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#1
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In order to revive the universe of Heroes, we need to strictly adhere to its spirit and storyline. In this thread, I propose organizing a discussion about plot ideas for new campaigns. I don't know if the other members of our team will support me, but I suggest building the plot in the world of Enroth. Furthermore, to explain the disappearance of familiar races, I propose creating several campaigns using the engine of the third Heroes game. I invite everyone who is interested in the fate of these developments to join.
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Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
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#276
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I would like to draw your attention to the fact that in the 5th version, the "War Machines" skill is not a priority, and moreover, it is very rarely developed, with players preferring to focus on developing luck, attack, defense, magic, and so on. In essence, this skill has been made weak and unnecessary compared to the others. Question: Is it possible to strengthen it so that it would be interesting to upgrade? For example, I would like to suggest my own version of strengthening the skill: Basic War Machines: basic characteristics + 1 unit to health for all units, + 1 unit to attack, + 1% to initiative. Advanced War Machines: basic characteristics + 2 units to health for all units, + 1 unit to attack, + 1 unit to defense, + 2% to initiative. Expert War Machines: 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
In reply to atlant108
#277
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atlant108
I would like to draw your attention to the fact that in version 5, the War Machines skill is not a priority; moreover, it is very 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: is it possible to strengthen it so that it would be interesting to upgrade?

As an example, I would like to suggest my own version of strengthening the skill:

Fundamentals of War Machine Control: basic characteristics + 1 unit to the health of all units, + 1 unit to attack, + 1% to initiative
Advanced War Machine Control: basic characteristics + 2 units to the health of 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 may be different. I have only given 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
War machines are quite relevant. Orcs, Mages, and Knights often develop them. Is 200 damage per shot, plus 50 damage from fire arrows and ignoring defense, not enough for you?
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#278
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Unfortunately, this is not enough. Not all heroes have the opportunity to upgrade their war machines to such an extent.
In reply to Sanctuary
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#279
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Sanctuary
Well, on Cyber (that's what my world is called), there are 12 races: humans (Haven), nomads (Stronghold), elves (Sylvan), dark elves (Dungeon), mages (Academy), elementalists (Conflux), dwarves (Fortress), necromancers (Necropolis), nagas (Sanctuary), lizardmen (Swamp), demons (Inferno), and orcs (Stronghold).

The idea is interesting, but how can it be implemented?

about the plot (inspiration struck yesterday): Lucretia will first wander around Ashan, then end up on Axeoth, then on Cyber, from there to the scorched Enroth, then to Xeen, Terra, and Varna.

Hopefully, she won't wander around alone:)))
#280
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Askha could create Might & Magic worlds, while Urgash could destroy them. The population simply wasn't aware of their existence. (This is my idea for merging the worlds.)

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