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Posted Hide Post
I'd like to see:
- Mobile neutral parties that can attack and collect resources. Slaying a neutral party results in reaping all of the resources that the neutral has collected till that point.

- Unbuild feature in owned castles. Unbuilding returns 1/2 the resources used to initially build each upgrade. This way, if you capture a town that is not of your faction, you can "unbuild" it to help contribute resources for your own town's structures.
 
Posts: 4 | Registered: Sat September 09 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Ok so the Homm v was boring because once you have seen and used all creatures it get bit boring...

That why this would be less boring:

-so there is 12-16 creature per one place
-you can only take 8 :O (Make it more stragetist)

---the creatures have special support---

There is like some poison creature and magic guy

When it's close of the poison creature... The magic get poison effect... :O

Also If there is strong guy and fast guy
Strong guy get bit more faster when it's close of fast guy and the fast gets strong strenght +


That make the game more stragetist...



Also have this idea about sawmill
So if every material amount and needing is 10X

So lets take example sawmill if it normally get 2 per day then it gets 20 per day. now this is special thing. you get these kind of trees in different place this much for example.

north:
-spruce 30%
-Oak 10%
-willow 25%
-birch 25%

south:
-spruce 10%
-Oak 30%
-willow 25%
-birch 25%

east:
-spruce 25%
-Oak 25%
-willow 10%
-birch 30%

west:
-spruce 25%
-Oak 25%
-willow 30%
-birch 10%

and same with all materials...

Like in the forest that tree thing might be important :O...
Building 1: Tree 50
Building 2: Oak 20 willow 20
And so one :O



I was also thinking that

something i forgot...
 
Posts: 1 | Registered: Sat October 04 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I would like to see the use of heroes like in HOMM4. I would like to see if a triple upgrade would be beneficial. Magic casters such as mages, genies, efreet etc I would like to see them earn thier spells on creature experience and levelling.

I like the idea of combining artifacts to make super artifacts. Check out HOMM3 and the expansions there it was awesome.

I think defending seiges we should have control of tower attacks.

They should introduce a chaos faction to twist things a little with the inferno, and necropolis heroes.

I would like to see the beastmasters and witches to return.

I think being supremely powerful dragons should have the ability to advance to casters dependant on the faction.

when you access the town Id like to see some animation such as creatures moving around in the towns.

What do you think
 
Posts: 1 | Registered: Wed November 12 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
My wish list is thus.

1. Heroe combat like in 4 but without being able to kill the heroes, ie like how they did 5 but the heroe has to move around and cirtain spells can affect them.

2. ungarded castle being able to cast spells by some method, like 2 or if you read my new idea thread you can look at that.

3. be able to have multiples of the same war machien, have a set number of war machien slots but any war machine can go in them.

4.The buility to have two or more heroes participate in same battle.

5. have battles take up movement points each turn until eventually each hero is locked in combat and the battle continues the next turn. This could allow other heroes to come join in battles and create multiple fronts.

6. Have heroes of similar stats beable to duel eachother durring battle and prevent them from attacking the troops.

7. Have mission important heroes be able to flee without losing

8. Have mass artifacts for unit stacs, like the artificer abuility but actual artifacts that can be found.

9. have two or more creatues of the same level from the same town like 4 but the abuility to build both.

10. The abuility for a castle, catapult, or some spells to bombard armies from a distance.
 
Posts: 2 | Registered: Sun November 30 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
methinks should put bak in the change of class system from homm 4 eg, become expert in all magic types makes you archmage which gives you a bonus to your magic and for warrior if you get highest in atk def leadership you become warlord etc
 
Posts: 1 | Registered: Sun December 14 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
well to make gameplay more interesting then just simply copy all disciples 2 and improve much much .
also i have own ideas what could be better like an City upgrade i must upgrade manual why it can't be set automatic heh ?
also some couple more things who all the time wanted but never were bringed in to game !
 
