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Thread: All new races/units/other crap post here!!! | This thread is pages long: 1 2 3 · NEXT» |
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lovedoc
Hired Hero
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posted May 16, 2001 10:37 AM |
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All new races/units/other crap post here!!!
I made this thread so we can post all our ideas of new races and their units and so on in one place!
Popular dicussions: Ice Town
Doppleganger (unit)
+many more but I canīt remember all. Just post, O.K.?!
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Lifeīs a snow and then you marry one...
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lovedoc
Hired Hero
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posted May 16, 2001 10:46 AM |
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Dark side and Light side
I thought of this idea yesterday but didnīt find the time to post. What if every town had a dark side and a light side?!
Like when all structures are built, all dwelligs and Capitols and sh*t, The next week youīd be faced with with, say question on what you would do. E.g. "Today a black dragon was injured, will you dispose of it or keep it alive and pay for it?" Iīm sure the guys at 3do could come up with better ideas but this would work out so if you made "evil" decisions, say hang peasants for disobedience or such youīd get a dark soul turning your town into a dark town. The following week based on your decisions the last week your town would morph into "good" or "bad" with a new look, new strucures and of course "good" or "bad" upgrades for creature and spells! Fun idea, huh! This way they wouldnīt have build entire towns, just modify the existing ones. The decions you make would also help to make the game more interactive and makes players feel like real leaders not just building planners and war tacticians. Comments?
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Lifeīs a snow and then you marry one...
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Ironied
Tavern Dweller
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posted May 18, 2001 02:50 PM |
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Heroes fight in battle
I don't like the idea that heroes should fight in battle. How should this work? This doesn't fit in the heroes gameplay, or do they change so much in heroes4. Doesn't the hero effect the creatures attack, defense, moral and luck attributes anymore. If he does, what happens when the heroe dies in battle? Do the creatures then loose their bonus. If that would be the case everyone only attacks the hero until he is dead. If not what then about magic. If the hero is dead can you still cast spells then. If not there is no balance anymore betweeen magic and might. the hero is dead and attribute bonus are still guilty but spell casting is gone? where should this all end? or is the battle lost if the hero dies, like in age of wonders (a big reason why this game is snow). but on the other hand if the battle still goes on and you win without your hereo what happens then? this seems all snow to me.
anyway heroes in battle was a snow in age of wonders why should this snow be taken over to heroes4?
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lovedoc
Hired Hero
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posted May 22, 2001 09:34 AM |
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Yeah...
But as told before what happens if the frigginī hero dies?
Youīd automatically be forced to fight on your opponents conditions provided that he has a hero.
If I know 3do I think that maybe the leadership can be passed on to some other (intelligent) creature. Say if no hero is present or the hero is dead in a group consisting of six Arch-Angels one of them might inherit leadership and lead the other units through the battle?!
If this is the case itīs the worst idea Iīve ever heard. The heroes in HOMM3 had personalities and a history, some even from previous games. They had specialities as well so where how are they planning to replace that?
The only logical solution would be to give heroes enourmous HPs (say 5000-10 000!) or make them optional to say, avoid attacks. The problems that follows is simple. If not, the heroes would always die and you would never spend money on them. If they have mass HPs or are able to avoid attack, you would only use heroes and defeat every mediocre group on the map with one hero and gather enormous resources.
Tell me the solution to this problem without removing the heroes possibility to be a part of the battle and you are one hell of a tactician!!!
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Lifeīs a snow and then you marry one...
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arachnid
Promising
Famous Hero
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posted May 22, 2001 11:45 AM |
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hmm you do remember 3do made this game that you love so much? So maybe you should trust them that they wont f*ck up the 4th one! There will be an answer and they will have it already or they would not be thinking about putting it in at all! Whats this about heroes dying???? No hero dies they just return to the tavern.
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lovedoc
Hired Hero
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posted May 22, 2001 12:34 PM |
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Hmmm...
They said this game would be more realistic and that O.K. by me, but games that were good have a tendency to get worse later on, when new technology and functions have to be implemented.
Iīve never said that 3do wonīt find a way to solve the "hero-fighting-in-combat"-issiue but what kind of fan of the genre would I be if didnīt complain and ask questions about the sequel to my favorite game?!
Love and peace (new quote, actually old one, but you canīt prove anything, mwaahahaa!)
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Lifeīs a snow and then you marry one...
