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Posts from What would you add to Heroes? (creative ideas only!)

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In reply to M4s
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#77
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I would suggest adding the Swamp Castle after the Orc Castle! I have outlined my thoughts in the thread "How many factions are best?". Those interested can take a look!
P.S. I'm not suggesting a silly Swamp faction like in M4. I have ideas for normal creatures and a normal castle!:)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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#78
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it's not a swamp, it's insects)))
it's not very interesting without humanoids.

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#79
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Damn, what kind of Castle is this – a swamp?
If there’s a swamp castle, let’s make: a lawn, a forest, a meadow, a river, a sea, an island, etc.

But in general, on the topic:
I would add MANY factions, MANY artifacts, MANY spells, MANY heroes, MANY neutral creatures to Heroes.
Because even 8 factions (which seems like a lot – diversity) quickly become boring.
Very.
At least for me.
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#80
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In Heroes of Might and Magic III, there was a race called Swamp (Fortress).

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#82
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Dear Inquisitor, I understand that the moderator is always right, and if he is wrong, refer to the first point. However, a question arose: was the writing there any more indecent than the half-naked girls from the Dark Elf Castle? It was just a joke, nothing more. I have taken your wishes into account. Thank you.
In reply to Arandor
#83
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Arandor;101068
In Heroes 3, there was a race called Swamp (Fortress) =)

And I don't know =)
I didn't even suspect that there was a Fortress in the third game *sarcasm*
:)
And it's good that there is no such race in the fifth part.
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#84
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The only thing I would like to add is that heroes of the same faction should have different development paths (2 or maybe 3) – differing in the probability of skill and attribute drops, so that you could choose a hero depending on the development strategy (a greater emphasis on magic or combat attributes; defense or attack, for example).
In reply to Игрок
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#85
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Player;101136
The only thing I would like to add is that heroes of the same faction should have different development paths (2 or maybe 3) - a difference in the probability of skill and attribute drops, so that you can choose a hero depending on the development strategy (a greater emphasis on magic or combat characteristics; defense or attack, for example).

In Heroes of Might and Magic III, it's roughly the same:), with a development focus in three directions (mage, warrior, and battle mage).
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#86
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Well, yes. But there isn't any of that in the fifth game...
In reply to Игрок
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#87
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Player;101136
The only thing I would like to add is that heroes of the same race should have different development paths (2 or maybe 3) – a difference in the probability of skills and characteristics appearing, so that you can choose a hero depending on the development strategy (a greater emphasis on magic or combat characteristics; defense or attack, for example).
This is from the Nival forum.
CruelDwarf
I am strongly against it – this will not increase the number of tactics, but simply reduce all races to one template – as it was in the third game. Now, in Heroes 5, each faction has its own hero and its own gameplay scheme.
Mandor(FIS)
For the fifth Heroes game and its skill trees, this would be superfluous! In principle, even now, when choosing which hero to play, you look at his starting skills! And in principle, you can conditionally divide them into mages and warriors! For example, if you take Razazak, you will most likely end up with a kind of warrior-mage, and if you take Orun, you will get a pure mage! For me, this seems more interesting than it was in the third game.
...Mr. Zero...
No need. As mentioned above, individuality is lost. How will a warrior academic differ from, say, a warrior warlock? It might have been a useful feature in the third game. But it is not for the fifth game. There is no need to drag anything into the fifth game. Otherwise (further follows IMHO) it will become a mess like Heroes of Might and Magic Online.
Phoenix 1973
I am against dividing the heroes of each race initially into Warriors and Mages; such a game already exists, it's called Heroes of Might and Magic 3. The fifth game has its own unique features. What I would like to see is more pronounced individual specializations. It is especially important to improve the heroes that no one is leveling up now, such as Faizel, Irbet, Alastor, and Freya.
Idot
The only game in the series where the Warrior was useful was the Barbarian hero with immortality potions from Heroes IV. In all other games in the series, the Warrior was turned into a Mage.
VorteX
IMHO, it's not needed.
And so on, and so forth. :)
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In reply to Vlad
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#88
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You could add giant spiders, poisonous ones, that trap enemies in webs like Ents. You could also add more gunners, who are completely useless in melee combat, but shoot powerfully, albeit not very accurately.
In reply to Vlad
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#89
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Well, for example, you could make it so that monsters don't have just 2 upgrade levels, but many, like in Master of Magic – novices, regulars, veterans, elites, etc., so that they also gain experience.

Added 20 minutes later
You could also create a new race – werebeasts. That is, all sorts of ratlings, wolfmen, bear people, etc. That is, they are like living people (not undead). But when they go into battle, they do something like a gatling gun – they wait for a while and transform into the corresponding animals, which are very strong and ferocious, and their rage increases with each turn, but if they fight in animal form, they become more and more savage with each turn and with increasing probability they will lose control, that is, they will attack their own, just run around the battlefield, etc. To somehow control them, you need to upgrade the corresponding abilities or cast the corresponding spells. But they can also fight just as people, but in this case, they are not very strong. The hero has an ability that is something like necromancy – lycanthropy, that is, you can turn people or elves or mages into werebeasts.

Added 6 minutes later
You can also add to morale that it increases or decreases depending on success on the battlefield. So that there is not only courage, but also cowardice, that is, some nasty cowards simply flee from the tactical map to the reserve or just nowhere. Or surrender to the obvious winner, so that after the battle they end up in his squad. Heroes can be captured, and the experience for them is not simply 1500 for all, but depending on their level and upgraded abilities. That is, defeating a strong hero is always honorable, and not just a novice of level 1-2. You can also make it so that, depending on the player's alignment, there are such possibilities – generously release the prisoner (and you will get some kind of bonus for it), but the opponent may immediately hire him in the tavern and it starts all over again. And an evil player, on the contrary, can sacrifice the prisoner, in which case he will disappear forever from this map and all taverns, and the one who sacrificed him will also get something. You can introduce the concept of city population, as in Civilization or Age of Wonders, and it would also grow from turn to turn, and the city's parameters would improve, and there would be more monsters, and more money, and more resources. And if the city is captured, the enemy can massacre it, destroy it, or completely eliminate it. Maybe it's worth making something like Settlers and letting cities multiply. Another option is to add oceanic races. There are many other things that can be invented!
Nam displosa sonat quantum Vesica pepedi
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#90
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Hmm, perhaps you should post this in the new ideas section: /forum/section/64/

Regarding the werewolf race, I don't think they would be too monotonous; it would be better to make them an addition to some castle or as neutral creatures. Also, they could have the ability to bite and transform enemy humanoids into werewolves during a full moon.
In reply to Saruman
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#91
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Or, here's another option: if creatures increase their attack/defense/damage depending on the hero's level, why not make it so that casters also gain more spell power/mana?

Added after 56 seconds
Saruman;102092

Regarding the werewolf race, I don't think they would be too monotonous. It would be better to make them an addition to some castle or as neutral creatures, and also give them the ability to bite and transform humanoid enemies into werewolves during a full moon.

Well, are they monotonous? Aren't demons monotonous? Aren't the undead monotonous?
Nam displosa sonat quantum Vesica pepedi
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#92
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The Infernos have demons, horses, and succubi...
The Necropolis has zombies, skeletons, etc.
And this faction will just have different types of people, who can transform into animals... Take a look in the "New Ideas" section; there are much more representative races there...

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