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Thread: What HOMM V should take from previus parts | Forums

  1. #1
    Hi. I've no idea if we do have any impact on the design process but I think it's worth a try.

    Let us write in this topic things that made Heroes 3 and Heroes 4 great in your eyes, things that if were abondend would be in your opinion a step in wrong direction.

    Here are my views:

    From Heroes 4:
    - simultaneous damage distribution. Finaly battle result did not depend on whose stack attacked first.
    - Uniquity of creatures. Every creature has unique special abilities, wheres in heroes 3 many creature where strongly alike, difrences were only in texture and slightly in statistics. It becames boring after a while :/

    From heroes 3:
    - uniquity of heroes. Specialities and diffrent starting skill packages should return.

    Well, that's about it. While posting remebre that heroes 5 should not be a remake of heroes 3 or 4 but a new game based on those games. Leave place for changes
    As showed in avatar awaiting beta-tests
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  2. #2
    For starters (as I can't think of much right now):
    From Heroes of Might and Magic III:
    - The magic system, four schools of magic (Fire, Air, Water and Earth) which you can specialize in to make them function more powerfuly.
    - The none simultaneous attack system, I liked how one units attacked before the other as it allowed some more strategies based upon hitting first etc.
    From Heroes of Might and Magic IV:
    - Necromancy, I liked how it generated Vampires instead of Skeletons at the highest level of profficiency.

    EDIT: Signature gone insane...
    "If when you turn your computer off its called a 'shut down', shouldn't turning it on be called a 'shut up'?"
    - Me
    "Five exclamation marks, the sure sign of an insane mind."
    -Terry Pratchett "Reaper Man"
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  3. #3
    Undoubtably (excuse the spelling) from HOMM4 the caravan, with perhaps the added ability for players to set "caravan stops" on the map. This way a player could set a caravan destination to a specific point as well as a town.
    I think, so therefore I am.
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  4. #4
    From H4:
    simultaneous damage
    heroes on battlefield
    magic system
    fog of war
    creature choices

    from H3

    ... well , there must be something
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  5. #5
    From Heroes of Might and Magic III:

    - The non simultaneous attack system, as it added a bit of strategy ad allowed for some unique gameplay.

    - The less idiotic AI

    - The Hero OFF the battlefield (as a good commander should be)

    - The better castle fortifications, and siege combat (make being in a town important). I wouldn't mind giving bonuses to your creatures and having them have posts to fill like in HOMM4 as well...

    - Unique heroes

    - Wide variety of creature choices / creature upgrades

    From HOMM 4

    - The caravan system, however with units only able to go to specific destinations, and without being able to explore or attack by themselves (though they should be able to defend) *** I like the earlier posters suggestion of having caravan destinations waypointable ***

    - Unique creature abilities

    - Thats all that was good in 4

    ;-P
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  6. #6
    Senior Member Val-Gaav's Avatar
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    From h3
    _ Ai
    _ The hero off battlefield !!!!!!!
    _ necromancy (vampires in h4 were too much)
    _ the whole combat system (combat sucked in h4 !!!)
    _Aligment and the whole basic idea of towns ... for example Rampart in h3 has a unique atmosphere while Preserve in h4 sucks ...


    From h4
    _fog of war
    _special abbilities for every castle . In h3 only Necromancer had necromancy . In h4 there were new skills for other castles : summoning, diplomacy , nobility , ressurection ... This was a very good idea
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  7. #7
    From H3
    2 words, Creature Feature!!!
    There are so many creatures mix and matches that you can have that the strategy seems limitless when placing the creatures!
    But I personally feel that the balance is not really there. Whoever gets the Archangels or Black Dragons will have too much of an unfair advantage...
    The diversity of the town is cool 2!

    From H4
    The magic system and spells, just love it!
    Also, the fact that the hero can be trained and fight on the field...
    Town bonus from the grail
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  8. #8
    From Heroes 3-
    The ability to purchase every creature structure. While picking between two options had its moments, there were many units that I would end up over another, like genies over nagas.
    Individual character abilities.

    From Heroes 4-
    Being able to have a hero fight in the battle
    The ability to have mutliple heroes in an army.
    (yeah, I know the above two are more than likely not going to be in the game, but I can dream.)
    The magic system. It just seemed to make more sense.
    And not having to upgrade your units.
    I haven't slept for 10 days...cause that'd be too long. -Mitch Hedberg

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  9. #9
    from h3:
    -non simultaneous attack system and/or resurrection spell (i was furious that some of my troops were always dying and i couldn't do anything about it...)
    -hero off the battlefield
    -creatures upgrades and their number...
    -magic system
    -special hero abilities

    from h4:
    -the ability of some troops to cast various spells!
    -caravans
    -well, let it be: fog of war but there should be some buildings like watchtower that can be controlled and that reveal some part of the map for good
    -necromancy, but i'd like to be able to turn the fallen creatures into skeletons whenever i wish...

    Esto, quod esse videns
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  10. #10
    I want Heroes to play the part they did in H2 and H3. As in they stand there, and confer skill bonuses to troops. They should not be able to attack. They weren't very balanced anyway, because they don't scale up to units in greater numbers.

    I like the idea of no unit upgrades, ala H4.

    Heroes should be required, to lead an army. No hero-less armies ala H4. One can split there stacks into infinite smaller stacks and just generally annoy people by reclaiming all the mines when someone takes them. It's impractical to hunt them all down, and it allows for infinite movement if you can place that many single stacks of units all over the place. Each one has their own movement, so you can move so many stacks each turn, it just becomes a pain to go after them all. Requiring a hero to lead an army reduces that.

    The magic system should work like H4, though H3's is ok too.

    The heroes should each be unique and have some unique skill like in H3 (the +350 gold per day heroes for instance were popular). That at least distinguishes them. The H4 heroes were all generic and lack personality.

    The way unit abilities are used in battle should be like in H4. In H3, a stack of angels could only cast resurrection once. So you needed to split your stacks in two if you wanted to use resurrection twice. The way it was done in H4 is better.

    I don't mind the idea of having to choose units each level in H4. Either way doesn't bother me.

    I don't want the fog of war. That works better in a RTS than it does a TBS. Scouting is not near as free in a TBS. If the game allows the zoomed in perspective of the screenshots, I don't even see how they can make fog of war possible. That only works in a birds eye view from above.

    I want attacking and retaliating to not be siumulataneous like it is in H4. That just causes too many casualties and makes ranged units even more desireable.

    Something else from H4 that I'd like them NOT to do is with the towns. Don't make the town's interior look dependent on the terrain it sits on. That just robs the town of its inherent character. Necropolis should always be in some dark, desolate wasteland, and the nature town should always be in bright lush green grass, and inferno should be on a fiery volcanic lands, etc... Making it vary based on its terrain makes it look generic and removes uniqueness.

    I'd like to be able to remove an unwanted skill. If you're given choices both of which suck, you're stuck with them.

    And I'd like Archangels to be the best unit in the game, ala H3. Or perhaps for there to be no such thing as a clear cut best unit. While AA's had the best stats, they did not have the highest HP. So maybe that is one way to balance it? No unit would have clear cut the best stats. If the Black Dragon is to be the king again, its speed should be very slow to balance it.

    Come to think of it, i'd be totally happy if they just gave us H3 and built on it, the same way H3 built on H2. H4 should be left as an abberation in the series. A few elements from it should be taken, but it should not be used as the benchmark to work with.
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