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malkia
Promising
Famous Hero
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posted May 23, 2001 01:28 AM |
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about harbour
As this is medieval/fantazy game - I can't imagine how CASTLE (humans) can survive in water - there are no crop fields - no cattles nothin' - they can't just fish around - also water is needed.
But indeed CONFLUX can survive there - elementals does not need any water or food (except faeries). In Disciples there are good creatures in the water - like KRAKEN (something like octopus - but larger) Mermaid/Merman. And also playing with water town will be hard enough - you must have a boat still at the begining - otherwise you can't move - or then your hero can go only on water - but then how can you go on the ground? If we assume that it goes everywhere - then game goes unbalanced.
With simple words: World TOWN/CASTLE will ruin the game (except if it's always neutral).
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lovedoc
Hired Hero
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posted May 23, 2001 10:25 AM |
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Answer me!
It has gone almost a week now and I still havenīt gotten an answer on my "Dark/Light side" idea (the second post in this thread!)
Post a reply, I would love to hear some comments!
" Lifeīs a snow and then you marry one!"
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Lifeīs a snow and then you marry one...
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lovedoc
Hired Hero
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posted May 23, 2001 11:43 AM |
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Reptile town
*from anther thread*
It would be kind of unrealistic to belive that there could be a town with only dragons, there should be someone serving them and dragons just live in hoards anyway, they donīt obey some hero and accept recruitement for money. But letīs face it, Homm will never be 100 % realistic. Wheter or not that is true it is hard for me not to laugh at an idea where it is suggested that a towns base popultion would consist of Dragons...
O.K. Letīs work around that, there could be a town full of...reptiles. That COULD work! Reptile farmers and smaller reptiles making the cities run like every other city. Suggestions for units:
*note that these units are created from HOMM3 standards.*
Level 1: Lizardman:
attack skill : 3
defence skill : 3
damage : 1-3
HP : 15
Shots : 12
Speed : 4
Type : ground
Abilities : none, good HP for 1st level unit.
Weekly growth : 30/week
Upg. Level 1: Lizzardman:
attack skill : 4
defence skill : 4
damage : 2-3
HP : 15
Shots : 12
Speed : 5
Type : ground
Abilities : none, good HP for 1st level unit.
Weekly growth : 30/week
Level 2: Serpents
attack skill : 6
defence skill : 6
damage : 2-4
HP : 20
Shots : none
Speed : 6
Type : ground
Abilities : none
Weekly growth : 22/week
Upg. Level 2: Venomous Serpents
attack skill : 7
defence skill : 7
damage : 3-7
HP : 20
Shots : 12
Speed : 8
Type : ground
Abilities : spits poison, 20 % to paralyze target
for one round
Weekly growth : 22/week
Level 3: Green Chameleon
attack skill : 5
defence skill : 8
damage : 5
HP : 25
Shots : none
Speed : 7
Type : ground
Abilities : can morph into natural barriers (e.g.
trees)
Weekly growth : 15/week
Upg. Level 3: Red Chameleon
attack skill : 5
defence skill : 8
damage : 6
HP : 25
Shots : none
Speed : 9
Type : ground
Abilities : can morph into natural barriers (e.g.
trees) and any unit up till level 6. Number
of units depends on HPs.
Weekly growth : 15/week
Level 4: Crocs
attack skill : 11
defence skill : 5
damage : 8-14
HP : 30
Shots : none
Speed : 6
Type : ground
Abilities : charging attack. Charges through units and
hits other units that stands behind the
selected unit.
Weekly growth : 12/week
Upg. Level 4: Killer crocs
attack skill : 12
defence skill : 6
damage : 13-15
HP : 35
Shots : none
Speed : 10
Type : ground
Abilities : charging attack. Charges through units and
hits other units that stands behind the
selected unit.
Weekly growth : 12/week
Level 5: Wyvern - same as in Homm3. 8/week
Upg. Level 5: Wyvern Monarch - same as in Homm3. 8/week
Level 6: Hydras - a bit weaker than in Homm3 but basically the same. 6/week
Upg. Level 6: Chaos Hydras - a bit weaker than in Homm3 but basically the same. 6/week
Level 7: Green Dragons, Red Dragons. 4/week
Upg. Level 7: Gold Dragons, Black Dragons.
