Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Basic Questions on how you like Heroes 5 to be like.
Thread: Basic Questions on how you like Heroes 5 to be like. This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
melck
melck

Tavern Dweller
posted January 03, 2004 03:27 PM

Heroes 4


Q1. The Hero Role.
Two options
1 heores out of combat
5. The heroes should be in the battle fielld but it should not die just get stoned when atacked or maybe die and ressurect after some turns

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
5. 200-400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
C. Side-Kicks to give a % bonus to certain hero secondary skills.


Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

F. Normal resources.


Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

3. 20-50%


Q9. Stacking creatures:


3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.

6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?

3. 13-16 (H3)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

3. Each creatures should have between zero and three upgrades. (H2 style)


Q13. Magic Schools and Towns

3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?

3. 6-7


Q15. How do you want the magic schools?

3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....

E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.

B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?

5. 50 or more.

Q19. How many skill levels for the secondary skills?

2. 4.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

4.The hero could develop any secondary skill but from a hero non mage develop a magic one should cost more than 1 level, the same as combat skill for non might hero, and would be nice if when it get some secondary skill change the professiona and it adress should also change



Q23. Should creatures require upkeep?
1. Yes.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)


Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)


Q27. Should Heroes in basic classes start out identical?
2. No


Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
all as in heroes 3
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover

2. 50%-75%


Q31. How important is a Random Map Generator in first release to you.

2. Very important.
1. It decides whether or not I buy the game.


Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.


Q33. How important is an improved map editor (compared to the feature level in H4?

2. Very important.


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

3. Important.


Q35. What do you think of Fog of War?

3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes


Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?

2. Retreat/surrender puts you in tavern (H3)

Well i just wanna tellmore one thing, is importat the game looks good but also the game be soft as H3 for we play online, play against the computer is sux and spend all day for play just a game as H4 also is a problem, for u see H3 have less resources but got much more popular than the 4, also make a good looking in the hero is possible a different for each, it is important coz the hero represent us.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JoeLacko
JoeLacko

Tavern Dweller
posted January 04, 2004 02:11 AM

Q1. The Hero Role
3. Heroes should not participate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defense?
3. 50-100% (100% as in HOMM3)

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to:
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.

Q7. Assuming you can trade with other players which of the following do you want tradable:
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
3. 8-9

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more.

Q12. How many upgrades for each creature in town?
3. Each creatures should have between zero and three upgrades. (H2 style)
--Why not 3 levels of upgrade per creature with appropriate prerequisites
--Ex: Light Cavalry to Heavy Cavalry to Knight

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
D. Altering the adventure map.

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
--These are all excellent ideas, wow! I’d love to see them implemented.

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
2. 4.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages
--All of the above

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
4. Not important.

Q32. How important is multi player in the first relesase?
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.

Q35. What do you think of Fog of War?
1. Keep it.

Q36. What do you think of mobile guards?
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3)

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
polaris
polaris


Promising
Known Hero
posted January 04, 2004 08:33 AM

my well thought out replay

Q1 (The Hero Role)
2. Heroes should be on battle field (Heroes 4 style)
or
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
As much as I like the idea of them being on the battlefield, it just didn't work in 4. But if it did work that would be awesome.

Q2 (How much is it reasonable that a Hero can add to an army's offence and defence? Through skills and attributes)
5. 200-400%
Justification: At first I thought 50-100 was reasonable, but then I thought about how much high level heroes contributed to your army's strength in H2 and 3 which is EASILY over 100% for both games. In H3, skills typically raised the effectiveness of your army by ~8% per level (excluding skills like Eagle Eye) and stats points were worth ~5% each uniformly (stats were worth double in H2). Most level 1 heroes start with ~25% boost already! (By the way, I basically want it to be on par with Heroes 3)

Q3 (Should Heroes be able to have side-kicks/henchmen or war machines?)
D. War machines.
Side-kicks seems to be the same thing as artifacts, so why have both? One note on war machines, they should be upgradeable, just like units (except the catapult which is a special case).

Q4 (What should decide which spells a Hero have access to barring artifacts or scrolls which can give heroes additional spells)
1. Any spell the Hero has learnt in the game (H2 - H4 style)
Works well. Why change it?

