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Hey All,
I was just thinking about what I'd like to see in HOMM 6 and was wondering about the rest of you. What would you like to see changed or return or happen? Factions? Magic system? Town development? Graphics? Maybe the developers will take note of our assembled wisdom and do everything we want. Anyway, the first change I would make would be to bring back the old elemental magic system from HOMM 3. I think the "earth/air/fire/water" magic system makes a lot more sense thematically than the current one and had a lot more possibilities inherent in it. So, for me that would be change number one. Bringing back the classic Fortress of HOMM3 or even the modified Aztec one we discussed in another thread would be my number two request. |
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Settlers Moderator |
I would like a HoMM 6 to be well balanced and bug free, that's got to be my main priority.
As for the devs giving us everything we ask for, that's likely to result in a disaster, given the diverse wishes and opinions of the members here. They'll have to be very selective about what suggestions given here end up in the game. Official Whisky taster and Herald to the Mighty Alderbranch. www.Maximum-Gamers.com Administrator "The clues are out there.....S.N.A.F.U." www.SettlersMaps.com .... www.Maximum-Network.maximum-gamers.com www.Maximum-Arcade.com |
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No. I think they should do everything we say then we can complain about it later. That's the right way to do things.
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Might & Magic Moderator![]() |
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Settlers Moderator |
Lol, best of luck, you'll need it if all the ideas and suggestions have to be integrated into a working game, and think of all the fun you'll have taking half of them out again when we all start complaining.
Official Whisky taster and Herald to the Mighty Alderbranch. www.Maximum-Gamers.com Administrator "The clues are out there.....S.N.A.F.U." www.SettlersMaps.com .... www.Maximum-Network.maximum-gamers.com www.Maximum-Arcade.com |
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Would really like to NOT have to wait for five minutes every time the computer thinks.
HOMM2: Play, end turn, wait, Play = Good HOMM3: Play, end turn, wait, Play = Good HOMM5: Play, end turn, wait, wait, wait, wait, wait, wait, play chess with someone, wait, wait, wait, wait, wait, wait, wait, wait, wait, clean your room, wait, wait, eat dinner, wait, wait, go to the mall, wait, wait, wait, wait, wait, wait, wait, wait, wait, and wait some more, wait, Play = Unplayable Wouldn't mind if homm6 is 2d as long as the end turn time is a lot less. |
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Bringing the heroes back into combat like in Heroes of Might and Magic 4 would be the best feature. However, the spell system should be like the might and magic series: earth, air, light, dark, mind, body, spirit... And there has to be more than 40 spells. Thats is one of the reasons whhy I never got into heroes 5 was because the lack of spells. In addition, they should bring back all the classic might and magic monsters. The game should also be created in 2d not 3d. The 3d engine was kind of boring.
Might and Magic Resurrection (Fantasy World): http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=42110...1061265&r=4021061265 http://www.rmxp.org/forums/showthread.php?t=21552 |
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Hmmm, I quite disliked the whole bring the heroes in feature of HOMM4. But then, I quite disliked everything about that game. Still, if it was done well it may have some merit but then you also have to sacrifice level seven creatures to do it or somehow create an additional tier. I'd rather have level seven creatures than an active hero.
