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Posts from Heroes 6 - Discussion

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#463
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The most important thing that should be added to the new heroes (to increase interest in the game) is bosses. For example, you're playing as Haven, you have a great army, and there are "bosses" that you can only hire one of, and you can also level them up, giving them experience and skills just like you do with your hero. That would be awesome. And their enemies would be 4 witches of different types and colors, who would be practically invincible. Then, players would be more interested in the heroes, instead of just mindlessly farming an army and defeating another army that is also mindlessly farming. 89% of players have a fully upgraded army and don't separate their units; that is, if they hire 7 creatures, they keep them all together. The other 11% of players who are masters of the game probably have 3 squads of scouts instead of 1 (to poison 3 enemies at once) or 3 squads of inquisitors to buff more. We need to add more races and not just the typical trolls and orcs, but, for example, a Blood faction or a Dream Mist faction, and monsters from other worlds. More magic... magic... And I think we need to add 4 alternate upgrades for warriors, and the first type of warrior should be stronger than the others (so that they are hired). And the 5th type of upgrade should be bosses; you can only hire one of each, but they will be very strong. 10 dragons = 1 dragon boss, 1000 gremlins = 1 gremlin boss. So, you can hire 10 gremlin bosses, which would be much stronger than 10,000 gremlins. You could also have the bosses in the back and the regular units in the front, and make the battle map bigger. Create other worlds and more mysterious castles and units.
In reply to Thundax
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#466
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Ergon

6-7 castles with one upgrade each, but well-thought-out, is the optimal number. It's not necessarily true that the game is more interesting with 200 types of armies than with 100, or even 50.
For some reason, it's believed that more is better.

In my opinion, don't take this as an advertisement for the second game, but the smartest upgrades were in it. There wasn't this idiocy that appeared later – the habit of making each upgrade mandatory, or even an alternative. Unicorns/battle unicorns, hydra-super hydra, etc. It's obvious that it's just made up... Not to mention the Santa-gremlins in some version – it's simply a degradation of the unit upgrade system. And what the guys from Voga did with the 7th level is beyond comprehension. There's a trend that quality is simply being replaced by quantity.:smile32:
Heroes II-III :smile54:
Элементально, Ватсон...
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#468
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There is a suggestion that the same team that worked on Dark Messiah will be developing Heroes VI. Details can be found here. The picture shows the supposed producer wearing a "Heroes 6" t-shirt.
In reply to Ty3o-ny3o
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#471
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Ty3o-ny3o
For some reason, it's believed that more is better.

In my opinion, don't take this as an advertisement for the second game, but the smartest upgrades were in it. There wasn't this idiocy that appeared later – the habit of making every upgrade mandatory, or even an alternate one. Unicorns/battle unicorns, hydra-super hydra, etc. It's obvious that it's just made up... Not to mention the Santa-gremlins in some version – it's simply a degradation of the entire unit upgrade system. And what the guys from Voga did with the 7th level goes beyond comprehension. There's a trend that quality is simply being replaced by quantity.:smile32:

Correct. I think upgrading all creatures indiscriminately doesn't look very good.

Added 4 minutes later
I have a question: why didn't they release a third add-on with a swamp theme? Where can I find information and screenshots about this add-on?
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#473
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It’s fine even without upgrades; I wouldn’t be too upset.

I was thinking about garrisons. In previous installments, they were almost empty and not really needed. It would be interesting to add the ability to upgrade them. For example, you enter a garrison and improve it by spending a certain amount, and depending on the garrison level (the number of levels would depend on the number of upgrades), a certain army would appear each week (it wouldn’t be possible to take it out of the garrison), and the defense would be strengthened.
What do you think about this?
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#476
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You could implement a system similar to the staves in the third installment of the *Heroes* series. In the third game, placing a staff creates a guardian that gains experience daily, gradually improving. It has three levels. Capturing a garrison generates an army there. I think 285 power points per day for each slot is reasonable (if, for example, a black dragon costs 2000, and a peasant costs 75). You could also implement mines in the garrison, but they would be weaker, generating 150 power points per day. Power points are analogous to leadership points in *King's Bounty*. The first slot generates a level 1 creature, the second slot generates a level 2 creature, and so on up to level 7. If you ignore upgrades, that's fine. If you include upgrades, the question is how to implement them, especially with a system of alternate upgrades like in *Heroes 5*.
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#477
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Yes, that would work too. It would also be interesting to have something related to mines, so that various creatures wouldn't just snatch them up. You could also come up with a system to upgrade mines to levels 3-4, where you pay a certain amount, and the mine produces 2 crystals or sulfur. Upgrade it again, and it produces 3. There would be fewer mines on the map.
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#479
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Yeah, that's true, but you can still remember the classic fifth game – the final battle with the lord using four heroes. ;)
By the way, we can also remember the campaigns from Armageddon's Blade, about the dragon slayer. It seems like it's even more interesting with some RPG elements. So, let's have Lazurians and Fairies in the sixth part!:smile12:

За всем следят машины благодати и любви.
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#480
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In cooperative games, I think having bosses is perfectly justified. It can significantly increase interest in the game; why limit it to pure strategy?
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#482
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What I didn't like about Heroes of Might and Magic V was that you couldn't kill the enemy hero in battle or prevent him from taking his turn. It's annoying (especially when defending a castle). You're left with a few creatures, and he has a few too. The towers are intact, and the gates haven't been broken. He only has walking units. You stand there, the towers fire, so there's a chance to save the castle. But no, his boss uses all his magic and destroys the remnants of my army (mainly, his boss is powerful and attacks, destroying 8 level 1 units, 6 level 2 units, etc.). And there's no way to take him down. In Heroes of Might and Magic III, there's at least a better chance of saving the castle. There, even after spending all his magic, the boss can't do much, and the towers fire more powerfully. They could have made it so that in Heroes of Might and Magic VI, towers could be upgraded, and they would fire more powerfully depending on the level of the hero in the castle.
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#483
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It would be better to allow archers in the castle to be sent to the walls and towers, so that they could shoot without any penalties.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"
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#484
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It seems like something similar existed in castles and fortresses in Might and Magic IV.
In reply to Центавр
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#485
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Centaur
It would be better to allow archers in the castle to be sent to the walls and towers, so that they could shoot without penalty.


Yes, and what if there are few or no archers? Let the towers shoot stronger!
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#486
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Yes, and if there are few or no archers. Let the towers shoot stronger!
then you're out of luck; the towers will still shoot. Archers are just a bonus.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"