Q5 (Which level of diplomacy do you want in the game?)
2. Fixed allies on the Map.
Although good on paper, I've never seen it work well in a video game. Dynamic allies only opens opportunities to exploit the computer, and introduce griefing in multiplayer.

Q6 (Assuming you have diplomacy which of the following do you want)
B. Ability to trade by giving (H3 style)

Q7 (Assuming you can trade with other players which of the following do you want tradeable)
A. Towns.
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
Heroes 3 functionality was fully acceptable, however.

Q8 (How much should a Hero minor artifact be able to add to an army's effectiveness?)
2. 10-20%
Treasure: <10, Minor: 10~20, Major: 20~30, Relic: 30~50

Q9 (Stacking creatures)
3. Creature stacks should work as before.
This is in the definition of Heroes, to me. There are plenty of other games if you don't want creature stacking.

Q10 (How many Towns would you like to see)
4. 6 or more.

Q11 (How many creatures counting upgrades in each town?)
3. 13-16 (H3)
I prefer fewer castles, but more depth to each one. (Vertical depth over horizontal depth, in this case)

Q12 (How many upgrades for each creature in town?)
1. All creatures should have one upgrade. (H3 style)
I find that it adds both continuity and depth.

Q13 (Magic Schools and Towns)
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
More versatility than most of the other options, but you still get optional specialization.

Q14 (How many levels for spells?)
2. 5
No reason to change this.

Q15 (How do you want the magic schools?)
2. Dedicated schools with unique spells (H4)
or
3. Dedicated schools but some spells are shared between schools (H3)
I don't care between these two, because there is so little difference.

Q16 (Should there be spells for....)
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)
All good possibilities except the permanent summons. I Don't know if they would all be good gameplay mechanics, but they're all good possibilities.

Q17 (Which of the following do you want to see during a siege of a city)
A. Shooting turrets. (increasing strength depending on hero characteristics and town upgrades)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
F. Specialized defence strutcure.
G. Catapults to break down walls and gate.

Q18 (How many secondary skills for heroes?)
2. 20-29
Let's not get too complex.

Q19 (How many skill levels for the secondary skills?)
2. 4
Although 3 works great, 5 seemed to be too much. Try 4 and see how it works.

Q20 (How tightly should skills depend on each other)
1. Not at all. (H2-H3)
or
2. Losely connected with groups.
It's good to have flexibility. But sometimes too much flexibility is equivalent to imbalance.

Q21 (Should Hero class depend on secondary skill?)
I couldn't figure out what option meant leave it like classes in Heroes 3, which is my choice- where it's already defined when you recruit the hero.

Q22 (Assuming there are skill groups. How many skills in each group?)
3. 5 or more skills
Shouldn't be able to get all of them though.

Q23 (Should creatures require upkeep?)
2. No

Q24 (Do you want the one build/day limit to stay?)
1. Yes

Q25 (Which restriction on mixing creatures and heroes in armies do you prefer?)
1. All armies have exactly one Hero. (H2-H3 Style)
or
3. Creatures can move around without Heroes. (H4 style)
Totally depends on how heroes work in Q1.

Q26 (Which limit do you want for recruiting Heroes?)
1. No limit, as long as you can place Hero in an army or garrison. (H3)
There was a limit though.... 8 armies per player

Q27 (Should Heroes in basic classes start out identical?)
2. No

Q28 (Should heroes have specialties?)
1. Yes (like in H3)
Same question as above?

Q29 (If the answer above is yes should they)
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
I find it strange that the resource bonus is listed with (please specify) and has probably discouraged many people from including it. Nothing wrong with those heroes that gave you extra gold or resources.

Q30 (Maximum City Hall weekly income should cover)
2. 50%-75% No Capitol
4. 100%-150% W/Capitol

Q31 (How important is a Random Map Generator in first release to you)
4. Not important.
Very Important sometime though. Make sure it's tweaked so it's very customizable and makes good maps.

Q32 (How important is multi player in the first relesase?)
4. Not important.
Slows release too much.

Q33 (How important is an improved map editor (compared to the feature level in H4?)
3. Important.
Not too much improved though. I don't want the game to be modifiable enough that I have to "learn" maps that I download.