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My wishes for HoMM6:
1) Red_orbiT said about wait, wait, wait is the first thing I think that could be worked around... It's really anoying... 2) More commitment from the producers on the game corrections... 3) I think that the makers of heroes could explore other legends, such as Meso-American (Inca, Aztec, Mayan), Indian (North and South American), Far East, African, etc... You know, I think It'd be great to see an Eastern Dragon, Jaci (Tupi's Goddess of the Moon and the Harvest), or the Samurai, or even the Queatzeacoatl... This would be nice... 4) I never understood why Heroes never made good use of Sea Myths... Also the sea itself is never well developed... I think that every faction should have a possible set of sea units (War ships, Sea monsters and stuff)... In H4 they tried to do something like that, but it wasn't that good... 5) I wish for a set of 12 creature levels. Also three possible levels of upgrade for them... But, as it did happen in h2, no need for upgrades for all creatures... For exemple, let's say we have: Pikeman > Spearman OR Halberdier Iron Golem > Steel Golem OR Gold Golem Wyvern > Pao Kai (NO Alternate) Manticore > (NO UPGRADES AT ALL!) Of corse, this is just an example... 6) I didn't like the magic style of H5... It's quite functional, but too... artificial... It doesn't sound natural to me sth such as "I'm studying Destructive Magic"... I have some ideas of Magic Schemes and sets, but I wouldn't risk trying one now... What I do think is that thay should change it... There are lots of better ideas from the M&M series... H1,H2,H3 > Fire, Air, Water, Earth H4 > Death, Life, Chaos, Order, Nature M&M > Fire, Air, Water, Earth, Light, Dark, Mind, Body, Soul M&M style seams a little better suitable... for now... Also I think that there should be sth like 100 spells in the game! or even More!!! specially curse/bless and more adventure spells as well... 7) I really liked the "2 heroes/faction" thing... You know... Knight / Cleric, Druid / Ranger, etc... Also, if they'll keep the special faction skill, it'd be necessary to have 2 of them... 8) More tactical elements... In battlefield, in H5, I feel a little... limited... Though there are abilities to make creatures a little more unique, everything you can do is... use them... In H4 they tried to implement some more tactical characteristics, such as heroes and war machines in battlefield (I don't think they fit so well), first strike, lots of curse/bless spells... But still I think that there could be more improvements... Split stacks during battles, More and more and even more Curse/Bless/Change Terrain/Summonning Spells... 9) Also, I think it'd be nice to have some non-fighting units... Such as Trade Carts, Trade Ships, Diplomats, Scouts, Oracles, etc.. It would improve even more the game... 'Fog of war' should be back... 10) I'd suggest two extra resources... One would be food, that should work like gold... And other should be sth like Mithril like H3 WoG, and with the same functions... For those who haven't played WoG, Mithril is used to improve mines and dwellings... For example, if you have an ore pit, it produces 2 ore/day... For the cost of ? Mithril, it will produce 3 ore/day... 11) Still talking about WoG, Destroy buildings and rebuild your town should be sth to think about... 12 There should be more enhancements to make the game more suitable for multiplaying... It's too poor... In my opinion, at least... Well ... this is my humble opinion... Each of the topics listed above can be discussed to make a much better heroes of might and magic VI! |
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Well, this might be too much -- we may end where H4 came with same spells under diferent names
Well, that's my big wish -- to have "2 heroes/faction" or two ultra skills paths per race. The latter preferred if the skill part remains the same. I hoped they implement this in H5: might and magic paths for all factions, orcs 2 might paths and wizards 2 magic paths.
MUST be back, IMHO
Maybe to add farm building ---------- That's not a bug, it's supposed to work that way. Gary Makin |
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My wish list in order of importance:
1)The dual heroes(Might AND Magic re: Ranger/Druid)for each faction. MY idea is that there would be one might and one magic hero, the "Warrior" and " Wizard" that would be available to ANY faction, hired at any tavern(potentially/randomly) but that each faction has a unique Might and unique Magic hero such as the Orcs having "Berserkers" and "Shamans" and the Dwarves have "Slayers" and "Artificers" etc. 2)Tone down/reel in/get rid of the 3D graphics. Holy **** already people 3D was impressive for a while and a lot of it still LOOKS pretty in screenshots and such but from a cost/benefit analysis HoMM 5 was terrible in this aspect. The system requirements kept a majority of potential fans from buying the game and of those who COULD run the game, most had significant performance issues. 3)Taking a cue from Warlords III: DLR, make it possible for creative types to design their own factions for use in select SP maps and MP maps where you can decide what buildings(and consequently what units), Heroes, etc. make up said faction. That way if someone wanted to re-create the Forge town type faction or the Conflux(for whatever reason) or what have you then they could do so. In essence taking the scenario/campaign editing possibilities to the next level. 4)Heroes taking part in battles. Could be an option you could trigger in dire circumstances where you are about ti either lose the battle OR send in Crag Hack to crush some zombies. 5)Do NOT go back to the four-element magic system. I know it SOUNDS attractive because everyone is familiar with the whole "Earth, Wind, Fire and Water" motif but it results in some absurdities like we saw in Heroes 3 where spells that do not belong clearly in ANY of these elements are shoved into one or another with some **** rationalization. Necromancy is NECROMANCY...not "Earth magic". "Vivamancy" the same thing. Almost forgot... 6)Replace "Cyclops" with "Trolls" as the boulder-throwing siege-bashers. This is a staple of fantasy/sword & sorcery that goes back to Tolkien and is prevalent in everything from Warhammer to HoMM 2! Cyclopses are just crappy/boring and do not fit well with the Orc faction. And along the same lines..>CENTAURS as ORCS?! WTF are you thinking? There are a million and one ranged units that would fit the orc faction. No need to force such contrived nonsense on us. |
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Get 3DO back in business for it-now that would be fun
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- bring back the relation between Might & Magic and HoMM storylines;
- Knight, Necromancer, Wizard and Barbarian heroes are obligarory; - Necropolis, Castle (Haven), Tower (Academy), Stronghold, Dungeon (Asylum) and Inferno factions are obligatory; - bring back the Inferno of the Kreegans! - DO NOT make any super-creatures! And no bloody super-dragons, please!; - for the Universe's sake, make the game playable on ordinary computers, not all of us have access to military equipment! If this means no 3D - fine, no 3D!; - add day and night cycles and implement them in the gameplay (we have "good" and "evil" factions and the cliche says that the "good" factions are more bloodthirsty during the day while the "evil" ones prefer the romantic moonlight); - add extra impact of the terrain type over the armies during battles; - kill the king! |
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Yeah right... |
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Well one of my biggest gripes is the universe itself - Ashan sucks compared to Erathia/Enroth, the whole dragon god thing makes the dragons very plain and unimpressive as they are popping left and right. I also liked the elves only to stay in one faction (sylvan/rampart) instead of overflowing dungeon as well. But I'm sure they aren't gonna roll back to Erathia/Enroth.
________________________________________________________ Infiltrator out. |
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Well... yeah, right! Ain't gonna happen, but the dream are free of charge, aren't they? They can't - Erathia and Enroth got blown up along with the entire Colony (the transition between HoMM III and HoMM IV). The old factions and... overall concept are better than than current though, agreed - and they are alive and well (at least the factions, don't know about the concept). |
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Might & Magic Moderator![]() |
Here some ideas of mine you guys can kick around and talk about.
