PDA

View Full Version : Faction Template



Aatos1990
12-02-2010, 12:21 PM
Here is my idea on how factions could be created.

Core - Faction race creature melee walker
Core - Faction race creature ranged walker
Core - Faction race creature caster walker

Elite - Faction allied creature melee flyer
Elite - Faction allied creature melee teleporter
Elite - Faction allied creature ranged walker

Champion - Faction allied creature melee flyer

Faction race creature - A creature which is the native race of the faction.
Faction allied creature - A creature which corresponds to the faction dragon or theme.

The melee, ranged, caster, walker, flyer, teleporter and the core, elite, champion traits could be switched, but their total number should stay the same. Necropolis and Inferno would be somewhat different because they consist out of Undead and Demons, respectively. By using this template the number of all types of creatures in factions would be balanced. Here's how I think it could look like.

1. Haven: Humans and creatures allied with Light
2. Preserve: Elves and creatures allied with Nature
3. Fortress: Dwarves and creatures allied with Snow, Fire, Mechanics
4. Stronghold: Orcs and creatures allied with Might
5. Academy: Humans and creatures allied with Magic, Mechanics
6. Dungeon: Shadows and creatures allied with Darkness
7. Inferno: Demons
8. Necropolis: Undead

Aatos1990
12-02-2010, 12:21 PM
Here is my idea on how factions could be created.

Core - Faction race creature melee walker
Core - Faction race creature ranged walker
Core - Faction race creature caster walker

Elite - Faction allied creature melee flyer
Elite - Faction allied creature melee teleporter
Elite - Faction allied creature ranged walker

Champion - Faction allied creature melee flyer

Faction race creature - A creature which is the native race of the faction.
Faction allied creature - A creature which corresponds to the faction dragon or theme.

The melee, ranged, caster, walker, flyer, teleporter and the core, elite, champion traits could be switched, but their total number should stay the same. Necropolis and Inferno would be somewhat different because they consist out of Undead and Demons, respectively. By using this template the number of all types of creatures in factions would be balanced. Here's how I think it could look like.

1. Haven: Humans and creatures allied with Light
2. Preserve: Elves and creatures allied with Nature
3. Fortress: Dwarves and creatures allied with Snow, Fire, Mechanics
4. Stronghold: Orcs and creatures allied with Might
5. Academy: Humans and creatures allied with Magic, Mechanics
6. Dungeon: Shadows and creatures allied with Darkness
7. Inferno: Demons
8. Necropolis: Undead

SwampLord450
12-02-2010, 05:34 PM
Hey Aatos! Good to see you here too! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I think that's definitely a good concept; we might want to shake it up a little to ensure town variety though. We've already seen that Haven has 3 flyers in its top 4 creatures, which is pretty scary! http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

Also, in my opinion, Dwarves should be renamed Bastion, and the jungle town (if there is one) should be given the name Fortress back; it's not right for Dwarves to steal another town's name and Bastion suits a Dwarven theme better anyways.

Elodin
12-02-2010, 06:22 PM
I would prefer every town to have different strengths and weaknesses rather than each having identical numbers of flyers, walkers, and casters, ect. There should be overall balance rather than trying to make each level of creature roughly do the same thing as the same level creature in the opposing factions.

Aatos1990
12-03-2010, 04:13 AM
@SwampLord450 Hello, good to see you too http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Sure, the names could be changed in any way they want to change them as long as the game mechanics and gameplay are good.

@Elodin I think that it wouldn't be balanced if a faction has to many or to little of any type of creature. The variety would be achieved by switching creature roles, like I already wrote.

3 race creatures and 4 allied creatures
4 melee, 2 ranged and 1 caster
4 walkers, 2 flyers and 1 teleporter

kodial79
12-03-2010, 10:59 AM
Isn't a flyer and a teleporter the same thing? What puts them apart from walkers is that they can go through obstacles.