Q34 (How important is possibility to modify the game, with custom graphics, sounds or similar?)
4. Not important.
I would consider this detrimental. In Warcraft 3 this has increased download size for maps and IMHO added *nothing* to the game (unless worse graphics/sounds is included in the map/patch which is almost invariably the case. Sorry, there's something about your job depending on how good something looks that just makes it better). Besides if you want to do this you can always mod the game. That's acceptable and even encourgeable.

Q35 (What do you think of Fog of War?)
3. Make it an option. (Select when Map is started.)

Q36 (What do you think of mobile guards?)
3. Make it an option.
Why wasn't this a choice?

Q37 (Do you want "line of sight" rules to restrict vision on the adventure Map?)
2. No
Unnecessary complexity.

Q38 (How do you deal with heroes who retreat/surrender in battle?)
Retreat to your nearest castle. Surrender to any tavern you own, but recruitment is free.

Above all, keep the game simple. I've seen lots of other games that IMO have better gameplay mechanics, but due to their increased complexity are not as fun as Heroes. The reason I started playing Heroes is because I downloaded the Heroes 2 demo, jumped right into the game and figured it out instantly. But as I got better, it still offered new challenges.

"Minutes to learn, a lifetime to master." As long as that phrase holds true for the Heroes series, I will continue being a fan. If it's ever broken...
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
AzureDragon
AzureDragon

Tavern Dweller
posted January 04, 2004 02:25 PM

re questionarie

here is comes(keep in mind that i think that heroes3 is much more playable game)

Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

1. Any spell the Hero has learnt in the game (H2 - H4 style)


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3)
4. 17 or more.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
2. All creatures should have two upgrades.


Q13. Magic Schools and Towns
13. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
3. 6-7
Q15. How do you want the magic schools?

3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)
all of above

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
4. 40-49.


Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Losely connected with groups.


Q21. Should Hero class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary

Q22. Assuming there are skill groups. How many skills in each group?

3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)



Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)



Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)


Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
all above

Q30: Maximum City Hall weekly income should cover

3. 75%-100%

Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.


Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.


Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.


(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.


Q35. What do you think of Fog of War?

3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?

2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes


Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?

2. Retreat/surrender puts you in tavern (H3)


If you have more questions pur them in this topic. If there is enough interest in this topic a new poll will be started. (I'll not add in additional questions after this one.)

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 04, 2004 09:17 PM

Some good questions on the poll.

Q21 (Should Hero class depend on secondary skill?)
I couldn't figure out what option meant leave it like classes in Heroes 3, which is my choice- where it's already defined when you recruit the hero.

=> I think option 2 is the closest to how it works with heroes 3. Though The wording in that option gives more flexibility to the heroes than was present in Heroes 3.

Q26 (Which limit do you want for recruiting Heroes?)
1. No limit, as long as you can place Hero in an army or garrison. (H3)
There was a limit though.... 8 armies per player

=> The number of wandering armies is a separate question. "An army" in the answer above meant having the hero in one of your (8?) wandering armies (I did not wanti to specify exactly how many armies a player may have in the answer.)

Q27 (Should Heroes in basic classes start out identical?)
2. No

Q28 (Should heroes have specialties?)
1. Yes (like in H3)
Same question as above?

=> No. Heroes can also differ in many other ways than specialities. For example in Heroes 3, Heroes of the same class started out with different secondary skills. You can also have more advanced options like giving level-up options based to a certain degree on a hero basis instead of a hero class basis.

Q29 (If the answer above is yes should they)
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
I find it strange that the resource bonus is listed with (please specify) and has probably discouraged many people from including it. Nothing wrong with those heroes that gave you extra gold or resources.

=> I had hoped that some of the first answers would specify their own options so I could add them in. No such luck though. This is not one of the better questions in this poll.

Q36 (What do you think of mobile guards?)
3. Make it an option.
Why wasn't this a choice?

=> I considered this, but the feature only exists in heroes 4, where it is optional. So basically "Keep it" and "Make it an option" already means the same thing. I didn't feel like adding an option saying: "I want Mobile guards, and prevent player from turning them off." (Which is the option which is missing here.)

Summary of the 42 first voters.

