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Hello,
To be honest, I'll admit right away – I'm not a programmer, and not even an active Heroes player. I'm just a chess player who is interested in looking at the "chess" side of Heroes, at the battle of strategies.
Therefore, I want to share ideas for two cities that came to mind, and I would be interested if someone decided to implement them. Well, and it seems to me that they will bring new strategies, and, accordingly, I would like to see the game with these cities and against them.
The first of these cities is the Cult. It is quite well developed, but I probably shouldn't post a bunch of numbers yet; I'll post the idea, and the balance – well, if there is interest, I'll add specifics.
So: the idea of the city is based on adding the property "Ritual", similar to "necromancy", but allowing you to "summon" / "resurrect" creatures of this level of high levels:
at the basic level – resurrects 5% of the creatures defeated in battle of level 5 or higher, turning them into level 5 of this city. But not less than 1;
at the advanced level – resurrects 10% of the defeated creatures of level 6 or higher, turning them into level 6 of this city. And 10% of level 5 creatures – into level 5 of this city. In all cases – not less than 1;
at the expert level – resurrects 15% of the defeated creatures of level 7 or higher, turning them into level 7 of this city. Also, 15% of level 6 are transformed into level 6 creatures of this city, and 15% of level 5 – into level 5. In all cases – not less than 1.
The balance is based on the fact that, although the "ritual" will allow summoning creatures of a high level right away, but this is balanced by the fact that:
1. creatures are summoned from creatures of the same level – or higher. That is, it will not be possible to "crit" / "ritual" every time;
2. at the same time, creatures of level 5 and higher still need to be defeated;
3. at the same time, level 5 creatures of the city are planned to be "transitional" – powerful, but slow. Accordingly, they may even be disbanded. But level 6, yes, is playable;
4. well, and since there will probably be few creatures of high levels in general – in itself, this property will give an increase in strength, but comparable, for example, to obtaining "ducks".
LORE: I didn't think much about it, but it implies an "archetypal" cult – basic – levels 1-3 – creatures that are "positive" and "do not know what they are doing", level 4 – cultists; their morale does not decrease from the presence of the undead; well, and 5-7 – actually the undead.
Also, for level 7, a 2nd upgrade is planned, but it requires the Grail.
The second castle, the Hive, is much less developed, and the idea came to me the other day. And the essence is mainly in this idea: to make a castle in which there will be a common property that higher levels can always give to lower levels – and vice versa.
So far, the following options have come to mind:
higher to lower: they give a turn. That is, when the turn comes, let's say, level 5 creatures of this castle, you can hover the cursor over a creature, let's say, level 2, click – and this creature of level 2 will move. I understand that this property may turn out to be very powerful under certain conditions, and if it is taken as a basis, then it should be limited, for example, by the possibility of applying it once per round.
lower to higher: they give life: that is, when the turn comes, let's say, level 4 creatures – you can hover the cursor over level 7 creatures; and level 4 will take away – from the stack, that is, with the killing of part or all of the creatures in the stack – a certain number of hit points; and level 7 creatures will restore health and – if there are enough hit points of level 4 creatures – some of the dead creatures in the stack.
Well, and a couple of examples of creatures for this castle:
arachnid: when moving, they leave behind, on several (from 1 to 3, randomly, depending on the distance traveled) hexes, "cobwebs"; it is visible to the arachnid's owner, but not to the opponent. Creatures of this castle pass through the cobweb freely; a creature of the opponent that gets into it stops and loses 50% of its defense until the next round;
parasite: fast, weak and not giving a retaliatory strike. But the first creature it attacks in battle ceases to perceive the parasite as an enemy: this means that it itself cannot attack it, and when the parasite is attacked, it itself strikes back – melee or ranged, if possible. Again, this property may turn out to be strong, and if it is adopted, it must be properly balanced.
To be honest, I'll admit right away – I'm not a programmer, and not even an active Heroes player. I'm just a chess player who is interested in looking at the "chess" side of Heroes, at the battle of strategies.
Therefore, I want to share ideas for two cities that came to mind, and I would be interested if someone decided to implement them. Well, and it seems to me that they will bring new strategies, and, accordingly, I would like to see the game with these cities and against them.
The first of these cities is the Cult. It is quite well developed, but I probably shouldn't post a bunch of numbers yet; I'll post the idea, and the balance – well, if there is interest, I'll add specifics.
So: the idea of the city is based on adding the property "Ritual", similar to "necromancy", but allowing you to "summon" / "resurrect" creatures of this level of high levels:
at the basic level – resurrects 5% of the creatures defeated in battle of level 5 or higher, turning them into level 5 of this city. But not less than 1;
at the advanced level – resurrects 10% of the defeated creatures of level 6 or higher, turning them into level 6 of this city. And 10% of level 5 creatures – into level 5 of this city. In all cases – not less than 1;
at the expert level – resurrects 15% of the defeated creatures of level 7 or higher, turning them into level 7 of this city. Also, 15% of level 6 are transformed into level 6 creatures of this city, and 15% of level 5 – into level 5. In all cases – not less than 1.
The balance is based on the fact that, although the "ritual" will allow summoning creatures of a high level right away, but this is balanced by the fact that:
1. creatures are summoned from creatures of the same level – or higher. That is, it will not be possible to "crit" / "ritual" every time;
2. at the same time, creatures of level 5 and higher still need to be defeated;
3. at the same time, level 5 creatures of the city are planned to be "transitional" – powerful, but slow. Accordingly, they may even be disbanded. But level 6, yes, is playable;
4. well, and since there will probably be few creatures of high levels in general – in itself, this property will give an increase in strength, but comparable, for example, to obtaining "ducks".
LORE: I didn't think much about it, but it implies an "archetypal" cult – basic – levels 1-3 – creatures that are "positive" and "do not know what they are doing", level 4 – cultists; their morale does not decrease from the presence of the undead; well, and 5-7 – actually the undead.
Also, for level 7, a 2nd upgrade is planned, but it requires the Grail.
The second castle, the Hive, is much less developed, and the idea came to me the other day. And the essence is mainly in this idea: to make a castle in which there will be a common property that higher levels can always give to lower levels – and vice versa.
So far, the following options have come to mind:
higher to lower: they give a turn. That is, when the turn comes, let's say, level 5 creatures of this castle, you can hover the cursor over a creature, let's say, level 2, click – and this creature of level 2 will move. I understand that this property may turn out to be very powerful under certain conditions, and if it is taken as a basis, then it should be limited, for example, by the possibility of applying it once per round.
lower to higher: they give life: that is, when the turn comes, let's say, level 4 creatures – you can hover the cursor over level 7 creatures; and level 4 will take away – from the stack, that is, with the killing of part or all of the creatures in the stack – a certain number of hit points; and level 7 creatures will restore health and – if there are enough hit points of level 4 creatures – some of the dead creatures in the stack.
Well, and a couple of examples of creatures for this castle:
arachnid: when moving, they leave behind, on several (from 1 to 3, randomly, depending on the distance traveled) hexes, "cobwebs"; it is visible to the arachnid's owner, but not to the opponent. Creatures of this castle pass through the cobweb freely; a creature of the opponent that gets into it stops and loses 50% of its defense until the next round;
parasite: fast, weak and not giving a retaliatory strike. But the first creature it attacks in battle ceases to perceive the parasite as an enemy: this means that it itself cannot attack it, and when the parasite is attacked, it itself strikes back – melee or ranged, if possible. Again, this property may turn out to be strong, and if it is adopted, it must be properly balanced.