*the dragons function similar to those from Homm3, five Black Dragons and/or five Gold Dragons can be upgraded to ONE Dragon Mother, but it will cost LOADS of cash)
Level 8: Crystal Dragons. two/week
Upg. Level 8: Twoheaded Crystal Dragon. two/week
Level 9: Azure Dragon. One/week
Upg. Level 9: Azure Dragoons. one/week
Level 10: (will cost a fortune) Dragon Mother 1/month
attack skill : 100
defence skill : 100
damage : 150-200
HP : 2500
Shots : none
Speed : 9
Type : flying
Abilities : increases weekly production of Dragons by 1 more/each Dragon Mother in town. Costs more money and resources than youīll ever see in your life.
Upg. Level 10: Dragon Grand-mother 1/month
(dude! this is pretty f*cked up right here!)
attack skill : 100
defence skill : 100
damage : 150-200
HP : 2500
Shots : none
Speed : 9
Type : flying
Abilities : increases weekly production of Dragons by 2(!) more/each Dragon Grandmother in town. Costs more money and resources than youīll ever see in your life, afterlife and so on.
Grail: Reduces Dragons costs by 50 %. No extra unit growth.
This town will be so expensive youīd have to cheat just to get to level 7.
Satisfied?! Iīll post this in my thread "post races/unit/crap" too so you can comment it there as well.
Itīs a dumb idea, but I had the afternoon of and was bored!
* the weekly creature growth was determined by the fact that you had built a castle.
* this IS a dumb town.
" Life sucks and then you die!"
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Mordred
Adventuring Hero
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posted May 25, 2001 01:37 AM |
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I've always wanted to see a Hive town, with insect-men and other creepy-crawlies... Klackons, Insect Swarms, Giant Beetles/Scorpions/etc. I also think that "Drow/Dark elves" should of been in the fortress.
As far as Heroes fighting in battle, and that being taken from "recent" games... I think you're forgeting that Homm was losly based on Masters of Magic, and in that game the Heroes did fight in combat (even more interesting is that now attacks/retaliations happen simultaneously... just like in the old Masters of Magic). If you'd have ever played MoM, you wouldn't be worried about the new "fighting" heroes.
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Angel
Tavern Dweller
Undead Lord
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posted May 25, 2001 03:49 AM |
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to Lovedoc
I`ve been thinking of a Dark/Light something but only connected with magic - like Dark towns(Dungeon,Inferno,Necropolis) to have special Dark magic and Light towns(the rest) to have special Light magic spells.And as Dark towns are less I think there should be another Dark town - what do you think?Like some town consisiting of units that have left the Light towns.Like
1st level - Dark Pikemen
upg.Dark Centaurs (that have been created through dark magic with Pikemen of Dark if u understand what I mean)
2nd level - Dark Dwarves
upgr.Dark Dwarves Marksmen(a dwarf that shoots)
3rd level - Orcs - throw axes like in the Stronghold
upgr.Griffin raiders - orcs on griffins(the orcs can still shoot but will have less Shooting points and won`t shoot if they`re close to an enemy unit
4th level - either Dark Crusarders or Basilisk Ogre pets(basilisks raised by ogres or something)
upgr.either Knights of Dark or Greater Basilisks(same as HOMM3 )
5th level - Evil Jinns
upgr.Evil Master Genies
6th - Naga Magi(something between a naga and a mage;a naga with a wand that decreases spell cost)
upgr.Naga warrior magi (holds a wand in the three left hands and shoots magic from far and in the three right hands holds swords and slices when near an enemy
7th level - Rust Dragons (with lower points to fit level)
upgr.Evil Dragons
I just wrote that and I`m 0% sure about it.I think that there should be another evil town b/c there are lots of Light ones.
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Only the foolish believe that suffering is just wages for being different...
Cheshire Cat
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lovedoc
Hired Hero
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posted May 25, 2001 09:40 AM |
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Umm...yeah!
I like the way you crossbredd most of the creatures from Homm3 but thatīs probably never gonna happen so...
My idea was that every town would kind of be neutral until a certain point of time when theyīd be in for a choice whether to choose the dark side or light side, maybe even a third possibility for necromancers and maybe a fourth if you wish to stay neutral. So say a Castle from Homm3 decides to choose the Dark side. Then theyīd get maybe one extra level of Mage guild and the spells they had would get "evil". Maybe some cash bonuses or growth and advantages when fighting against "good towns"! Plus there would be at least one extra upgrade for each creature kind of like this;
(asuming that we count from a fully upgraded Castle town with fully upgraded creatures)
Halberiders - Derserters [less speed, more damage-doing capacities)
Marksmen - Capitalists [more HPs, less speed, more damage]
Griffins - Blood Griffins [perpetual Bloodlust, more HPs]
Crusaders - Villians [strikes three times, reduced to 25 HPs]
Zealots - Dark Conjurers [shoots two times, loses no melee penalty]
Champions - Dark mounts [greater damagedoing, 10 % more damage/hex, reduced to 80 Hps]
Arch-Angels - Fallen Angels [can resurrect two additional times/combat, can resurrect undead as well as the living, are reduced to 200 HPs, 35 attack, 20 defence.