Q1. The Hero Role.
(0 Not voted)
(3) 1. Heroes should be on the battle field and be part of a stack for protection.
(7) 2. Heroes should be on battle field (Heroes 4 style)
(26) 3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
(4) 4. Commanders, the way they are in WoG.
(6) 5. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
(1 Not voted)
(0) 1. Less than 10%
(15) 2. 10-50 %
(17) 3. 50-100%
(5) 4. 100-200%
(3) 5. 200-400%
(1) 6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
(1 Not voted)
(18) A. Side-Kicks to give Hero new special abilities.
(6) B. Side-Kicks to give Hero higher stats.
(14) C. Side-Kicks to give a % bonus to certain hero secondary skills.
(29) D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
(0 Not voted)
(32) 1. Any spell the Hero has learnt in the game (H2 - H4 style)
(1) 2. Spells disappear from Spellbook after a certain number of uses.
(1) 3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
(3) 4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
(3) 5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
(2 Not voted)
(2) 1. No diplomacy.
(14) 2. Fixed allies on the Map.
(11) 3. Dynamic alliances can be formed during the game.
(14) 4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
(2 Not voted)
(20) A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
(11) B. Ability to trade only by giving (H3 style)
(21) C. Ability to trade by making a give/want offer.
(13) D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
(2 Not voted)
(13) A. Towns.
(11)B. Heroes.
(24) C. Flagged Map Structures. (Mines etcetera)
(21) D. Heroes held for Ransom by enemy.
(29) E. Artifacts.
(40) F. Normal resources.
(15) G. Changed diplomatic stance towards players.
(23) H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
(0 Not voted)
(10) 1. Less than 10%
(29) 2. 10-20%
(3) 3. 20-50%
(1) 4. More than 50%.

Q9. Stacking creatures:
(0 Not voted)
(1) 1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
(3) 2. Creature stacks should be limited to a finite amount of creature, like 100.
(38) 3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
(4 Not voted)
(1) 1. 5 or less.
(10)  2. 6-7
(8) 3. 8-9
(3) 4. 6 or more.
(10) 5. 8 or more.
(6) 6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
(2 Not voted)
(3) 1. 8 or less. (H4)
(13) 2. 9-12 (H2)
(15) 3. 13-16 (H3)
(10) 4. 17 or more.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
(0 Not voted)
(7) 1. All creatures should have one upgrade. (H3 style)
(8) 2. All creatures should have two upgrades.
(22) 3. Each creatures should have between zero and three upgrades. (H2 style)
(5) 4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)
(6) Other specified.

Q13. Magic Schools and Towns
(1 Not voted)
(10) 1. Use one magic school per town type. (H4 style)
(9) 2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them.
(15) 3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
(2) 4. Use 1 Magic school, and limit the towns in which spells they can produce.
(1) 5. Use 1 Magic school, and let any town produce nearly any spell. (H2 style)
(3) 6. Other. Please specify.

Q14. How many levels for spells?
(0 Not voted)
(4) 1. 4 or less.
(28) 2. 5
(9) 3. 6-7
(1) 4. 8 or more.

Q15. How do you want the magic schools?
(0 Not voted)
(8) 1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
(10) 2. Dedicated schools with unique spells (H4)
(24) 3. Dedicated schools but some spells are shared between schools (H3)
(2) 4. One generic school for all spells (H2)

Q16. Should there be spells for....
(2 Not voted)
(25) A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
(24) B. Spells directly affecting cities.
(14) C. Summoning creatures outside combat, which you can keep.
(16) D. Altering the adventure map.
(21) E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
(2 Not voted)
(23) A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
(18) B. Turrets, but player must place own shooters in it.
(22) C. Garrison mage/tower casting spells.
(28) D. Traps and moats harming attackers.
(11) E. Grail creature defending town.
(26) F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
(31) G. Catapults to break down walls and gate.
(15) H. Attackers can scale the walls without having to ruin them.
(21) I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
(1 Not voted)
(11) 1. Less than 20.
(10) 2. 20-29
(8) 3. 30-39
(5) 4. 40-49.
(10) 5. 50 or more.

Q19. How many skill levels for the secondary skills?
(0 Not voted)
(6) 1. 3 or less.
(14) 2. 4.
(6) 3. 5 or more.
(15) 4. Variable between different secondary skills.
(1) Other.

