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EACH RACE SHOULD HAVE ITS OWN UNIQUE UNIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!(regarding its weaknesses!)
Now you're talking! This is exactly what's needed to achieve balance!
[Есть дары, которые нельзя принимать, если ты не в состоянии ответить... чем-то, столь же ценным] :smile16: :smile16: :smile16: :smile16: :smile16:
LֆK(шут)Statistics
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Great idea! First, Orcs could have a ram, Gnomes could have a fire siphon, and Elves could have healing fairies near their tents. Undead could have corpse carriers that provide additional troops. Humans could have siege towers. Mages could have some kind of aerial barrage against walls. Demons could have living fire of destruction, and Dark spells could attack walls, for example, with a rain of meteors.
Не геройStatistics
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tanks are not needed in fact, if we consider medieval technology, then in Heroes, defensive siege weapons are not represented during castle sieges: siege towers, battering rams, shields behind which the besiegers hide, and tools for digging tunnels under walls and moats.
It would be better if the bombers flew and shot arrows tied together.:smile47: :smile34: :smile26:
This is nonsense. We need something unique, but within reasonable limits. Okay, let's think... what about a shield? For example, Elves could have roots, Necropolis could have bones, Inferno could have fire, Fortress could have a metallic shield, and for the Conflux, we could use stones.
For the Stronghold, you could have something related to their ancestors or ancestral spirits (like in Warcraft 3).
Варвары рулят!!
atlant108Statistics
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I don't think it's worth adding new war machines; it's much simpler to modify the ones that already exist. Please note that in the 5th version, the "War Machines" skill is not a priority, and moreover, it is rarely developed, with players preferring to focus on developing luck, attack, defense, magic, etc. This skill has essentially been made weak and unnecessary compared to the others.
Question: Can it be strengthened in a way that makes it interesting to develop?
As an example, I would like to suggest my version of strengthening the skill:
Basic War Machine Control: basic characteristics + 1 unit to health for all units, + 1 unit to attack, + 1% to initiative.
Advanced War Machine Control: basic characteristics + 2 units to health for all units, + 1 unit to attack, + 1 unit to defense, + 2% to initiative.
Expert War Machine Control: basic characteristics + 4 units to health, + 1 unit to attack, + 1 unit to defense, + 4% to initiative.
The numbers can be different. I just provided my version. I would like to hear your opinion and your suggestions.
More details about war machines can be found here: http://www.might-and-magic.ru/articl...5_war_machines
NargottStatistics
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I disagree with the assessment of machines being weak. In the case of the ballista, it heavily depends on the game's duration. If you play for several months, as some do, the ballista does become obsolete relatively quickly, which is perfectly normal (every skill has its time). However, if needed, you can increase the number of shots or even the initiative of the ballista.
In the case of the ballista, the question boils down to whether you can develop ranged weapons. Without them, the multi-shot branch remains weak. The solution is simple: transfer the ranged weapons skill to the machinery branch.
In the case of the catapult, we have two situational and not very useful perks that would be good to strengthen. This is what is planned to be done in the Wargame Edition mod (see the first posts of the topic - description of skills and perks). In short, artillery (the catapult) will kill part of the troops even before the battle (not just siege units), and these enemy losses will be so significant that they will compensate not only for the perks but also for the base often taken for them.
The suggestion to give only a little bit of everything, in my opinion, is extremely unsuccessful - it's a meaningless mishmash, which is further aggravated by the fact that many different things are already given for machines in the original game for taking a base.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
ВарсусStatistics
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You can leave all siege engines in place. Add upgrades for ballistae and tents, depending on the faction. And slightly change the model during the upgrade. Here is my suggestion:
Inferno - Ballista: Essence Theft - When killing n creatures, there is a 40% chance that n:5 imps/devils/fiends will appear, i.e., 5 times fewer than the number killed. The percentage chance depends on the Gate opening skill. Basic - 40%, Developed - 60%, Skilled - 80%, Master - 100%.
Tent: Sinful Mana - There is a 40% chance that when resurrecting a cave demon/lord, it receives one one-time free dark spell of level 1-3.
When I say "resurrection," this does not necessarily mean that the entire unit was killed.
Sylvan - Ballista: Entangling Bolt - There is a 60% chance that when it hits, the "Slow" spell will be cast, and there is a 30% chance that the unit will be "entangled." "Entanglement" does not affect large creatures.