And then thereīd be a opposite to this if the town chooses to be good. The ideas abbove are of course just suggestions but SOMETHING like that was what I had in mind. Also thereīd be other factors there and some creatures might be able to upgrade two additional times.
The difference between light and dark in unitsm should be that the dark side gains greater damage-doing capacities and gets all specials concerning damage strenghtened. However due to their new dark way of life, they loose their will to train themselves so they get a bit slower and loose some HPs.
The light side would maybe gain more HPs and defence but thatīs about it, so a dark town would do LOTS more damage than a light one. However the dark towns might be cruched under the numbers and total HP of the light. Thereīd also be bonuses for choosing light or dark, say dark gets more cash because they steal and plunder and light would grow more creatures because they live in prospherety and peace. Kind of cool, huh?!
That was what I had in mind, but I like your suggestions too. Cross-breeding is always fun, no?!
"Lifeīs a snow and then you marry one!"
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Lifeīs a snow and then you marry one...
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Angel
Tavern Dweller
Undead Lord
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posted May 25, 2001 01:16 PM |
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that`s great
The suggestion is perfect,I like it very much!And I can`t wait till 3DO put something like that in HOMM.It`ll be pretty interesting for each town
But I`ve read some posts about places where creatures of different types gather and guard a trasure or something and I thought that it could be a good idea for a new town.But I`ve changed the subject - we`re talking about light/dark towns.
Still I think that only some towns should choose between good and bad - I don`t think that the evil devils and demons should ever choose to be good but if the Castle town types choose a Dark path maybe the Angels should leave them and new 7th level units should come - some baddies you know b/c after all Angels guard Catles (there was a scenario in HOMM3).And if an Angel becomes a Fallen Angel then he`s a devil according to the Bible.But should Devils leave the Infernos?
I mean that if a good town turns bad (Castle,Rampart,Stronghold,Fortress)or a bad towns turns good(Dungeon,Inferno,necropolis) will the 7th level units leave it and other come on their places and those others are good or bad depending on what the town is.I think the Fairy Dragons and Rust Dragons could be in use here.Like Fairy Dragons should be Dark b/c as yoou suggested they have less health points and their defense is less but they cast offensive spells and the Rust Dragons are more healthy (but their attack should be lowered to make them have good defense).
But a thing I didn`t think was where would the Angels and Devils go if they leave their castles.Maybe it wasn`t a good idea.What do u think?
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Only the foolish believe that suffering is just wages for being different...
Cheshire Cat
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lovedoc
Hired Hero
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posted May 28, 2001 10:33 AM |
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Yeah!
The problem is of course that the units has to be resonable. Like my idea of fallen Angels is not to be linked to Devils, devils are servants of fire and of evil and they have become devils because they are born that way know no other evil, however an Angel that turns against good will become a fallen angel. A fallen angel will keep itīs strenght and mobility but will loose their angelic abilities and wisdoms forever. Therefore making them bitter and angry, ferouciois warrior that develop a hatred against life itself. But thatīs enough about that...
As angels can become evil so can devils become good. But they will loose all connections with other devils and will be disliked by the heavens and mankind because of their previous evil nature. On the other hand devils then have the potential of taking a permant form (e.g. a human, a cat or whatever) and live forever as do-gooder or something like that. The problem isnīt that we canīt find enough units, the problem will be balancing them.
This is where religion might play itīs part. There could be four religions: Good, Bad, Neutral and Necromacy. ALL towns should be able to choose whatever religion they wish but say Castle, who has potential good nature choose to Neutral will get the benifits of being so but will also get disadvatages so Castle might be better off choosing the good side. This way weīd get multiple units out of a single one.
So basically, on average weīd not get to upgrade any units until we choose religion. So for example an Angel (this is for measure only)
Angel + good (religion) -> Arch-Angel
Angel + evil (religion) -> Fallen Angel
Angel + neutral (religion) -> Free Angel
Angel + necromacy (religion) -> Angel of Death
So this is maybe a new path from that one I originally chose, but this might work out even better. Though we will not be able to upgrade any units the first couple of weeks we will be able to choose from 4 different upgrades later depending on what religion we choose.