Q20. How tightly should skills depend on each other.
(1 Not voted)
(9) 1. Not at all. (H2-H3)
(21) 2. Losely connected with groups.
(16) 3. Strongly connected with groups and, prerequisites within group. (H4)
(1) 4. Even more strongly connected than Heroes 4.

Q21. Should Hero class depend on secondary skill?
(2 Not voted)
(8) 1. Hero class should be derived from secondary skills possessed.
(27) 2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
(4) 3. There should be no Hero classes.
(1) 4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
(4 Not voted)
(15) 1. 3 or less skills
(11) 2. 4 skills.
(11) 3. 5 or more skills.
(1) Other.

Q23. Should creatures require upkeep?
(6 Not voted)
(13) 1. Yes.
(23) 2. No.

Q24. Do you want the one build/day limit to stay?
(5 Not voted)
(32) 1. Yes.
(5) 2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
(1 Not voted)
(21) 1. All armies have exactly one Hero. (H2-H3 Style)
(8) 2. All armies have at least one Hero.
(14) 3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
(0 Not voted)
(18) 1. No limit, as long as you can place Hero in an army or garrison. (H3)
(9) 2. One per week/Tavern, more with Tavern upgrades.
(4) 3. One per week/Tavern.
(6) 4. More than one per week/Tavern.
(5) 5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
(2 Not voted)
(7) 1. Yes.
(33) 2. No.

Q28: Should heroes have specialties?
(0 Not voted)
(41) 1. Yes (like in H3)
(1) 2. No (like in H2, H4)

Q29: If the answer above is yes should they:
(0 Not voted)
(38) A. Enhance secondary skills
(37) B. Offer bonuses to certain creatures
(33) C. Offer proficiency with certain spells
(27) D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
(2 Not voted)
(5) 1. <50% maximum weekly creature recruiting expenses
(20) 2. 50%-75%
(14) 3. 75%-100%
(3) 4. 100%-150%
(0) 5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
(0 Not voted)
(9) 1. It decides whether or not I buy the game.
(15) 2. Very important.
(8) 3. Important.
(10) 4. Not important.

Q32. How important is multi player in the first relesase?
(0 Not voted)
(18) 1. It decides whether or not I buy the game.
(10) 2. Very important.
(7) 3. Important.
(7) 4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H4?
(1 Not voted)
(2) 1. It decides whether or not I buy the game.
(19) 2. Very important.
(15) 3. Important.
(6) 4. Not important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
(1 Not voted)
(0) 1. It decides whether or not I buy the game.
(9) 2. Very important.
(15) 3. Important.
(16) 4. Not important.

Q35. What do you think of Fog of War?
(0 Not voted)
(12) 1. Keep it.
(4) 2. Take it away.
(26) 3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
(2 Not voted)
(25) 1. Keep it.
(15) 2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
(3 Not voted)
(26) 1. Yes
(13) 2. No

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
(4 Not voted)
(9)1. Retreat and surrender bring you to the nearest castle (H4)
(6) 2. Retreat/surrender puts you in tavern (H3)
(9) 3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
(5) 4. Retreat and surrender bring you to the nearest castle by Caravan.
(0) 5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
(5) 6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
(8) 7. Other. Please specify.

If there's someone who want to discuss the poll result then it's free to create a new topic for doing so. This topic is just for answering the poll, as before.

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
rock_bul
rock_bul


?!
posted January 05, 2004 12:31 AM

look here foo`s

Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
or
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.
maybe all of then! LOL

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
maybe this 2!

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
NO NO NO!

Q6. Assuming you have diplomacy which of the following do you want.
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
this 2!

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.
im not sure to understand very well this question ...

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more.

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
1. All creatures should have one upgrade. (H3 style)
hard to deside!

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
3. 6-7

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

Q16. Should there be spells for....
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)
all

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
3. 5 or more.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero class depend on secondary skill?
3. There should be no Hero classes.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
1. Yes.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4?
4. Not important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
2. Take it away.

Q36. What do you think of mobile guards?
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.






