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Zilpheg
Known Hero
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posted May 29, 2001 04:33 AM |
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terrain
I think that maybe creatures or heroes native to a terrain should get a benifit from it in battle and in amount of movement. Creatures or heroes that are the oppisite of that terrain (fire/ice) should get a downside in battle and move less spaces on the map. Creatures or heroes that are niether native to a terrain or the enemy of the people who are native to that terrain should be unnafected
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Draco
Promising
Famous Hero
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posted May 29, 2001 05:26 AM |
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good idea man.
Also it should affect primary skills ie. loose defence cause you dont know terrain
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Zilpheg
Known Hero
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posted May 29, 2001 10:32 PM |
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Exactly.....
Thats what I was getting at. This might work, but also another idea would be dividing the terrains into good, evil, and neutral. Maybe grass snow and sand would be good. Lava Swamp and subterranian bad. and all others nuetral. Good forces would get beneifits from "good" terrain and lose stats from "bad" ones. Same with evil. Nuetral forces would be unnafected either way.
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Zud
Promising
Famous Hero
box worshipper
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posted May 30, 2001 03:32 PM |
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Have You Guys Played SOD?
Funny that there is terrain a bit like this in SOD.
The cursed fog gives morale to evil creatures and lessens morale of good, holy ground, ect. It is ok, but not a big deal affecting gameplay imho.
I do like the new terrains such as rocklands that give exp earth ability and the other magic schools terrain.
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Winner or Whiner?
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matthy
Disgraceful
Famous Hero
banned
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posted May 30, 2001 03:57 PM |
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why not? i think thats cool. i mean the magic terrains. i mean dont some magicians live in the woods and perhaps have made their grounds magic? that could be possible, now wouldnt it?
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Zilpheg
Known Hero
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posted June 01, 2001 02:52 PM |
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Good idea
Thats a good idea, maybe heroes could get a skill that would allow them to cast a spell on some terrain making that terrain help them and hinder enemies.
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Mystery
Famous Hero
Hatebreeder
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posted June 02, 2001 05:47 PM |
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Terrain
Shroud - shooters can't use ranged attacks.
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D3@th t0 Fals3 m3Tal!
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Yarg
Hired Hero
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posted June 02, 2001 07:47 PM |
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SoD terrains
the terrains that i know of (all i have is SoD) make a huge difference. on cursed ground, you can't cast spells, and fighting a powerful necromancer can be a difficult thing indeed. on other terrains, your opponent might gain a very large advantage in spellcasting. spells are cast at expert level on some of them. while it can be used to your advantage also, it is something to take into consideration before going into battle. if you don't have cure or dispel, your enemy could blind all your stacks and wipe you out.
or take deemer (i think it's him) who specializes in meteor shower. put him on a fiery terrain and he could do serious damage to your troops. the maps are carefully laid out this way.
also in combat your troops' movement is impaired if they are not native to certain terrains, and speed as you know can make all the difference.
yarg.
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Zilpheg
Known Hero
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posted November 05, 2001 09:22 PM |
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cool
I like your ideas. Also, I do think native terrain should give those creatures bounuses. Any other ideas?
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niteshade
Known Hero
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posted November 05, 2001 09:38 PM |
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Zilpheg,
You do realize that what Zarg is telling you are not his ideas, but the way things already are in H3. Most of the things you suggest are already present in the current game.
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vladpopescu79
Promising
Famous Hero
a vampire of taste
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posted November 05, 2001 11:47 PM |
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I really don't know about the native terrain... that would make you think twice before attacking your enemy; also in his advantage comes the fact that he is expecting you and can raise his army with "one week more troops". These are already two certain advantages, maybe too much...exceptions like in sod are acceptable, but making it general for your whole realm seems rather too much.
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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MANE, TEKEL, FARES
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