Tent: Lucky Healing - When healing, there is a 25% chance that the unit's luck will be increased by 1 for one turn.
Necropolis: Ballista - Rotting Shot - There is a 40% chance that when it hits, the unit's morale will be reduced by -1. It does not affect the undead.
Tent: Cultivation - When resurrecting creatures, an additional number of creatures are resurrected; the number depends on the unit's level and the number of units you are healing. Here's how it looks: level 1-3, 1 to 20; level 4-6, 1 to 10; level 7, 1 to 5. That is, the number of resurrected creatures appears in proportion to the number. In other words, I had 60 zombies, one was killed, I resurrected it, and received an additional +3 zombies.
Dungeon - Ballista: Treacherous Strike - the shot penetrates n% of the defense. The percentage depends on the attack skill. Basic - 20%, Developed - 40%, Skilled - 50%. Also, +5% for the "Attack" and "Shooting" skills. A maximum of 60%.
Tent: Hydra Blood - Once per battle, you can transfer the regeneration of a hydra/cave/chaos creature to another Dungeon unit. The regeneration parameters remain the same. Moreover, the hydra itself loses regeneration. To activate the ability, you need to click on the spellbook in the tent (it is implied that you need to have the "First Aid Tent" skill).
Academy - Ballista: Chaotic Charge - When it hits, there is a 60% chance that the "Magic Bolt" spell will be cast, a 30% chance for the "Lightning" spell, and a 10% chance for the "Chain Lightning" spell.
Tent: Obsidian Chamber - When healing obsidian gargoyles/obsidian golems, at least 3 creatures are resurrected.
Haven - Ballista: Punishing Aim - When it hits a creature, when the unit that was shot by the ballista attacks your unit, it deals only 70% damage; the remaining 30% is "taken back." When it hits another creature, the effect is removed from the previous one. The effect lasts until the end of the battle, until it hits another unit.
Tent: Holy Calm - You can "heal" an enemy unit, and there is a 40% chance that the "Holy Word" spell will be cast on only it for the next turn. With skilled light magic, the chance increases by +10%.
Fortress - Ballista: Targeting - When it hits, there is a 20% chance that all archers of the Fortress faction will fire at that same unit. With the "Shooting" skill, the chance increases by 5%.
Tent: Rune Tent - When healing a unit, it may be given one free rune with a chance of n%, depending on the unit's level. Level 1-3, a 50% chance of a level 1 rune; level 4-6, a 40% chance of a level 1-2 rune; level 7, a 30% chance of a level 1-3 rune.
Stronghold - Ballista: Roaring Bolt - When it hits, there is a 40% chance that the "Frighten" effect will be applied, and a 20% chance that the "Berserk" spell will be cast. The effects will not work on those who are immune to the listed effects.
But this does not mean that if a unit is immune to "Frighten," it is protected from "Berserk"! And vice versa.
Tent: Blood Chamber - when resurrecting a creature from the Stronghold faction, there is a 40% chance that only the resurrected creature's rage will be increased by 0.4 of the number of points (remaining to be gained), as many as are needed for the next level. That is, for example, I had 200 points (I'm saying this conditionally!), there are 1200 points in total for the next level. I have 1000 left to gain. I got a 40% chance. This does not mean that I get 400 points! (1000 * 0.4). This means that I get 480 points! (1200 * 0.4).
These are my ideas. If you promised, send it to Nival! Otherwise, did I work for nothing? And yes, by the way, if the ballista has several shots at once, the effect is applied only to the first shot.
P.S. There is no need to say "nothing should be changed"! This topic was created to present your ideas and suggestions for improving/creating new siege engines! And not to express opinions on whether something should be changed.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;) Хаос во всём тоже порядок... Кампания Седьмое затмение. Грань Империи. В стадии разработки 10%
MentStatistics
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Varsus, all of this is good, and something could be made out of it, but it's simply not feasible in multiplayer.
Varsus, that's all good, and some of it could be implemented, but it's just not feasible in multiplayer.
Hmm... Why?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;) Хаос во всём тоже порядок... Кампания Седьмое затмение. Грань Империи. В стадии разработки 10%
MentStatistics
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Hmm... Why?
Because all such functions are embedded in the executable file. Something can be done with combat scripts, but they don't work at all in multiplayer.