____________
first you need to know what exactly you want, then wish it!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
3lionshield
3lionshield


Hired Hero
posted January 05, 2004 04:28 AM

1-3
2-1, for an entire army it should be less than 25% imo, on one particular creature like a hero specialty it could go as high as 100%
3-D
4-1
5-4
6-A
7-A,C,E,F,
8-2
9-3
10-5
11-3
12-2
13-3
14-3
15-2
16
17-A,C,D,E,F,G,H,I
18-2
19-
20-
21-
22-
23-yes
24-yes-or some other restriction on building.
25-1
26-4,
27-
28-1
29-A,B,C,D, all of the above and potentially more diverse specialties
30-4
31-4 but a map editor is very important
32-1
33-
34-3
35-3
36-
37-same as fog of war?? make it an option
38-There should be a system developed to deal with this problem.  My suggestion is:  Retreating should be an option, a hero would be able to escape a battle and be recruited at towns, Surrendur's (where the creatures remain alive) should only take place if the opponent agree's to let the losing hero-and army pay to leave, he could choose to decline and kill the army.  To deal with hit/run- at the beginning of a battle the attacked hero would get the option of "playing to capture" or "capturing".  This would create some disadvantage to the attacked hero-or to his army, but the attacking hero could not flee if this option was enacted.  Only the attacked hero would be able to "capture" the attacker could not enact this.

33-



____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Angel_knight
Angel_knight

Tavern Dweller
posted January 06, 2004 02:11 AM

1.-  Heroes should not particpate personally in battle
2.-  200%-400%
3.-  A
4.-  H2-H4 style
5.-  4
6.-  A
7.-  A,B,C,D,E,F,G,H
8.-  10%-20%
9.-  3
10.- 6
11.- 3
12.- 2
13.- 3
14.- 3
15.- 3
16.- A,B,C,D,E
17.- A,B,C,D,E,F,G,H
18.- 30-39
19.- 4
20.- 1
21.- 1
22.- 3
23.- NO
24.- YES
25.- 1
26.- 1
27.- NO
28.- YES
29.- A,B,C,D
30.- 4 (100%)
31.- 3
32.- 2
33.- 2
34.- 4
35.- MAKE IR AN OPTION
36.- KEEP IT
37.- NO
38.- 3


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Oskarwalker
Oskarwalker

Tavern Dweller
posted January 06, 2004 03:36 AM

Just an opinon

Q1-3
Q2-4
Q3-A
Q4-1
Q5-5
Q6-B
Q7-C,E,F,H
Q8-2
Q9-2
Q10-6
Q11-3
Q12-4
Q13-3
Q14-2
Q15-3
Q16-A,B
Q17-B,C,E,F,G,I
Q18-1
Q19-1
Q20-2
Q21-2
Q22-1
Q23-2
Q24-1
Q25-1
Q26-1
Q27-1
Q28-1
Q29-A,B,C
Q30-3
Q31-2
Q32-2
Q33-2
Q34-3
Q35-1
Q36-2
Q37-1
Q38-5

Cheers

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
CoolFool
CoolFool


Hired Hero
posted January 06, 2004 11:37 AM

...

Q1-1
Q2-3
Q3-A & B
Q4-1
Q5-4
Q6-A
Q7-A,C,D,E,F
Q8-2
Q9-NOT 2
Q10-5
Q11-3
Q12-WEAK CREATURES MORE UPGRADES, STRONG CREATURES LESS
Q13-1
Q14-5
Q15-1
Q16-A,B,C,D,E
Q17-A,D,G,I
Q18-
Q19-4
Q20-LIKE COMANDERS SKILLS IN WOG 3.57F
Q21-1
Q22-
Q23-2
Q24-1
Q25-3
Q26-ONLY ONE HERO,AND NO LIMIT FOR COMANDERS(WITHOUT SECONDARY SKILLS)
Q27-
Q28-1
Q29-A,B,C,D
Q30-
Q31-2
Q32-1
Q33-4
Q35-1
Q36-1
Q37-1
Q38-3

