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Heroes 6 - Discussion

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#108
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Here's how I envision the Sixth installment:
Gameplay - based on Heroes 2, but with significant differences. However, the changes should be gradual, introduced through expansions, as in Heroes 5, while also bringing the game closer to Heroes 4. Factions should be like those in Heroes 2, 5, or 4 (but not the unbalanced and absurd factions from Heroes 3 – from a gameplay perspective, Heroes 3 is the most tedious of the series; in Heroes 4, you can at least create role-playing, non-linear maps, while in Heroes 3, it's just with Wog, but that's a mod). So, there should be a few factions, but they should be radically different (not 2-4 templates, as in Heroes 3).
Graphics - Definitely not like Heroes 3 or 4. The graphics in Heroes 5 simply lacked a heroic feel. The graphics should be similar to Heroes 2 – not great, but captivating... the atmosphere... but not the gray landscapes from parts 3 and 4, which make you think about numbers rather than the world.
Characters and Story - like in Heroes 2. The plot doesn't have to be very complex, but Arch is great; it would be good to take some elements from Might and Magic with the Draconic races (if we return to the world of the previous games). Characters should be like those in Might and Magic and Heroes 2.
Music - to complement the atmosphere, and selected as precisely as in the previous installments.
Editor - perhaps it was one of the best in Heroes 4; it would be good to have something complex like Toolset or something simple but with additional options for those who want to delve deeper into creating role-playing maps.