A long post on a familiar matter. *sigh* Nevertheless, tell me what you think and maybe we can work something out!
"True wisdom lies beyond television"
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Lifeīs a snow and then you marry one...
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Mordred
Adventuring Hero
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posted May 29, 2001 03:21 AM |
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Edited By: Mordred on 28 May 2001 23:14
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Health Levels
At the behest of Lovdoc, I'll repost my ideas. I've attempted to clairfy it as much as possible.
1. Health Levels, a new system of health levels should be added to the game, allowing troops to be in diffrent "states" depending on the damage they've taken.
--1a. Each troop will still have hitpoints (reduced to about 1/2 of their former amount), but now hitpoints refers to how much damage the troop must take to lower it one HEALTH LEVEL.
--1b. There are 3 HEALTH LEVELS:
---------> Perfect: No effect upon the troop
---------> Injured: Damage and speed are cut in half.
---------> Crippled: Damage and Speed are reduced to 0.
(--------> Death: Not a "health level" per se)
Each health level represents greater damage to the troop, a troop starts at PERFECT, after it takes one Health Level of damage(Equal to hit points), it drops to INJURED, after another Health Level of damage it drops to CRIPPLED, and after one additional healt level of damage the troop is Killed.
2. Damage. Damage will now be applied throughout the entire stack. Injuring some, crippling others and killing as well. The old system of "health Remining" will be replaced with a percentile system as described below.
--2a. When damage is done to a stack, the damage is divided by the HIT POINTS of that troop to find the number of health levels inflicted. For example, if you do 360 points of damage to a stack of dragons with 100 Hit Points, you will inflict 3 HEALTH LEVELS of damage (Numbers are NOT rounded up).
--2b. If there is any "leftover damage" (60 in the above example), that leftover damage has a chance to inflict 1 additional HEALTH LEVEL. The chance is equal to ("leftover Damage" out of "Hit Points"), so in the above example there is a 60 out of 100 chance (60%) that an additional HEALTH LEVEL is inflicted (Raising the damage from 3 to 4 Health Levels). Otherwise the "leftover damage" is lost.
--2c. After the amount of HEALTH LEVELS is calculated, they are RANDOMLY applied to the stack in successive oder... thus alowing some troops to become only INJURED while others are CRIPPLED or killed.
--2d. It would also be possible, through a creature/spell special effect or hero specialty/secondary skill, that the damaged apllied would not be random. If the Damage is designed "to kill" (like for the Death Ripple spell), damage is applied always to the troops with the lowest HEALTH LEVEL... as this is done in successive oder, it would cause the maximum number of troops to die, while leaving only one INJURED or CRIPPLED. If the damage is designed "to CRIPPLE" (say for instance the attacks of Dendroids), damage is first applied to the INJURED then to lower those with PERFECT health to CRIPPLED, and only kill once all troops are crippled. The special designed "to Injure" would work in a similar fashion, first injuring the stack then randomly appling the damage to CRIPPLE or KILL. These special abilities may be optional (if they were part of a secondary skill), allowing you to choose your strategy that best fits the situation (or allowing just RANDOM damage). If it is part of a creature special, then that is the way the damage is always applied.
3. Now damage to a stack will affect the performance of that stack. The effects are taken as an average of the total stack, then rounded up.
--3a. The effects of INJURED or CRIPPLED troops will affect the entire stack, as all values are averaged. For instance, say you have a stack of 10 Pikemen with a base damage value of 3-5 and base speed of 6. If 5 of those pikemen are in perfect health, 3 are Injured and 2 are crippled you stats will be modified for the entire stack as follows:
Health Level-----#of Troops---Min.Dmg--Max.Dmg---Speed
Perfect-------------x5---------15--------25------30
Injured-------------x3----------4.5-------7.5-----9
Crippled------------x2----------0---------0-------0
TOTALS:-----------------------19.5------32.5----39
Divided by 10, round UP---------2---------4-------4
Thus, after modification, that stack will have a damage of 2-4 and a speed of 4.