Posts: 15 | Registered: Sat December 15 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I want to see the hex combat grid back vs the square grid

Also they seriously nerfed the final tier creatures in 5, though in 4 they were too over powered, in 3 they were just right, i think they are fine as they were in 5 but the hero being able to charge and kill one or even 2 every time, defeated the point of having a small numbers other then just being targets, earlier on in rounds

edit

on note of the grid make the battle feild back up the 16 width

and remove every hero gets basic tactics it was better to have to get it as a skill

more edit

also get away from this lame world of warcraft style cartoon models/textures

if they make a heroes 6 they should try to make it look realistic rather then this stupid cartoony bull, the cover art for heroes 5 is exactly the same kind of style the game should have tried to carry, rather then trying to mimic world of war craft

I really hope they make a heroes 6, town development was better in 3 too, 5 made the heiracy easier to visualize but it was less appealing on the eyes with icon then 4 had pictures maybe a combination of the 2

but i did love the way towns 3d models were in 5, really made it more epic

even more edit

i like the fact on heroes 5 the dmg predictor says how many kills but some times its nice to have dmg prediction cause if you are in a to the wire battle even if you aren't going to kill something with that hit you can possibly finish it off with another stack (example a bunch of low tier or a few middle tier vs a final tier mob)

what would be nice from this is having the predictor show both the dmg range and kills, i don't want to have to guess between my attack rating vs their defense rating after mutiplying my dmg range, having both visable would be very helpfull

This message has been edited. Last edited by: superfoudre,
 
Posts: 1 | Registered: Wed January 14 2009Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Maybe have heroes with three different talent trees:

Might, aiming on damage, health (i hope so) and more physical thing for your hero.

Magic, aiming on mana, magic power and spells for your hero

Leadership, aiming on improving your units in battle.
 
Posts: 1 | Registered: Tue January 20 2009Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
My only wish is that Ubi needed to give the HoMM 6 game development to Katauri, not Nival.

Katauri's King's Bounty game *is* HoMM 5. I used to spend hours playing hot seat HoMM 3 games with my wife. HoMM 4 lacked some of the HoMM series unique features, so our only hope was HoMM 5.

Nival didn't let this dream come true. Upon looking at their game I thought this was the *end* of the series.

Then I found out there was another game of this kind made by Katauri. I took a look at the screenshots and immediately knew it belonged to the HoMM series.

Unfortunately King's Bounty is an RPG game (or whatever it is), and it cannot be enjoyed by two or more network players.

So I wish Ubi did the right thing with employing the right developer. Unfortunately, something makes me think this is not possible Frown
 
Posts: 2 | Registered: Wed February 04 2009Reply With QuoteEdit or Delete MessageReport This Post
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I have Suggestion for next Homm.
Ok... There should be more Spell that has something to do with terrain... So People have to think more where to move.

Now this is Cool... People have like on Upgrade just like in old Homm ones, BUT They can Change Weapons before Battle.
Only Second Upgrade can change Weapon. This is What i mean

Mage --> Frost Mage (Frost Wand) Fire Mage (Fire Wand)

And Everyone should have 5 Spells or something like that and one extra Chosen By Weapon.



Peasant:

Defensive stab: Stab enemy with 1/2 power and Slow enemy att speed bit And all damage taken to u is 1/2 (No Cooldown)
Killing blow: Stab enemy with 4/2 power and all damage taken is 4/2 (Cooldown 2 turn)
Throw: Throw 1/2 power a Spear... (close range)(No Cooldown)
Gust: Inrease ur moving speed by 3/2 but ur att pow is 1/4 and U deal blow that Slow enemy att speed Bit(Cooldown 6 Turn)
Shielded: Decrease ur damage taken by 1/4 for 3 turn and when u att in this effect u slow more enemy att speed (cooldown 6 turn)


Defensive Peasant:Health+, Damage

Improved Throw : 4/4 Dmg
Improved Defensive Stab: 4/4 dmg
Improved Shielded effect last 4 turn

Pull: Enemy target can't attack anything else expect u after for 3 turns


Agressive Peasant: Movement+, att speed 5/4

Improved Gust: increase ur att speed by 3/2 for 3 turn
Improved Throw: Better Range
Improved Killing Blow: 8/2 power and all Damage Taken is 6/2

Spin attack: Att Everyone that is Close With "Spin Attack" (cooldown 3 Turn)



Mage: Att Speed 3/2+

Frozenfire Strike: Deal Frost and mix of fire Bolt that deal damage (No cooldown)
Freezing Blizzard: Deal 6x6 area of blizzard that deal 3/8 damage (No Cooldown
FireBall: Deal 3x3 area of fireball that deal 3/4 (No Cooldown)
Frozen Zap: Deal normal Dmg and slow enemy att speed by 6/5 and Movement by 2/1 for 2 turn (Cooldown 5 turn)
Fire Cannon: Deal 4/2 dmg (Cooldown 5 turn)

Fire Mage: More better Improvements Than before.