Aatos1990
12-03-2010, 01:41 PM
A flyer and a teleporter have been the same so far. It would be nice if they would make them different by introducing same new features. Teleporters could be able to escape certain traps or avoid some aerial obstacles for example.

GoranXII
12-03-2010, 04:19 PM
I'm with Elodin on this, not every faction should have every type of unit, I mean a faction with 3 flyers ought to be able to get away with only one caster/shooter, whereas a faction with 3 caster/shooters ought to be able to do without flyers, etc.

evildiablo4
12-03-2010, 07:33 PM
I also disagree with this. The equal number of types of units really takes out a lot of strategic play in combat, not to mention the specialness of each faction.
1.If this is how its going to be, there won't too much reasons to favor one faction over another other than the few factors like what they are allied with and their race/artistic concept.
2.Having different amount of different types of characters really sets how each faction is played. For example, academy/tower/wizard always have the most range units including the final tier as a range unit (titan) This sets the faction as a more defensive combat (how i play them and probably everyone else) while races like the stronghold (of heroes V) having mostly melee units have to fight decisive offenses.
3. Each "race" should only have no more than 2 creatures in the creature pool. I and most other people are mad about fortress (heroes V) made almost completely of dwarf units. The only exception is humans because they started like the from Heroes I and humans cant really fit with too much mythological creatures anyway. FROM HEROES I AND THEN ON, ALL FACTIONS ARE MADE OF MOSTLY DIFFERENT MYTHOLOGICAL CREATURES. HEROES VI ALREADY BROKE A FEW TRADITIONS, I DON'T EXPECT THEM TO BREAK ANYMORE

GoranXII
12-03-2010, 08:07 PM
And here I have to disagree again, because IMO dwarves are more insular, more isolationist than even Haven, and thus actually more deserving of an all-race faction.

Aatos1990
12-04-2010, 09:27 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">The equal number of types of units really takes out a lot of strategic play in combat, not to mention the specialness of each faction. </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Having different amount of different types of characters really sets how each faction is played. </div></BLOCKQUOTE>

If it is set how each faction is played, then that is what reduces the number of strategies. You have contradicted yourself.

Diversity is what increases the number of strategies and tactics and makes a faction powerful. If a faction has 5 melee creatures, cast Mass Slow, if it has 5 ranged creatures cast Mass Deflect Missile, if it has 5 casters, cast Magic Immunity. Diverce factions have many choices and are more difficult to counter.

Factions should not be made so that the 1st beats the 2nd, the 2nd beats the 3rd, and so on, because then you wouldn't be able to play one versus one. Every faction should be equaly powerful against any other faction. In some way, it is similar to chess. Both players have the same number of different types of figures and it is one of the most strategically diverce games in the world.

GoranXII
12-04-2010, 11:26 AM
And you seem to have forgotten that we have a few things that Chess doesn't have, stacks for instance, retaliations, luck, magic, etc. We also want out battles to be over in minutes, not hours.

You also have to factor in faction-theme strategies, so for example, they've told us they want Haven to play decidedly defensively, whereas IMO the Inferno would likely take a 'scream and charge' approach, and allowing every player to play any strategy he likes with any faction is going to make a faction. You have to be careful with faction selection, so that you don't chanel the player too much into a single strategy, but nor should you allow him total free reign.

Aatos1990
12-05-2010, 01:11 PM
I did say it is in some way similar to chess. And a chess game can last for a few minutes or for a few hours, depending on the players.

I just thought it would be good if I would be able to play with one faction five times and each time in a different way.

GoranXII
12-05-2010, 01:44 PM
Well a chess game lasting mere minutes means that one player is a hell of a lot better than the other.

Also, as I mentioned, and as has been officially said, they don't want every faction to have a similar play-style, thus giving each faction similar units is going to go against what they actually want.

Aatos1990
12-28-2010, 07:39 AM
A chess game between experts can last for a short or for a long time.

It has been officially said that each faction is going to have it's own unique play style. Like I already said, I have given a suggestion on how factions could be made to have different play styles chosen by the player and different creatures.