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Thread: Specialities and flaws. | |
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Marelt_Ekiran
Promising
Famous Hero
Watcher of All
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posted May 01, 2003 11:27 PM |
bonus applied. |
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Specialities and flaws.
In HOMM3, there were complaints that some of the hero specialities were too strong in comparison to others. Everyone went for Cyra and Adela with the diplomacy
or for Dessa with logistics or Solmyr with the chain
lightning. Some heroes, with specialities in
mysticism, eagle eye and worthless spells were never
chosen.
HOMM4 made the skill system a bit better. All skills now have more or less the same degree of usefullness.
Combat and Order magic are possibly still
overpowered, but not as badly as logistics and
diplomacy used to be.
Unfortunately, they also decided to remove the hero
specialities. Of course, you can never make all
specialities balanced and some heroes will always be
stronger than others, but removing all of them did
make the heroes extremely impersonal.
My suggestion is to restore the specialities, but
also include a flaw in each hero. The stronger the
speciality, the worse your flaw is. With proper
testing, it should be possible to equalize all
heroes. Both speciality and flaw should be connected
in the biography and there should be a number of
heroes who have speciality nor flaw. I'll give a few
possible examples. The biographies need a little
spicing before they can be used in the game, but they
give a basic idea.
Hero#1 (any might hero):
Hero#1 can make decisions within a second, which has
helped him survive an ambush during his time as a
lieutenant. Somehow, he manages to let his troops
move before those of the enemy. Unfortunately, this
often goes at the expense of the movement quality.
Speciality: All creatures +2 speed.
Flaw: All creatures -1 movement.
Hero#2 (knight):
Hero#2 is known for his ability to train young
squires to perform more responsible tasks. His
knowledge of both might and magic allows these
squires to go different ways, depending on the choice
of strategy. However, training is costly and Hero#2
will not provide the money himself.
Speciality: Upgades a number of squires (L1) to
either halbardiers or healers (L2) every day,
depending on hero level.
Flaw: Costs 200 G per day. If you can't
pay, speciality does not work.
Hero#3 (Any hero):
Even as a child, hero#3 was never late for anything.
In adulthood, he only increased this sense of
punctuality and has found many ways to decrease the
time of traveling. Most of this saving of time comes
from driving the army to a running pace. This gets
them where he wants them to go, but the fatigue does
not do the battle quality any good.
Speciality: Increases army movement by 25%.
Flaw: Decreases army attack skill by 20%.
Hero#4 (Sorceress):
Misfortune always seems to follow Hero#4. Black cats
follow her everywhere, clovers decay and horseshoes
break when she walks by. Over the years, she has
learned to rub this misfortune off on others, but
that does not mean that she is immume to it herself.
Speciality: Has immediate access to the
misfortune spell at no mana cost.
Flaw: Continiously suffers from misfortune.
Hero#5 (Any magic hero):
Years ago, a lightning bolt almost killed Hero#5. She
was healed, but the shock left her brain permanently
altered. The forces that remained in her gave her an
increased understanding of the forces of destruction,
but had some very unfortunate side-effects.
Speciality: +50% effect to all direct damage
spells.
Flaw: Has a 20% chance every turn to become
berserk. This being the ability, but not the spell.
She will not attack your own creatures, but run
uncontrolled towards the enemy.
Hero#6 (Any hero):
Hero#6 is possibly the greatest talker ever. He can
make a lost battle appear to be a won battle to his
troops. Often, this left his troops with confidence
at a point at which they would normally have given
up. However, they sometimes run into the enemy with
such a confidence that they don't mind their
defenses.
Speciality: +5 morale to all troops. All are immume
to sorrow spells.
Flaw: Decreases army defense skill by 20%.
These were some heroes with heavy effects. The
following have less severe bonusses and flaws
Hero#7 (Any magic hero):
Hero#7 has studied the forces of nature for a very
long time can draw upon these forces to keep her
casting spells where others run out of mana.
Unfortunately, this concentration led her to forget
parts about the conjugation of power in her spells.
Speciality: Regenerates 4 extra spell points per day.
Flaw: Decrease of spell power by 5%.
Hero#8 (Thief):
Being a bandit himself, Hero#8 has always had the
respect from his fellow scum of the earth. His
leadership increases their power, but not many others
trust him in their negociations.
Speciality: Increases speed by 1, attack and defense
by 10% of all bandits for every 5 levels obtained.
First bonus obtained at level 1, second at level 6,
etc.
Flaw: Decreases the effectiveness of any diplomacy and charm skill in the army.
Hero#9 (Priest):
Hero#9 has saved many people over the years and for a
long time studied the art of bringing back the dead.
She is one of the best in the country at this point,
which has actually insulted the angels. Feeling that
a mere mortal pretends to be one of them by taking
their task.
Speciality: Increases ressurection skill by 1% for
every level obtained.
