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Let’s come up with new “war machines.”Auto-translated
It would be possible to create ballistae with race-specific abilities. Or, instead of simply increasing attack power (which would require building a special structure), they could have alternative upgrades, for example: for demons, it could improve or add a fire ball ability; for Haven, it could add a stunning effect (the unit loses initiative for one turn, reducing it by 5); for Necropolis, it could reduce the attack power of the target by 1 with each shot, but the unit's attack power would always remain at a minimum of 1; for Academy, after each shot, the ballista would increase the mage's magic damage by 2; for Dungeon, it could reduce the target's defense by 1; for Sylvan, it could entangle the target with roots for 1 turn.
Plus, with each skill upgrade, the effectiveness of the ballista and its abilities would also improve.
If there are new machines, then new heroes and new skills and abilities will have to be created.
You can give the dwarves cannons! After all, dwarves are smart everywhere, and they were the first to discover gunpowder in Warcraft 3! Imagine a huge siege cannon instead of a catapult! Awesome!
It's cool and all, but it seems to me that they didn't really explore the gunpowder aspect in Heroes. Honestly, I don't like it when they introduce gunpowder or something similar into a fantasy world, and then it turns out that it's a world after a nuclear catastrophe – that's awful. Gnomes don't need gunpowder.
Step aside from the way of a better man than you So you fall at his feet hes the one who betrays you Its the servants devotion for the decay Stand up
Dwarves really don't need cannons with gunpowder. Look at the gremlins; they shoot without gunpowder. And ballistas would really be useful for each race, with different abilities for each race.
Instead of new machines or improvements to old ones, you could introduce a loader, a medic, an armorer, and an engineer into the game, in addition to the machines, corresponding to the ballista, the tent, the cart, and the catapult (as well as the Towers). They could be hired either in the forge or in special buildings. Each Faction has its own appearance for these specialists. You can have either one or several specialists at a time. All four have their own separate turn, defense, health, initiative of 10, and special skills, and also allow the hero to control machines of their type if he is not able to do so due to a lack of the necessary skills (except for the cart).
Loader:
-Give the ballista +X to initiative for the next few turns.
-Kill one creature in one friendly stack and "charge" it into the ballista. At the same time, the next shot of the ballista will deal X more damage (where X is the amount of health of the "charged" creature) and will have features depending on the creature (if you charge an assassin, the shot will poison the target, etc.).
Medic:
-If the hero's tent cannot resurrect creatures, it gives it this ability (permanently while the medic is alive).
-Give the tent +X to initiative for the next few turns.
-Kill several creatures in one friendly stack for X health units, while resurrecting X health units in another friendly stack (X depends on the hero's level and his corresponding skills and abilities).
Armorer:
-Like the hero, attack any enemy stack on the battlefield, with a strength twice as low as the hero would attack with.
-Move a friendly stack capable of shooting closer on the line (scale).
Engineer:
-Give the catapult an additional shot for the next turn with a separate target.
-Weaken the next shot of the catapult by X times, while injuring all creatures standing within a radius of Y cells from the wall into which the catapult fired, with the strength of the chosen Chaos magic spell in the hero's spellbook, while taking the necessary number of spell points from him.
-Enchant the next shot of one of the Towers with a chosen Dark magic spell, taking the necessary number of spell points from the hero.
-Give all Towers +X% damage to the next shot.
Okay, here's the translation:
New siege weapon ammunition: oil (deals fire damage to units), plague pots (deals additional poison damage).
Sheiroballista - attacks in an area around the target with arrows (can be upgraded for a lot of money only in a neutral forge).
New ammunition for the ballista - incendiary charge - deals additional fire damage.
Magnonel - a siege weapon that fires a cluster of small stones in an area, can target units.
Trebuchet - an upgraded catapult, can only be upgraded in a neutral forge.
Fascines (bundles of wood) - an item purchased in a forge; when any unit approaches a wall, it gains the ability to cross the moat without any problems.
Bridge - an improved version of fascines for a wider moat (there should be one).
Ladder - can be placed against a wall, allowing units to climb over it.
Battering ram - heavily damages gates, but is slow.
Siege tower - can be placed against a wall, allowing units to climb over it; provides additional armor to those behind it.
Mantlet - a shield that absorbs attacks intended for the units behind it.
How do you like this combat unit: "Crystal Ball" -adds +20 to mana for all creatures -spell power +2 -it has 150 (250, 500) charges -it also allows all mages to cast a fire magic spell on the attacked unit during a normal attack.
How about this kind of combat unit: "Crystal Ball" -it also gives all mages the ability to cast a fire magic spell on the attacked unit during a normal attack.
The question is, how do you envision this? Archliches attack with Cloud of Death and Fireball... And considering that everyone has a different number of mages, I wouldn't want the Academy - their archmages of level 4 - to cast Fireball during a normal attack...
The question is, how do you envision this? Archliches attack with Death Cloud and Fireball... And considering that everyone has a different number of mages, I wouldn't want the Academy – their 4th-level archmages – to cast Fireball during a normal attack...
Then, let's make an adjustment: spells of levels 1 and 2 are cast. Another adjustment: spell damage only occurs when the mage fights in melee. We can also create a hero skill in "Machine Management": "Magical Madness" - if the hero has a crystal ball, the mana cost for casting spells is randomly reduced by 25-50%. In addition, each creature recovers 10% of its mana reserve each turn (the hero recovers 5% of mana).