Dual Spell System Instead of simply classifying each spell as either (Dark, Light, Destruct, etc.), each spell will belong to 2 spell schools, each of which come from 2 different general approaches (Elemental & Style). There will be no Fire/Water or Light/Dark Spells, since those would be considered (Elemental & Elemental or Style & Style) Examples: Fireball - Fire/Destruction Icebolt - Water/Destruction Summon Fire Elemental - Fire/Summoning In order to learn a spell, you must have either skill to the appropriate level. Spells will also function on two variables, Spellrank & Spellpower. Spellpower is an attribute on the hero, while Spellrank is equal to the amount of levels in the two spell schools that compose the spell. So having Advanced Water & Advanced Destruction will yield Rank 4 for all Water/Destruction spells, Rank 2 for all other Water or Destruction Spells. Spell Schools: Fire, Water, Air, Earth / Destruction, Summoning, Light, Dark Mage Guild & Spells There are 16 Spells per level & 5 Spell levels for a total of 80 Spells. The Mage Guild will select 4 spells per level, one from each column & Row of the following chart. Example Chart where # is 1-5 and x is the given spell. _________________________________________ LVL # |Dark | Light | Destruct| Summon | ------|----------------------------------- Fire* |...x...|.........|.............|...........| ------|----------------------------------- Water|.......|.........|......x......|...........| ------|----------------------------------- Earth*|......|....x....|.............|...........| ------|----------------------------------- Air** |.......|.........|.............|.....x.....| ----------------------------------------- In the case of a Library Add-on (Wizard), add an additional x anywhere, after the initial 4 are selected without repetition in row & column. This leads to 24 Configurations per spell level (without Library). Heroes 3 Hero Types per town, each with a unique skill. If there are 6 Initial Towns, that means there are 24 Hero Types, excluding additional Neutral/Story Types. Heroes are back in combat again, similar to Heroes 4. Here are some names to joggle some thoughts Haven: Guardian, Priestess, Valkyrie/Arch Angel Necro: Reaver, Necromancer, Vampire Count StrHld: Barbarian, Shaman, Witch Ramprt: Druid, Lyco, Hunter Tower: Wizard, Alchemist, Construct Infern: Heretic, Warlock, Overlord/arch devil Have fun, I may be back to add more depending on how you guys think. *Fixed |
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2 levels of upgrade similar to Disciples/WoG (able to hire only unupgraded units, but they level up after they gain experience in battle; if new units join the stack, the experience is distributed)
ex: Vampire: Attack: 6 Defense: 6 Damage: 6-8 Health: 30 Initiative: 10 Speed: 6 Special Ability: drain life 40% Vampire Lord: Attack: 8 Defense: 8 Damage: 7-10 Health: 35 Initiative: 11 Speed: 7 Special Ability: flyer, no retaliation, drain life 50% Vampire Prince: Attack: 10 Defense: 10 Damage: 8-12 Health: 40 Initiative: 12 Speed: 8 Special Ability: flyer, no retaliation, torpor, drain life 60% P.S. Neutrals may be level 1,2 or 3. (all the same or combined) If they join your heroe, they join as level 1 unit with 0 experience. |
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Game Designing? err... I mean, wishlist? I'm in
Wishlist of HVI my version HEROES SYSTEM - Just like GhostDracolich, am agree with Heroes back in combat. - Whenever heroes died in combat, he will go unconscious for 1 turn. When your heroes Unconscious, they will go invulnerable, render them immune to all attack. After 1 turn passed, he will able to fight back. - If you lost all creature in battle, your heroes will be lost and flee leaving you (they can still be re-recruited at tavern) - Spell is learnable in mage guild the exactly same way like older heroes (must have the skill related, etc) - There will be casting range as your heroes can move around battlefields. - Some spell requires casting time, if your heroes is stunned, or go unconscious, the casting will be canceled while some can be casted instantly. - There will be only 1 hero per army, Creature can't move by its own. - Heroes stat (attack and defense) effects both heroes ATK and DEF in combat and Creatures they bring. - Caravan can be built and moved by player. But the creatures inside caravan suffer from being weak due to unpresent of heroes while caravans move faster significantly, they can't interact with any objects (flagging mines, gaining treasure chests, gaining artifacts) - Heroes speciality return as... a set of unique skills that represent the hero itself. Each hero will have unique appearance, each of them. Heroes skills has 5 levels (while general and racial skills are 3 levels) up from Basic to GrandMaster and unique on each hero. And at lvl 25. Heroes will learn ultimate Heroes skills that is unique on each heroes usually synergy with the other heroes' skills. Each Hero level player will able to choose any heores