Flaw: All angels in the same army suffer -5 morale.
Any other suggestion would be welcome.
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Perception is everything.
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Nasty
Known Hero
castor nebun si orb pe cinste
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posted May 02, 2003 12:12 AM |
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This sounds good...but there will always be weak heroes and strong heroes....because if an old mage hero studied for centuries...his ability would be greater in comparison to a
mage hero who's been studying for 10 years.So the flaws should be well thought...you cant make the old mages flaw bigger than the flaws of the young mage...cause the old one is looking to become perfect while the young one is used to make mistakes.So they have to be very well thought.But what about the heroes that can upgrade creatures...like gelu.there could be something like this:he could upgrade the archers into sharpshooters(example)if there could be some creatures from which to drain level.ex:upgrades 10 archers but makes 4 war unicorns into unicorns.(there is to be discused the possibility when you dont have army room)..but it.s a start
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You can trick me with food.Possesions mean nothing to a navajo.
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Marelt_Ekiran
Promising
Famous Hero
Watcher of All
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posted May 02, 2003 01:37 AM |
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Speciality and flaw can be completely unrelated.
The old mage may have a greater understanding of magic, but the downside may be a bad back, which lowers the defense. The younger mage would have a normal defense, but as a flaw, perhaps have a 30% chance to use 50% more spellpoints than necesarry when casting a spell. The possibilities are endless and the whole thing should just be balanced properly.
The hero who upgrades creatures can have also have a flaw in a different direction. In the example, one hero upgrades level 1 squires to level 2 creatures, but it costs gold to maintain this hero.
P.S. I don't really think that there will be upgrades like they had them in HOMM3. That was one thing I liked about HOMM4, that it had only one type of all creatures.
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Perception is everything.
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Nasty
Known Hero
castor nebun si orb pe cinste
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posted May 02, 2003 01:58 AM |
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Yes you are right.I was thinking they could also make fun of some heroes....like in combat they have poison all the time they loose life cause they are cursed with the poison spell....and they would have triple life because they have to stay alive or even life drain so they can recuperate their life.
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You can trick me with food.Possesions mean nothing to a navajo.
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Magus
Hired Hero
Warper of Time-Space
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posted May 02, 2003 02:56 AM |
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This is an excellent idea, but if heroes are removed from combat, it seems that many flaws would be harder to balance. Also, some would have two sided abilities as well. The misfortune sorceress you mentioned could instead just cause all creatures to have min. luck (assuming min. luck does not mean double damage 100% of the time) A powerful archmage could summon a mana vortex giving inf. mana to all casters etc.
Another idea is among the secondary skill choices you get each level, you could increase the power of your special or decrease the power of the flaw.
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So was the land riven by Chaos and Destruction, and so it was cleansed from existence. I did this, the Magus of Ly'kail, Magus of the Sylvan Kingdoms.
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Gerdash
Responsible
Famous Hero
from the Animated Peace
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posted May 05, 2003 02:32 PM |
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great idea, it would be nice to have heroes with flaws.
but flaws balanced with specialties would be a lot better.
so that you wouldn't try to pick the hero with the least significant flaw all the time.
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imho this is a very, very nice idea. this solution looks nice and simple, yet has the possibility to create interesting game situations. maybe some hero could even have a special that could let him take better advantage of some other heroe's flaw? not that i would like to overestimate the importance of player vs player fights in a multiplayer game (i consider random creature fights and exploration more important), but it might create some tension and excitement nevertheless.
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what is the safest way to pass your time? heroes community -- your posts won't affect almost anything
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Saruman
Famous Hero
On academic leave
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posted May 15, 2003 02:55 AM |
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Great idea!
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Thank god I'm an atheist.
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whinie_the_b...
Adventuring Hero
grrrrr!
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posted May 15, 2003 05:54 AM |
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yeah, i like it too.
Maybe abilities like first strike or stun?
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Dingo
Responsible
Legendary Hero
God of Dark SPAM
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posted June 15, 2003 08:50 AM |
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Couldn't you counter the flaws somehow? Like say you have in H5 Solymr, he has Chain Lighting but his flaw is that he moves across the adventure map very slowly. Couldn't he get dimension door and just telelport around the map?
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted July 10, 2003 05:10 PM |
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Off-topic: Bonus applied. Very good idea and as far as I've seen Hero flaws is a rather uncovered object.
I don't think there is any problems with giving Heroes flaws
Most of the specialities with a positive effect in H3 could be reversed to have be a Flaw.
Say negative logisitics effect, negative sorcery effect, unability to learn a certain skill (like Wisdom), lose X Gold each turn, lose 1 Resource each turn and so on.
You also have the possibility to combine the Speciality with the Flaw. Say instead of getting 30% of the creatures raised as Skeletons you perhaps get 10% raised as Zombies.
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, to discuss Heroes 5, go to Temple Of Ashan.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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