Improved Frozenfire Strike: Deal 3/2 dmg
Improved Fire Ball: Deal 5/4 dmg now
Improved Fire Cannon: (Cooldown 3 Turn)

Meteor Storm: Target three fireball in Ground and next mage Turn they will crash to land.(Cooldown 5 turn)


Frost Mage: Att speed 3/2+

Improved Frozenfire Strike: Deal 4/2 but all Fire moves to that target is Halved (Frozenfire Strike also)
Improved Freezing Blizzard: Deal 3/4 damage but (Cooldown 2 turn)
Improved Frozen Zap: deal 5/4 and Effect will be 3 turns

Frozen Solid: Deal normal amount of dmg and make the target to Freeze to ice enemy is unable to move for 3 turn and all damage made to target is 1/8 (Cooldown 5 turn)



AssasianFrownOnly one poison on target can be effect on time)

Arrow of Death: Deal 3/4 damage then Additional 1/2 damage for 2 turn
Muscle Poison: Deal 1/8 damage then decrease enemy Power by 3/2 for 2 turn (Cooldown 4 turn)
Explosive Shoot: Shoot arrow with explosive That blow and Deal 1/2 Damage in the area of 3x3 and 4/4 are of 1x1 (cooldown 2 turn)
Arrow of Sickness: Shoot arrow that Deal 1/8 damage and additional 6/4 dmg for 4 turn (cooldown 2 turn)
Deadly arrow: Shoot arrow That Deal 6/2 Damage but can't Move or att for 2 turn. (Cooldown 5 Turn)


Poison assasianFrownTwo Different poison on target can be effect on time) Can inflict poison with melee

Improved Arrow of death: Deal 2/2 Addiotional Damage
Improved Muscle poison: Effect Last 3 turn.
Improved Arrow Of Sickness: Additional 10/4 dmg for 6 turn

Defensiveless: Shoot poison that take half of enemy defence gone.


Skilled assasianFrownOnly one poison on target can be effect on time) Better melee dmg

Improved Arrow of death: Deal 3/2 Damage
Improved explosive shoot: U can shoot arrow now to 2 different target.
Improved Deadly arrow: Dmg 9/2

Ranger presence: Insrease att speed by 3/2 for 3 turn (cooldown 5 turn)

Those upgrades should be more expensive
That it's not like when u are Making something then u just decide to take upgrade of it... No make it like when u have Third best Creature in the haven u can upgrade Peasant...

I have lot of that kind but don't want to write them.



There should also be healers...
 
Posts: 4 | Registered: Sun February 22 2009Reply With QuoteEdit or Delete MessageReport This Post
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Well we all know what a breakthrough was HOMM 3 in that time...and we all know how good game it remained all the time!! Its game which ppl are playing even today, its like evergreen, it never gets old Smile
Personally Im not so much disappointed from HOMM 4, also HOMM 5 was rly nice game...but...HOMM 3 has the real "magic" in it. Its a mythical game with adorable landscapes, beautiful castles,creatures and battles...and maybe...the music is the biggest and best part of that game..all that mix gives it special flavor which makes it unique and forever...
I wander, is it possible to make such a masterpiece again? Im sure even if its used same concept with nice adjustments in graphics, the masterpiece can be relived again. Im sure lots of ppl will agree (and ofc. some, disagree) with me... but u cant deny that HOMM 3 leave a big mark in your life and everyone at least once, wished there was another game like HOMM 3, just once again Smile
 