--3b. The box which displays the number of troops will be color-coded to give you a quick refrence to the health of your stack. Green displays PERFECT health, yellow for INJURED and red for CRIPPLED... the box will be shaded like a bar to display the percent of each health level within the stack. You will also be able to hold your cursor over the stack (or right click on it) to see the exact numbers of each HEALTH LEVEL along with all the other stats of that troop stack (The stats being modified for not only terrain, hero skills, artifact but also for the effects of damage taken in the familiar "SPEED: 6(4)" format)
--3c. Undead and Non-Living troops are not afected by damage as much as living troops. Troops such as Skeletons or Golems only suffer a loss of 1/3 damage and speed when reduced to "INJURED", and still retain 1/3 of their damage and speed values when reduced to "CRIPPLED".
4. Special Effects of certain creatures now only affect the troops that are actually damaged. This is simply calculated by the "Effect Name" and the "%" effected.
--4a. Special effects of creatures (like the Sepant Flies Weakness, or Wyverns Poison) now only effect those that actually have taken at least 1 HEALTH LEVEL of damage from that creature. When you check you Troop Status, you'll see "Weakness 35%" or "Poison 10%". Thus the stack with 35% weakness will see a drop of 17.5% damage (35% does 1/2 damage= -17.5%), and 10% of the creatures in the poisoned stack will stake further damage each turn.
--4b. When members of a stack die, the percent effected will also change, take for instance the stack with 35% weakness... the next toop in that stack has a 35% chance of being a "weak" one, if it was a "weak" creature who died, the % effected would be lowered... if it wasn't, the % effected would be increased (Say the stack was of 20, 35% means 7 were weak... if a "weak" one dies now only 32% are affected (6 out of 19), if it wasn't a "weak" one then now 37% are affected (7 out of 19).
--4c. If the effect is a damaging one, then the add'l damage will always effect "INJURED" or "CRIPPLED" troops first. The damage caused is checked to see if it makes the troop lose 1 or more health levels, then the damage is applied. If the damage caused a death, the percent effected is also reduced like above. Say that it was a stack of 10 with 10% poison effect, so each turn one troop (10% of 10=1) takes add'l damage, say 5 points of damage... but the troops have 10 hit points, so each turn there is a 50% chance (5 out of 10=50%) that one troop loses a health level. If that troop did lose a health level and it killed it, the 10% effected would be lowered (to 0% in this case). And remember, that an INJURED or CRIPPLED troop will be affected, one in PERFECT health will only take the damage if the entire stack has PERFECT health (which is possible through healing).
5. Keeping you troops healthy in a battle become a larger part of the strategy than before, as healing spells can be much more useful.
--5a. Healing spells or the First Aid tent can heal troops in combat. It works just like damage but in reverse, the number of HEALTH LEVELS healed is calculated and applied to the stack, always healing the "CRIPPLED" first then the "INJURED".
--5b. Ressurection brings a troop first to CRIPPLED, and only improved versions of the spell can heal a troop as well as ressurect it.
6. Healing troops on the battle map also becomes a consideration, as your troops retain their damage after combat. First Aid, healing spells, and taking time to "camp" for a turn can greatly increase the rate of healing. Note that I've changed these rules a bit in response to someone aking that they be more simplfied, but I haven't changed it to "AUTOMATICALLY HEALS ALL TROOPS AFTER BATTLE" because I feel that takes away an important strategy concern.
--6a. After battle your troops retain all damage, and their stats remain affected (although every stack has a minimum speed of 1, regardless if the entire stack is crippled). Thus moving with a damaged army will be at a slower pace. It also makes them vunerable to additional attack, especially if they're in enemy territory.
--6b. Every turn there is a chance that EACH troop, in each stack heals a HEALTH LEVEL. This Chance is a base 50% plus 10% per level of FIRST-AID secondary skill any hero possesses (use only the highest level of first-aid if more than 1 hero is with an army). This chance is DOUBLED if the army spends a night in a town, and cut in half if the army moved at all on that turn. So if a hero with lvl.3 First aid moved to a town and ended her turn there, EACH troop in each stack has an 80% (((50%+ 30%)x2) /2) chance to heal one level... if she waits (without moving) the next turn inside the town the troops will have a 160% chance to Heal. If the chance ever exceeds 100%, a Health Level is automatically healed and there is a chance (equal to the Heal rate-100%) that the troop heals a second health level (which completly heals a CRIPPLED level to PERFECT), thus in the example above, on the second turn (160% Heal rate), all Troops heal 1 level and have a 60% chance to heal another. So, no matter what, if an army spends 2 complete turns in a town they will be fully healed... this is quite fast, but needed so that it won't spoil the game.
