After playing the beta quite a bit and having played heroes V too, I'd like to make some suggestions.
Some of which might be possible for heroes VI, and others perhaps for expansions or Heroes VII.
Here it goes:
1. Contact between two units when they stand next to each other and are hostile to each other.
This would just be a visual thing to keep the game more engaging while still being turn based. While the two units are not attacking each other, they could look at each other and move somewhat defensively, as if they are waiting to strike as opposed to looking like the two of them might be talking about the weather.
When surrounded by multible enemies, the surrounded character could look over his/her shoulder and watch them all in turn, as if ready to dodge any incoming attack.
2. Town defence unit.
A special militia unit that defends the town but cannot be used in armies. This would prevent towns from being undefended.
Defence towers are very weak after all.
These units could have a decent ranged attack but weak health, but could have an upgrade like all other units and be able to move around.
This would also allow purely defensive units to be used for this that would be unsuitable for field battles.
A cannon, gargoyles on the walls and town guard would be examples of such units.
3. Hybrid units.
It would be nice if you conquer a town or through an alliance with another faction, you could obtain units that are a mix of your own chosen faction and the other faction.
Each combination could result in a core unit, this could increase the fun of specific alliances and conquering towns.
Here are some examples:
Haven and Inferno: possesed swordsman.
Haven and Dwarves: Huscarl.
Stronghold and Undead: ghostly warrior.
Sancturary and Inferno: Oni.
Academy and Haven: Battlemage.
Sylvan and Haven: Half elven lancer.
Academy and Sylvan: Dervish.
Sanctuary and Haven: Samurai.
Undead and Haven: Death knight.
Dungeon and Academy: Scorpion.
Undead and Academy: Mummy.
Inferno and Academy: Cultist.
All these units could be of average ability, a usefull core unit that makes conquering other towns or specific alliances more interesting.
A special tab under the normal recruitment or elsewhere could be used for this.
4. Further expanded hero customization.
I like how they can be named, be either might or magic, and male or female, but it could be expanded further, so that players can have a hero that is truly their own. Which could in turn also be taken online.
Instead of portraits, different heads could be used. Helmets could still be toggled on to hide the face, but the heroes could also be shown without a helmet. Their ingame appearance could be used for the portrait.
Several appearances for their armor could also be chosen, and colors too.
Maybe different mounts as well, and different weapons.
5. tears/blood reputation being global for your faction, and each giving different upgrades for your units.
This would limit upgraded units from appearing too soon and gives more use for the basic versions.
Once a tears or blood reputation is established, the units can be given the appropriate upgrade, matching their commander.
Haven's current upgrades could represent the tears upgrades, and the blood upgrades could turn the angel into a dark angel, the knight into a black knight and the griffin into a more feral and monstrous looking griffin, to give some examples.
To full effect, this would allow all factions to be either good or evil while offering the same amount of upgrades as in heroes V.
I agree with most of what your suggesting and i really like your look on tears/blood idea
what I miss is the town conversion and the little townscreen witch was very dissapointing to me
the town faction conversion was the worst, seeing that this burning inferno pit with holes the ground and demonic buildning just in a few seconds turn into a nice little town with flowers and trees and some nice human buildnings
what i would like to see is a hybrid version of the former town and your factions town, example:
inferno to haven: the lava rocks stop the constant burning, the buildnings are slightly changed to human standard, instead of being converted to a village, it is converted to a military outpost, the big whole in the ground is filled with water and a human wall is buildt inside the water circle.
inferno to undead: the constant burning is replaced by the undead green glow, same with the big pit, the buildnings are made darker and gets a hunted feature, and stuff like bones and web are added
heven to inferno: the ground is made to murning rocks instead of grass, the human village buildnings is partly damaged and in constant flames (magic), the wall is replaced by big spikes that shot up from the ground.
haven to undead: the town gets a more darker feature, the town is filled with spider web and bones, the ground is becoming black and corrupted and dead bodies hang around here nad there
undead to haven: as far as i have seen, the undead base is a big tomb/temple correct me if im wrong, if so i think it should lose its dark features and be cleansed to a temple of light, the green glow is removed and the temple gets some human banners and so on.
undead to inferno: the green glow replaced with fire, a big pit is created around...
I hope you get my point right now, i wish for hybrid towns like you wish for hybrid units, yes i only took 3 factions because i don't know so much about the others.
secondly, I like many others want full town screen, so that you can get a more townish feeling
Hybrid towns might cause factions to lose their invididuality too much, maybe it could help though if converting a town would take up several turns.
It certainly is too easy right now.
Still, I am very happy with that option since it allows you to keep your starting faction's identity if you wish, instead of having to recruit all your faction troops at one place.