skills while the general and racial skills comes randomly. (Basically you got 2 step when leveling: Choosing your basic or racial skills and ablility that comes randomly then you will choose your heroes skill). Yeah, I know you will all scream "Warcraft III" but seriously, It think, it is a good idea in TBS too. - Legendary Heroes will appear. Heroes like: Gelu, Sareth, Kal'beth and Agrael will be considered as Legendary Heroes each faction will have Legendary Heroes. They grow their stat faster than normal heroes and their heroes skills tend to be very powerful. Something like: Demon Form on Sareth or SharpShooter upgrade on Gelu - Legendary Heroes is able to appear in single Scenario, but they don't appear in the list of starter heroes. They will not be generated when you choose random hero in pre-scenario settings. They will only come on special condition: 1. When you enter your town and there is a message like "There is a force disturbance here", Quickly go to tavern, usually Legendary Heroes will be available and able to be recruited 2. Legendary heroes recruitment will be extremely expensive something like 10000 gold 3. If you have Grail Structure, they will appear in the tavern for Free for once and you still got the message "There is a force disturbance here" when you build your grail structure 4. Legendary heroes will comes as 1 single random Legendary Heroes in the tavern but they will be on the same faction you recruit them from. Eg.. the force disturbance is on inferno, you will able to recruit either Sareth or Xana or Agrael 5. They will start at lvl 1 FACTIONS CASTLE Creatures: lvl 1: Peasant -> Militia lvl 2: Crossbowman -> Marksman lvl 3: Squire -> Knight lvl 4: Sholar -> Enchanter lvl 5: Griffin -> Imperial Griffin lvl 6: Cavalry -> Champion lvl 7: Wanderer -> Slayer STRONGHOLD Creatures: lvl 1: Goblin -> Hobgoblin lvl 2: Axe Thrower -> Head Hunter lvl 3: Grunt -> Warrior lvl 4: Shaman -> Vodoo Master lvl 5: Paokai -> Lightning Paokai lvl 6: Cyclops -> Evil-Eye Cyclops lvl 7: Behemoth -> Ancient Behemoth NECROPOLIS Creatures: lvl 1: Skeleton -> Skeleton Warrior lvl 2: Zombie -> Plague Zombie lvl 3: Ghost -> Spectre lvl 4: Vampire -> Vampire Lord lvl 5: Lich -> Power Lich lvl 6: Death Knight -> Dread Knight lvl 7: Wight -> Wraith TOWER lvl 1: Gremlin -> lvl 2: Golem -> Steel Golem lvl 3: Magi -> Arch Magi lvl 4: Living Armor -> Enchanted Armor lvl 5: Genie -> Master Genie lvl 6: Naga -> Naga Queen lvl 7: Giant -> Titan INFERNO Creatures: lvl 1: Imp -> Familiar lvl 2: Demon -> Horned Demon lvl 3: Cerberi -> Cerberus lvl 4: Succubus -> Succubus Mistress lvl 5: Hell Charger -> Nightmare lvl 6: Pit Fiend -> Pit Lord lvl 7: Devil -> Arch Devil RAMPART lvl 1: Fairy -> Pixie lvl 2: Spell Breaker -> Spell Stealer lvl 3: Hunter -> Master Hunter lvl 4: Unicorn -> War Unicorn lvl 5: Druid -> Elder Druid lvl 6: Treant -> Treant Protector lvl 7: Red Bird -> Phoenix DUNGEON Creatures: lvl 1: Scout -> Assasin lvl 2: Harpy -> Harpy Hag lvl 3: Minotaur -> Minotaur King lvl 4: Spawnling -> Toxic Spawnling lvl 5: Ravager Rider -> Ravager Cavalary lvl 6: Evil Eye -> Beholder lvl 7: Red Dragon -> Black Dragon PAGODA Creatures: lvl 1: Pikeman -> Helberdist (whatever the name) lvl 2: Shadow Warrior -> Shinobi lvl 3: Monk -> Chi Master lvl 4: Mist Wolf -> Nine Tails lvl 5: Lancer -> Dragoon lvl 6: Thunder Bird -> Storm Bird lvl 7: Serpent Dragon -> Sky Dragon BASILICA Creatures: lvl 1: Apprentice -> Disciple lvl 2: Swordman -> Holy Knight lvl 3: Cleric -> Zealot lvl 4: Guardian -> Templar lvl 5: Pegasi -> Silver Pegasi lvl 6: Paladin -> Colosus lvl 7: Angel -> Arch Angel All comes with special unique Racial Skills. |
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The "Lose 3d and make graphics worse" Is one of the most ridicolous ideas ive ever heard. Whos going to buy a game with worse graphics? even you will complain despite the fact that you suggested it. Even if you have some gameplay improvements theyre not going to be stupid enough to think that they will get any sales if people get the idea that they dont care about the series enough to bother imrpoving the grapihcs ( paraphrasing here) .
I think its time you upgrade your computer, or give up gaming(at least with new games). If you want to move as fast as it does then its ineviatable youll have to do it someday Attaching the story to the old universe if plausible, but unlikely. Its being ressurected in LOTA anyway so why not have two stories instead of one conflicting with the other but with the same basic idea? |
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