Posts from Heroes 6 - Discussion
Here's the story of Askhan.
Since he decided to start developing online games, which bring in more money than Heroes. That's it.
I want Heroes 6 to...
Oh yeah, and of course, more buildings and units!!! Twenty-five types of units in each Castle!!!
As for me, I don't know what else I would want, maybe just some improvements to make the game more convenient, so that the computer doesn't take a minute to make its move. To be honest, I'm not really looking forward to the release of the 6th installment yet; I still need to play the 5th one more.
P.S. The story of Ashan is quite interesting, by the way. Vortex is right, although there are some inconsistencies with the Russian localization - for example, Kha-Beleth in the story is Ka-Belet, and Erish is Hresh. So, it's hard to tell which is correct.
I read it back in the day. It's quite a good read, especially if you're generally interested in the game's plot.

За всем следят машины благодати и любви.
8-11 factions
3 map sizes
At least 200 creatures
More neutrals
3 creature upgrades instead of 2, as before
5 hero upgrades instead of 3, as before
More heroes, skills, etc.
Added 8 minutes later
No, I don't think we need 10 creatures... well, although in principle, we could have 8. I just didn't really like the third upgrades =/ And here's another idea: what if we introduce a system of experience for units, but not for the commander! I think it's a great idea. For example, after going through several battles, warriors could gain new skills (e.g., arrows become poisoned, etc.), which would make it much more interesting.
It's not quite clear how to do this, because it's about the number of units, not the number of lives (like in Disciples). For example, if you train swordsmen, how do you then take untrained ones from the castle into your army? Or, if they're trained, and out of 100, only 10 are left, what's the point of having those 10 trained ones? Or, if each has their own experience line, how do you combine them?
Just like in Woge, the experience will be divided proportionally among the units.

За всем следят машины благодати и любви.
Клан "Вершители Асхана" - "Masters of Ashan"
Yeah, it calculates the average proportional value. So, if you add 10 swordsmen with 15k experience to 100 swordsmen with 2k experience (for example), the result will be (15k*10 + 2k*100)/110 = 3181 experience for the new unit. In general, it's quite simple. If this system is further developed and properly implemented, it could be very useful.
Let's say it works like that. How do you combine improved and unimproved units?
Added 1 minute ago
I'm in favor of bringing back azure and similar units.
I remember the Kings. In the lore, dragons were too strong – as a result, at the end of the game, players' armies consisted of only dragons. In Tribes of the East, this was corrected by slightly improving the stats of the creatures and adding new abilities, resulting in a less obvious choice – whether it's better to take dragons with their 700-800 health and 100-120 attack, or creatures with much more modest stats but possessing much more outstanding abilities. And the fans were grateful, as they were tired of dragon armies.
In the third game, we had a similar situation to that in the Kings. The only limiting factor in Heroes is the creature growth rate. And here, you need to be much more careful with the stats.
Another problem with incorporating mega-neutrals is the world's history itself. Azure dragons simply don't fit into it.
By the way, the fans' position on this is ambiguous. While some dream of the return of azure dragons, others say: "The black dragon should be the most fearsome unit."
And it all started with this. In the first part, there was a Dragon. Just a Dragon. Without any black, green, or red. In the second game, upgrades first appeared. Now there was a green dragon, which upgraded to a red one, which, in turn, upgraded to a black one. The necromancers also had their own dragon – a bone dragon. Then, in the third game, the green dragon went to the elves and upgraded to a golden one. Then there was the Blade of Armageddon, which gave us all this variety. In the fourth game, there were 3 dragons – a magic dragon, a black dragon, and a bone dragon. Then, we were given, believe it or not, Mega Dragons.
Initially, the fifth game was supposed to return to the ideals of the second game. Dragons should have been only in the Dungeon and Necropolis, but then they decided to make phoenixes neutral, removing them from the elves' castle, and instead, as in the third game, they made green ones, which in the beta upgraded to golden ones, and in the original – to emerald ones. Then, the dwarves were added with their fire dragons. Then came "Tribes of the East," which added alternate upgrades. Next, there was supposed to be a third add-on with a Naga castle, which could also have dragons, designed in an eastern style. At least, in the sketches, their figures are present, integrated into the architecture of the castle.
Initially, in King's Bounty, there was only one dragon. And having an army consisting solely of dragons for complete victory was impossible, at least for the final battle, as there simply weren't enough of them. In the first game, dragons were also rare, only appearing in occasional scenarios like Dragon Pass.
It's unclear why the azure dragon doesn't fit in, while the fire dragon does. And is a cyclops that throws creatures around also historically accurate? Explain that from a physics perspective. They'll come up with something and incorporate it into the lore. It would be better if they just didn't invent anything.
6-7 castles with one well-thought-out upgrade each is the optimal number. It's not necessarily true that a game is more interesting with 200 different types of units than one with 100, or even 50.
from a physics perspective, explain this
Please explain to me how skeletons can move without muscles? And don't say that they are controlled by magic; that's nonsense. In fact, your magic is not explainable at all :p