Maybe, if it stays broken like that(maybe worst part of the dev), a complete rework of hero skills with choice to make and good stuffs like H5. Dunno why you removed ultimate skills from H5 and situationnal skills. (+ I repeat myself but the curent skilltree is lulzy seriously, dunno who did that but: wow!)
Hard to say because atm these are broken, but be sure even this game requires a lot of decision making regarding town build and recruiting to promote units diversification midgame in order to make it enjoyable in pvp.
Hence you prefered to skip the atb system(wich was imo a bad choice, because you added nothing more...):
- Introducing diminushing return, it's totally abnormal that a unit can heal another again and again with no penalty, Heroes is not meant to be a tank/heal/Dps game.
- Introducing channeling habilities: the creture channel an ability that well be in effect x turns from now, the enemy see it. That thing could have balanced some hmm5 units wich were limit useless due to horrible initiative.(pit fiend obviously is the best example)
- Backswing: after doing some abilities, the creature skip x turn or has a minus %initiative and/or %damages next turn. There can be negative backsing too meaning that certain abilities put your unit in better shape next turn or do a minor action this one(slight move or slight poke).
1. To be able to set the amount of resources for individual players and computers.
It would balance the game among more and less experienced players.
It would also make it more interesting to play alone against computer when you would be able to i.e. pick some ultimately insane difficulty (which by the way has never been introduced to the series...) and then set desired balance of resources.
2. More and larger maps.
I know it takes time to make a well balanced and interesting map, but it was a shame how very few maps there originally were in Heroes V and IV.
User created maps are awesome, but it's always a skirmish to find the jewels amongst the hundreds of them.
1. No terrain penalty for adventure map.
Instead turn it upside down and give bonus movements for home terrain/home faction travels - i.e. Sylvan traveling in graas terrain would get 110% movement points. And when domestic faction enters foreign terrain don't make it travel less... Give it the normal 100% travel instead of 50% of Desert/Swamp.
2. The most important thing = Balance caster heros and warrior heros...
It was outrageous how overpowered spellcasters were in H3-H5...
3. Improved skill tree, and less experience required for leveling.
This might backfire if done poorly, but hey it's a suggestion.
This is my contribution for now. Feedback extremely welcome. Would be nice to have a some sort of debate.
Here my opinion to your ideas:
1.(creatures interact with each other):
Would be cool to have something like this,even if it is only a small change.
Also a good idea and reminds me of this captain you could hire in H2,who was able to cast spells if your hero wasn't in the town.
I don't like that idea,it sounds cool,but it would make it really hard to balance this and it would also make the factions less individual.
Sounds good,but I don't mind if there would be something like this.
I think that could get confusing if you have two heroes of different paths and it would be too much of a balance issue.
I see how hybrid towns could "cause factions to lose their invididuality too much" but i need to correct myself, My idea was not to "merge" 2 factions when when you take over a town. Hybrid is maybe the wrong word to use, but what i meant was that when you convert from one faction to another some of the old apperence remain, because as it is now it is magicly turnd to a 100% correct copy of your other faction town in a few seconds, and that i think is good enough, if they have these god-like powers to convert a town with some "zim-salabim" WHY IN THE WORLD NOT JUST CREAT A NEW ONE INSTEAD OF TAKING ONE >_>
also I like the idea that convertion takes many days, so it atleast is more realistic --O.o->
Rather than a special unit to defend your towns, just make it so that you can temporarily recruit extra units. It'd go well with balance as well since you wouldn't have to find space on the field for an extra unit.
Temporary extra units might be a little confusing if they spawn during an attack, that way you might think you have enough troops to attack a town and suddenly defenders are spawned that are too strong for you.
Unless its a certain number of some units and linked to a city level, and their numbers and types being accounted for when you mouse over the city.
Militia unit might be less cumbersome, but would of course require a fully new unit. For balance, their abilities could be the same for all factions though, all just having a different appearance.
As for the hybrid units (not factions. )
These special combined units would be a bridge between two factions as part of their alliance or after being conquered by the other.
For some combinations it could indeed replace a role of an existing faction unit.
But a samurai that comes from the combination of a Sanctuary-Haven alliance would pretty much be a weaker version of the Naga champion (kenshi? not sure about the name)
He could focus on one enemy but be weaker.
From being human, he could perhaps have similar but weaker defensive bonuses as the haven spearman, or be able to move through objects like the blazing glory.
Except that the defenders aren't going to be that numerous later in the game (about 1/2 of one weeks recruitment of core creatures), and if you aren't already prepared to take a couple of Chain Lightnings then you've probably got a 50/50 chance of failing anyway.