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Julyanna, are you feeling sorry for them? It would be better to move such topics to the "off-topic" section, otherwise they just become a way to increase post count.
(You can address me informally). We've already come up with many factions. In general, the faction itself is okay, but it needs adjustments to the monsters, because the monsters aren't very interesting.
Discussions about a new “Water” race have been held many times, with different variations of these races… I suggest checking out the New Ideas section where everyone posts their newly invented races for review.
I'm for cats))) A cat castle) Lots of cats, and each with 9 lives))
Kitsune - so think about a race like the Khajiit, or whatever else they could be called... all that's needed is the right approach to details, balance, and realism... By the way, Shevriel - how do you imagine an octopus, and even a "Kraken," fighting on land - where all the battles take place - even on a ship, how would it move? From a realism standpoint, it's impossible - on land, an octopus would be like a jellyfish - it wouldn't even be able to move and would simply die soon:cool:
1) I agree with Alex and Major's comments. They are valid points. By the way, if the topic is to be moved, it should be moved to "New Ideas" because that's where all this is done.
2) I don't think it's necessary to delete it or move it to the "Off-Topic" section because... this is a more global issue, and if we discuss it here, we might end up going off-topic.
3) Shevriel, balance the units. As was rightly pointed out, the alt-upgrade for level 1 and the upgrade for level 4 are too strong; give them something less fantastic instead.
4) Levels 6 and 7 are quite strange. Even if you reduce the ability of level 6, bringing the kraken onto land is not a good idea.
5) Nevertheless, well done for coming up with this!
As for aquatic factions in general, the emergence of such ideas is natural, and I believe that something similar has already occurred to the developers. The problem lies in the fact that it poses a threat (see "New Ideas") and requires a third level of the map, which is not feasible in many aspects.
So, a castle with elementals (I know they're from Heroes of Might and Magic III) is realistic, but cats aren't? I wouldn't fight against them, though... it's a pity.
So, a castle with elementals (I know they're from the third game) is realistic, but cats aren't? I wouldn't mind fighting them, though... it's a shame.
I'm actually for cats - elementals aren't intelligent enough to be a race in the fifth game... And why shouldn't mystical Asghan be home not only to elves, dwarves, humans, demons, and orcs, but also to other races - Khajiit, Argonians, Troglodytes (Nihon), and even mermaids...? You can come up with a lot - but if the standards of Oblivion include these species, why shouldn't Heroes include them too...?
Kitsune - take the flag, put your imagination to work, and go write and create!;)
Cats are awesome too! There are many options, of course, but for the expansion (if our prayers are answered), they will still choose only one.
Now about the units. The idea of a poisonous Margol is indeed from Warcraft. If we make its damage 1 per Margol creature, it will be like an upgrade to damage, which is often found in Heroes 5, the only difference being that it lasts for several turns. Next, if the Kraken is unrealistic, I will remove the Kraken. Then, I will put Sea Elementals on the 4th level in the castle. We can even give them a special ability - a sea storm. The Hero, whose army includes these creatures, gains the ability, in map exploration mode, to cast a spell that pushes the enemy ship away, depending on the level of Chaos magic. I just need advice: would it be better if it worked across the entire map or only within a certain number of cells from the Hero? It is used as follows: if a large enemy army catches up at sea, it pushes them further away from you, and if a Hero with a small army is in a water castle, the storm pushes the enemy away from the shore.
Regarding the units, according to the general opinion, they will be as follows:
Level 1 - Margol
Level 2 - Triton
Level 3 - Undine
Level 4 - Pirate
Level 5 - Sea Elemental
Level 6 - Ichthyander
Level 7 - Sea Monster
As for the Siren's skills, it is indeed very weak damage, hitting all enemy monsters, the whole point is in accumulating the number of Sirens, which over time can overwhelm even a strong enemy army with their numbers.
And finally, the maps with the water castle will be predominantly sea-based, so I think the upgrade of the Pirate to a Sea Wolf is very successful. Thank you for the comments and suggestions.
Added 10 minutes ago
Again, a mistake, I wrote that the Elementals are level 4, but I made them level 5, but never mind, my own hand is the master...
The whole point here is to have a unit that is an elemental and the strongest, and also to be able to summon it. Additionally, there should be an option to cast a spell to summon sea elementals, but only for this castle, and a hero should be created – let's call him Sarrus for now – whose specialization will be +1 to the defense and attack of these monsters, plus for every 3 levels, he gains 1 unit of magic power for the spell to summon them, and the hero starts with this spell.