Posts: 3 | Registered: Tue March 10 2009Reply With QuoteEdit or Delete MessageReport This Post
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I have play all Homm series and I think Homm 4 is the one I like most until now.(i play homm 2 first then homm 3,homm1,homm4,homm5)
What I expected from HOMM 6 is something like HOMM 4.
Although HOMM 3 is really brilliant, I prefer HOMM4.As my memory serve well,HOMM 3 is not much different from HOMM2. I always think that why the attacker is allow to attack first, why not at the same time, why heroes can only cast spell else sit there while ur army fighting. Homm4 is a revolution, when I'm bored with the play style in homm3.What I like most in Homm 4 are:
-I like the way they make towns in homm4. To me, they are elegant, beatiful and easy to be managed.Buildings has many details.( towns in Homm 5 remind me of Disciple,quite beautiful, but too complicatied so that they needs to be managed through buttons).
-You can add unit to tower and get double attack + defend . This make Castle siege much more interesting and harder.
-Spell is divide in to 5 school and into 5 levels for 5 races.I also like idea "mass" spell.Ressurection can only be cast by Angel
(which is I think lvl 6 spell) SmileMonster have mana and spell books. Genies no more random spells(thumb up).
-different unit has different movement speed(on world map).
-Monster have mana and spell books.
-Prison:your hero don't disapear when lose battle .Don't have to rebuy hero after retreating.
-Both attacker and defender do damage at the same time.( Which make some unit with first stike awsome, and gryffin much more powerful and useful).
-Picture of building(In main hall to buy) has most detailed.
-Unit can move without hero to collect resources
-Your heroes can choose 5 skill up to grandmaster.
-Combination between skill to come with a class.
(for ex: Life magic + death magic : dark priest)
-Guard monster can attack weak player in next turn within its area( can be turn off).
-Less tier unit : in HOMM 5 and 3. up to 7 tier
in Homm 4 only 5.
-Less upgrade: unit in homm 4 dont need to be upgrade so you won't need to worry about carrying.
unit between town for upgrade.
-More than 1 heroes lead an army. Why I think this idea nice?: Because normally, your can be only good at might or magic(if u give him both = sux or ur heroes lvl must be very high).In addition, why can't 2 heroes lead 1 army, the name of this game is Heroes of might and magic, why can't they get along?
-Lose all army: not lose yet .In heroes 3 , imagine you have lvl 25 heroes, with enemy heros lvl 10 and his army left 20 tier 2 units and u lose, it annoyed me alot.
-Caravan: buy unit without go to it station.
What is bad about homm4 :
-don't have unit arrangement before combat
-the battle view angel is not good,lock in one place with 2.5D graphic.
-unbalanced skill: for eg , chaos combat hero is not very useful until he become expert thief.
-
-new 5 level skill (basic,advanced,exper,master,grandmaster) doesn't fit with old experience-level system.To reach primary skill grandmaster, your heroes must at least ~18 ( if is wrong please correct, the last time I play homm 4 nearly 6 years ago).Game ususally end with your main hero reach lvl 20(skimirsh with hardest mode large size map).
-Hard to get all spells in your school, if you have 3 castle with same race, sometimes only able to get 3 - lvl 4 spell.I think the spell in your first town shouldn't appear in 2nd or 3rd town.(happen not only in homm 4).

Homm 5 really make me disappointed,I did expected Homm is like Homm 4 with much improvement,but I was wrong.It almost HOmm 3 with some nice idea from homm 4 . The first time I play homm5 ,wtf where is my brilliant heroes 4, why the hell 3do come back to this boring playstyle,and where is 3do icon at start.Then later on , I found out the reason, 3do no longer exist....
-dungeon become full DE(wtf)
-Caravan
-Skill with subskill( instead of make heroes lvl up faster they reduce it to 3 same with homm 3).
-hero can attack and can not be attacked.( I prefer heroes 4)
-come back with 7 tiers + upgradable monster and allow option( feature from homm 4).
Things I like about homm 5 are:
- rune system(drarwf)
- rage system(barbarian)
- turn bar( tell u to now which monster turn next instead of remember their speed).
-class unique skill.
-warlock can see elemental on unit is kind of interesting to me .
I think heroes 4 is the best if has some adjust like:
-you can use unit to scout, but if the target have lvl 5 monster, u have to lvl 5 monster to scout . with number 10%(need to adjust to balance) target lvl 5 monsters
else you will see nothing and ur monster die instantly
-Add unique class skill(feature from homm5 ) but need adjusted because homm has many class with different combination.
-If all of your heroes die after battle, some of ur unit will gone.
-Barbarian inherit some of barbarian aspect in homm 5 Smile
-prefer races : chaos,life, nature, order, barbarian,death to homm 5 or homm 3 races.
-rebalance skill system with heroes lvl.
-change view angel.
-add monster turn bar.

comparison between homm4 and homm 5 morale system:
-homm4 : morale role at the beginning at 1 turn ,positive morale unit go first ,then compare speed.
-homm5 :morale roll at monser turn, which make it next move faster or slower.
I think heroes 4 is better because ur monster don't lose or get more turn which make morale similar to speed.In homm 4 you have seperated turn,if ur unit get negative morale it just push ur unit to the end, then next turn will be a new roll.
Suggestion to luck system:
-homm4 : effect only defender(good thing about this is it also effect spell).
-homm5,3,2,1: effect only attacker(for homm 1,2,3 doesn't effect spell,with homm5 can effect spell with skill).
-my suggestion : effect both.
These are all I can think of atm.
In the end , I like Homm 4 's creature races and spell system much more than homm 3 or homm5 .

This message has been edited. Last edited by: undead4rever,
 
Posts: 1 | Registered: Sun September 13 2009Reply With QuoteEdit or Delete MessageReport This Post
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