HoMM3 had some major flaws with dead skills (eagle eye, scholar, etc) and broken as hell skills (diplomacy, necromancy, etc) while HoMM5 had issues more along the lines of subskills with some awful/bad subskills being forced on you (diplomacy being practically useless) and other skills/subskills being severely over powered (luck and soldiers luck) this would allow for more diverse army builds and play styles.Īlso i want to avoid the major balance issues that HoMM3 and HoMM5 had (these are the ones I've played the most). I was also thinking that there would be skills/subskills or maybe an artifact that expands the number of creature slots available (7 base but expand up to maybe 10). I intend to do this as well.īuilding A can be upgraded to Building A2 or Building A3 (Hovels can be upgraded to either Guardhouse or Thieves' Den)Ĭreature A can be upgraded to creature A1 with either Building A2 or A3 (Peasants ->Citizens with both Guardhouse or Thieves' Den)Ĭreature A can be upgraded to creature A2 only with Building A2 (Peasants ->Guardsman only with Guardhouse)Ĭreature A can be upgraded to creature A3 only with Building A3 (Peasants ->Thug only with Thieves' Den)Įach creature will have its own stats and abilities. on the map was often a royal pain because they'd be the non-upgraded version, whereas if you had the upgraded creatures in your army they wouldn't stack together-having 2 levels of upgrades for each critter just makes that problem worse, unless you have a potential solution for that which you haven't mentioned.HoMM5 added caravans that would transport troops from those dwellings on the map to your city and it allowed the creatures to build up in those dwellings and didn't reset each week. If you have questions about what I'm doing just let me know.Īlso, one of the issues that already existed in HoMM3 was that picking up troops from huts etc. each hero type has its own mandatory skill (like in 5) 2 different hero types per faction (like in 3) 7 levels of spells in 8 schools of magic with some spells being in more than 1 school each creature from a faction town has 3 different upgrades with 2 of them being exclusive from each other have more layers to the map besides underground and above ground looking to do 10 factions for the base game, adding more for expansions Honestly, I'm one of the people that found 4 to be really bad and am surprised that its the favorite of even a couple people.įor those that have played 1 or more of the games can you tell me what you liked about the ones you played, what you disliked, what made the one that is your favorite your favorite, and what you wish could have been added to the games to make them more fun/interesting?Ī quick rundown of my project thus far, its primarily just in the idea stage:
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