 castles) i see it as one of the best solutions

Skills
Master defender.
There are skills that help the player conquer a town, but no that help him defend it
School warfare affinity Tears:
1: All walls and towers get +1/2/3 structural points
2: The player gains control over the castle towers and their damage is increased by x%/y%/z%
3: (linked to the Rally mechanism) The hero gains the „Fill the blank spots ability“ (one charge) that allows him to renew 10%/20%/30% of his fallen troops from the reinforcements in the town. Effects all existing stacks.

Map objects:
The toll bridge
This map object can have the form of a garrison, bridge or a narrow chasm on the map that can be crossed. It's purpose is to seperate individual regions of the map.
When the hero enters this location he is offered to chose from two choices. To pay the Toll and pass freely. In this case he pays the gold and can use the bridge freely for the rest of the week.
Or he may chose to force his way through
In this case the hero and his army would enter a special battle map where he would  face no or just a limited number of enemies. His goal would be to move his army from his starting location to the oposite location.
The battle map would consist of obstacles and unreachable towers that would shoot at the players army.
The strenght of the towers would be linked to the number of the week. The later the game the later the towers.
As well as in the case of paying the player can use the toll bridge freely after he has forced his way through for the rest of the week.
A special option would be to bribe the bridge to let only your heroes pass freely and forcing the enemy to either force his way or to turn back.  
The Toll bridge is a renewing map object and resets itself at the start of each week.

More ideas will be added later when I think they are worthy enough.
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 19, 2012 11:20 AM

Being about unknown to H6, I cannot say much on the gameplay issues. THe Skill sounds quite nice!!!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0439 seconds