--6c. Healing spells can now be cast on the adventure map, and work exactly like in combat. Additionally, all troops that can regenerate, are healed completely after battle.
--6d. Fist-Aid tents now work diffrently than before, they can be bought in numbers (i.e., you can have a STACK of FIRST-AID tents), but are used up every time you use one. They work exactly like a healing spell but at a set SPELL POWER (say at SPELL POWER 5), only one can be used per round of combat, and their effects are enhanced by FIRST-AID Secondary Skill, just like Healing Spells are improved by having the appropriate "Magic College Secondary Skill". Additionally, First-AID tents CAN be used on the adventure map, just like healing spells... The only diffrence is, that instead of working on just one stack (like in combat), each tent works on the entire army.
7. Wandering Monsters also retain their Damage after combat, but they heal diffrently... a bit slower than standard armies, thus giving heroes a chance to "widdle them down".
--7a. After combat, a WANDERING MONSTER group retains all damage they've taken. They automatically heal all CRIPPLED health levels (improving them to INJURED) at the start of the next turn. However, INJURED troops stay injured until the start of the next week... at which time they are all healed to PERFECT.
8. You will be able to split off the INJURED and CRIPPLED when you split a stack or dismiss a stack. Thus you can keep your "fighting" stacks healthy.
--8a. When you dismiss a troop, you'll have a toggle to dismiss only troops of a certain health level or lower (i.e., Dismiss all troops/ Dismiss all INJURED and CRIPPLED/ Dismiss only the CRIPPLED)
--8b. Likewise, when you split a troop you'll have a toggle to move only the Healthy or Injured. So if you choose "Only move Healthy", you'll be able to create a new stack that consists only of healthy (PERFECT Health) troops, or you can "Only move injured"/"Only move crippled", each option can be selected along with others (The default is all three are "toggeled" on, so you can move the entire army), by simply unchecking "Healthy" and leaving "Injured" and "Crippled" checked, you can move all of your injured into a new stack (or a stack of injured creatures that you've already made).
Well, that's it on HEALTH LEVELS.... it looks big, but that's only because I tried to set forth everything (most of which only the computer handles) in detail. As far as the player is concerned, there is very little diffrence, but it makes Healing Spells much more useful, and requires a HERO to take a turn or two to heal after a big battle or be vunerable to retaliation. Tell me what you think...
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Mordred
Adventuring Hero
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posted May 29, 2001 04:11 AM |
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Edited By: Mordred on 28 May 2001 23:54
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One Shot, One Kill
This was the second part of my idea, that while it would be ideal along with HEALTH LEVELS (see above), can stand on it's own.
The idea is based on the concept that a legion of troops can not all battle a single troop/hero at once... likewise, a single troop/hero can not cut down a legion in one swipe, even if the troop/hero is capable of doing enough damage. This rule protects the advantages of using proper stack numbers in combat... thus adding more strategy.
1. Troop Size, each troop has a size that either is a number or can be compared to one (i.e., Tiny=1, Small=2, Medium=3, Large=4, etc.). This size is used to determine the maxinum number of troops in a stack that can attack another stack.
--1a. The maxinum number of troops that can attack a stack are equal to: ((Size of stack being attacked x Number of troops in that stack)/Size of troops in the attacking stack)x5. If the two stacks are of the same size, this will work out to 5x the number of troops in the defending stack. If the attacker is smaller than the defender (i.e., Pixies vs. a human or human vs. a dragon) then more will be able to attack, if the attackers are larger than the defender (i.e., Minotaur vs. Halfling or Titan vs. Human) then the number of attackers permissable will be less. Numbers are rounded up, thus there can always be at least 1 attacker per defender in the stack.
--1b. Fliers get a bounus to this, they can attack with 50% more attackers than the calculations above dictate.
--1c. Archers, and other projectile throwers (Magi, Lichs, ect.) can always attack with their full numbers, as they need not be engaged in melee (The restriction does apply however if they must melee with an adjacent stack)
--1d. If there are more troops in a stack than there are attackers allowed, then only that number of troops allowed to attack deal thai damage... all others lose their attack. So if you had 100 dwarves attacking 1 behemoth, but only 20 dwarves are allowed to attack... then the damage is calculated as if the stack contained only 20 dwarves, the other 80 dwarves do not add their damage for the attack. Note: If Health Levels are used, then the healthiest will get their attack, and the ones most hurt will not. So if that stack of 100 dwarves included 60 of PERFECT health, 25 Injured and 15 Crippled, the 20 that would get to attack would all be of PERFECT Health (thus no add'l reduction to damage for injuries).
