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Oh be quiet you cretin !
In any case.. i am not saying i wouldn't mind a stronger story in HoMM VI.. far from it, i always want a stronger story ! ----------------------------
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No, you are an evil imperialistical Dane who wants to destroy all which is story and thrive on the lost souls who wander around the world as more and more authors and story writers abandon them!
And I would like some pink flying elephants with yellow spots to be in the game On a more serious note, it wouldn't be too bad if some of the looser ends from the old games were tied into the stroyline of this one. For instance the bloke in Nighon who wanted to bring back his brother as a lich and explore the world/make a name for themselves could somehow end up in this world being as they would be easy ti incorporate into the story. We don't know anything about them other that that they probably won't be too nice and that the brother at least is a lich. Freedom - a mountain in the distant sky, love in the grass, birds on the vast plains of the sea... Freedom - I treasure your name, I love your sweet sound, I smell your dreams. I see you - when I turn away I hold you -when my hands are full Freedom - Never shall you be more than a name to me |
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Well they could adapt some of those characters to an Ashan setting, can't see any problems as long as it is done well enough.
But i would like to see more of the war under the mountain or at least hear how it ended.. Hopefully in a dwarven victory But i would also like to see some sort of encyclopedia, ready to be opened and imparting the player with different information, fleshing out the world of Ashan more, it could have background information for characters, realms, armies and so on. The more the better Also just a mini wish.. but i would actually like to see people wander around in the cities ----------------------------
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An encyclopedia would indeed be great. An old fashioned paper manual for the collector's edition would be great too
Freedom - a mountain in the distant sky, love in the grass, birds on the vast plains of the sea... Freedom - I treasure your name, I love your sweet sound, I smell your dreams. I see you - when I turn away I hold you -when my hands are full Freedom - Never shall you be more than a name to me |
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If they included that, then that would be enough for me to buy it, and then it should contain a whole bunch of background stuff, plenty of it !
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A collector's edition like the upcoming Warhammer's wouldn't be bad.
This - none of this - shall go unpunished! |
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Dunno.. didn't seem that interesting to be honest. More something like the oblivion one actually, had a nice booklet about the world..
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That was the only interesting feature in Oblivion's. One like WH's + the booklet would be nice.
This - none of this - shall go unpunished! |
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Well sure, there is alot of ingame stuff.. but on the other hand that could backfire in several different ways.
I mean i wouldn't mind some additional stuff in that way, but i think it would be better if it was actually tangible, and then some lore stuff as i always like that. ----------------------------
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I wish that native ground to influnece more native vs non native battles:
Necro ground: (cursed ground + 3 spellpower (both necro heroes and units) - 2 morale Cursed ground help spell casting, and lower any enemy units morale. Haven: (grass) + 1 speed, + 10% initiative - 3 defense Haven units are faster, enemy can't really use great defense tactics in open fields. Sylvan: (forest) + 1 luck, +10% magic resistance - 3 attack Attack skills in the forest are reduced, elfs benefit with protection from ancient forests. Dwarves: (snow) + 2 morale - 1 speed, - 10% initiative Fighting in the cold temperatures really slow every one down (except dwarves). Orcs: (wasteland) + 3 attack - 3 defense --------------------- Inferno (lava) + 3 attack - 2 luck ---------------------- Dungeon (caverns) + 10% initiative, +1 damage - 3 spellpower (units and heroes) ----------------------- Academy: (sand) + spell cost reduced by 50% - heroe and caster units initiative reduced by 20% after casting a spell. |
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Some of those are a bit too powerfull, but I wouldn't mind a slightly less powerfull version of that. Actually I would quite like it
Freedom - a mountain in the distant sky, love in the grass, birds on the vast plains of the sea... Freedom - I treasure your name, I love your sweet sound, I smell your dreams. I see you - when I turn away I hold you -when my hands are full Freedom - Never shall you be more than a name to me |
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That actually sounds like a good idea, and you could have perks to put some influence into it, perhaps perks that improve your bonuses within your native terrain, or a way to gain bonuses within other sets of terrain.. oh the possibilites
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I am guessing the -3 SP applies to enemies. If so, perhaps the forcefield around Dungeon could be what causes this. Maybe it could even disrupt enemy spells instead, say 25% chance of them failing. Instead of extra initiative, it'd be nice if the Warlock did 10% extra Destruction damage. This - none of this - shall go unpunished! |
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Hmm.. Considering that the dwarves are rather decent in underground terrains as well, i mean they were there before the dark elves i don't think they should be affected by the penalty.. plus i can't see how caverns affect spellpower, more likely it would be iniative and morale because of the never ending darkness, i mean that is going to make you more cautious and nervous if you've lived on the surface all the time.