2. In addition, each troop can only damage a specific number of troops per turn. It would be impossible for a lone hero to cut through a legion of skeleton in only one turn... it would take many.
--2a. Each troop will only be able to damage a maximum of ((Attacker Size/Defender Size)x3), thus a large creature (say a Behemoth) could decimate a greater number of creature (The Behemoth could trample a large number of dwarves in one turn), while smaller creature could only hit a fewer number of enemies (each dwarf could only hit one behemoth in comparison).
--2b. Ranged troops can only hit one enemy per "shot" they fire, or if the attack is from a LARGE projectile (like cyclops' boulders) it will use the calculation as above.
--2c. Some creature use area attacks (The fire-breath of dragons, lich's death cloud, or the Thunderbolt of titans for instance), and are not resticted as such... they can either affect the entire stack (if they do enough damage, the Lich would fall into this catagory), a preset number (Say dragon can affect upto 50 targets with their breath), or can affect a multiple of the norm (say each titan can affect up to 10x as many targets as the formula above indicates). Spells often have these area effects, allowing them to effect a large portion of the enemy stack.
--2d. Heroes should be able to hit 2x as many creatures as they would normally, this gives them an edge and partially makes up for the fact that heroes aren't stackable.
--2e. If the damage done is enough to kill all the troops allowed to be hit, and there still is damage remaining, the damage is lost. So if a Hero attacks a Horde of skeletons and does 200 damage, successfully killing the max. number of skeletons allowed (say 6, with 5 hits per health level (x3 Health levels=15) using a total of 90 damage), all additional damage (110 in this case) is lost without harming any additional skeletons.
3. When you go to attack a creature, the info bar will not only show the number of hitpoints you will inflict (or the number of HEALTH LEVELS if that system is used), but also the "%" of the stack that can attack and the max. % of the defenders that can be hit. It will look something like this:
"15 Dwarves Attacking 1 Behemoth for 1-3 Health Levels"
This makes Large stack of lower level troops more balanced vs. small stacks of higher level troops. And makes you take into account the "efficiency" of attacks to help determine your strategy on the battle map. All of the calculations will be handled by the computer, the only thing that the player must do is to be sure that they use their army as effectively as possible. Comments? Thoughts?
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Draco
Promising
Famous Hero
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posted May 29, 2001 05:21 AM |
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Woh man
looks like you put alot of work into this but did you consider the work included in making the changes? or the time a battle will last now?
but other then that sounds great
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Mordred
Adventuring Hero
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posted May 29, 2001 05:35 AM |
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Thanx,
For the time required to make the change... I dunno, I know it would require a decent amount of code... but I don't think it would be that hard, as many of the elements are already in use by the game... the most signifigant change is the addition of retaing damage after combat, as that is the most signifigant alteration (and would require new variable arrays).
But, then again I'm not holding out much hpe that they're gonna put this in homm4, especially since it's only 4 months away from release. But It'd be nice.
As far as the length of combats, they won't really be any longer... equal sized armies will not suffer from the "One Shot., One Kill" restriction... and the health level only will add 50% to TOTAL hit points (3 levels of 50% former hitpoints), and crippled troops get picked off easy. What will take a bit longer is "uneven" battles, it's much more difficult to wipe out an enemy in one turn (It still can be done however!), but those battles still wouldn't take any longer (and they would be a bit shorter) than if the weaker side was up to par with the stronger side.
What could take long is if both sides had large forces, healing magic and lots of mana.... but that'd be an epic battle, the type of battle we all love!
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Thunder
Responsible
Famous Hero
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posted May 29, 2001 09:19 AM |
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This game is made by NWC
New World Computing. 3DO is publisher, I think.
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lovedoc
Hired Hero
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posted May 29, 2001 10:50 AM |
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Good work!
Good work man! Thatīs the kind of ideas I like to see. The concept is good and it could add a lot more strategy into othervise predecided battles. However other players might find it hard to cope with the fact that they cannot press attack anymore just counting on the attack = decrease of HPs formula. Therefore if itīd be implemented I suggest there could be an "advanced" option, to turn it on and off.
Keep posting, youīve gone a great job!
"Arbeit macht frei!"
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Lifeīs a snow and then you marry one...
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