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woooo, 25%
That suggestion, the spell cost reduced by 50% (Academy) and a few others are a wee bit too powerfull if you ask me. Freedom - a mountain in the distant sky, love in the grass, birds on the vast plains of the sea... Freedom - I treasure your name, I love your sweet sound, I smell your dreams. I see you - when I turn away I hold you -when my hands are full Freedom - Never shall you be more than a name to me |
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As it is now, native ground have no influence on the battle, but we all know that "knowing the battlefield" helped a lot in the course of history, even turning the tide. So choosing the battle ground must have a strong influence. |
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Yes, but those are too powerfull compared to the others and there is no need to encourage players to stay at home and only walk on their own terrain.
Freedom - a mountain in the distant sky, love in the grass, birds on the vast plains of the sea... Freedom - I treasure your name, I love your sweet sound, I smell your dreams. I see you - when I turn away I hold you -when my hands are full Freedom - Never shall you be more than a name to me |
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It would be more realistic, even a weak army had did great things on native ground against strong ones:
ex: USA-Vietnam USSR-Afganistan also great against those early rush... |
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But notice I never said anything about the caverns. I said the forcefields around Dungeon (the magic energies around its walls.) The dwarves have their runes as it is, which will not be affected by it. Justice, feel free to set the figure at a 'reasonable' amount, say maybe 15%. That is a detail and the exact figure does not matter. I am a Dungeon player, and the penalty I suggested makes more sense than the original one. The forcefield around Dungeon might be set up to disrupt the magical energies of opposing casters. If you're going to mess with the masters of sorcery, you should expect to be burnt. Badly. Makes more sense than orcs disrupting magic anyway... Hmm that makes me think. Maybe the terrain bonuses can augmented as the faction advances? Say at lower levels, each faction gets bonuses specific to the terrain it's used to (say +1 attack and boosts to initiative for Dungeon, +1 defence and penalties to speed for Fortress), then when the city is built up, it takes greater advantage of the terrain (e.g. what I suggested for Dungeon.) That'd make sieges a bit harder. This - none of this - shall go unpunished! |
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That wasn't only the native terrain. It is the same in any country and, more or less, any place. A determined person can take out a tank by himself, and those kinds of actions were even easier in those days. Also when a propper army is on the move, a dozen people or fewer can attack it with grenades, mortars, bazookas and sniper rifles and that would result in the entire amry having to stop up and go into a defencive position, getting debrise out of the way and such and by the time they could move again or retaliate the person could just have walked away and others waited around the next corner. That kind of tactic does not work too well in battles were propper armies stand head to head, which also was demonstrated in those wars you mentioned. The natives rarely had big offensives and when they did they either did so when the enemy had next to no morale or in extreemly good places to ambush another army, which wouldn't be applied to every terrain. Going by the rules of real life would mean that the Sylvans, the dwarves, Inferno and the Dark elves had unfairly big advantages while the human kingdoms had next to nothing. @Moragauth, I would think the Academy players will disagree with you on who is the Master of magic Freedom - a mountain in the distant sky, love in the grass, birds on the vast plains of the sea... Freedom - I treasure your name, I love your sweet sound, I smell your dreams. I see you - when I turn away I hold you -when my hands are full Freedom - Never shall you be more than a name to me |
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