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
petronius
petronius

Tavern Dweller
posted January 06, 2004 04:20 PM

Q1-5.Heroes on battlefield, but some kind of protection against easy attack on them (something like radius of protection for the stacks - when an enemy stack enters its perimeter, your stack engages it).
Q2-4.
Q3-D.
Q4-1.
Q5-3.
Q6-A.
Q7-D,E,F,G.
Q8-1.
Q9-3. Otherwise it won't be a Heroes game.
Q10-4. Better be quality then quantity.
Q11-2.
Q12-3 or 4. There should be a better upgrade system then the presented until now. Something that won't make the upgrades a mandatory choise in the game.
Q13-6. A spell system where there should be some low level (simple) spells abailable to every town, and then a spell school for every philosophy (town), limited to those who have the corresponding skill.
Q14-5. It is a good system that should be kept in the Heroes games.
Q15-1. As stated in Q13.
Q16-A,D,E.
Q17-A,D,E,F,G,I.
Q18-1. Better quality then quantity.
Q19-2/3/4 - each one will be a good decision.1 - too low.
Q20-4.
Q21-4 Some sort of combination between 1 and 2.
Q22-2.
Q23- It will be good to have the both (selectable option).
Q24-1.
Q25-No hero groups (penalties in battle against hero led army). One hero per army. Creature expirience.
Q26-5 Dependable on kingdom strenght&size.
Q27- Double 2.
Q28- Double 1.
Q29-A,B,D.
Q30-3. But definitely under 100%
Q31-3.
Q32- After the H4 fiasco - 1.
Q33-2.
Q34-4.
Q35-3.
Q36-I would say - Improve it.
Q37-1.
Q38-6.
____________
"Thruly, if there is evil in this world, it lies in the heart of mankind."

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
polifemor
polifemor

Tavern Dweller
posted January 06, 2004 09:37 PM

1.-  3
2.-  6
3.-  a,c,d
4.-  1
5.-  2
6.-  b
7.-  e,f
8.-  2
9.-  3
10.- 6
11.- 3
12.- 2
13.- 3
14.- 3
15.- 3
16.- a
17.- a,g
18.- 3
19.- 2
20.- 1
21.- 2
22.- 1
23.- 2
24.- 1
25.- 1
26.- 1
27.- 2
28.- 1
29.- a,b,c,d
30.- 3
31.- 2
32.- 1
33.- 1
34.- 4
35.- 1
36.- 2
37.- 2
38.- 3
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Schoel
Schoel

Tavern Dweller
posted January 07, 2004 02:18 PM

Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
1. All creatures should have one upgrade. (H3 style)

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for....
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
2. 20-29

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
4. 100%-150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4?
4. Not important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gwydion
Gwydion

Tavern Dweller
posted January 07, 2004 03:13 PM

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
4. 100-200%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.


Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
3. 20-50%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

3. Each creatures should have between zero and three upgrades. (H2 style)


Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)


Q14. How many levels for spells?
2. 5


Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
3. 30-39


Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
2. Losely connected with groups.

Q21. Should Hero class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?

2. 4 skills.

Q23. Should creatures require upkeep?

2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)
e.g. increased Movement on Adventure-Map, reduced Terrain-Handicap, either fixed or percentual income-increases (be it Gold, Resources or Creatures), Artifacts, unique Spells, ...


Q30: Maximum City Hall weekly income should cover

4. 100%-150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4?

3. Important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
3. Important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?

4. Retreat and surrender bring you to the nearest castle by Caravan.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
CloudCA
CloudCA

Tavern Dweller
posted January 08, 2004 03:44 PM

Q1. The Hero Role.
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
2. Fixed allies on the Map.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
F. Normal resources.
G. Changed diplomatic stance towards players.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
2. 6-7

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

3. Each creatures should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures

Q30: Maximum City Hall weekly income should cover
3. 75%-100%  

Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.

Q33. How important is an improved map editor (compared to the feature level in H4?
4. Not important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Take it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Athimus_Phaeni
Athimus_Phaeni


Famous Hero
Final Fantasy Fan
posted January 09, 2004 04:51 AM

1 - 3
2 - 3
3 - A and B
4 - 1
5 - 4
6 - A, C and D
7 - D, E, F, G and H
8 - 1
9 - 3
10 - 5
11 - 4
12 - 1
13 - 2
14 - 3
15 - 3
16 - A
17 - A, D, E, H and I
18 - 3
19 - 2
20 - 3
21 - 2
22 - 1
23 - 2
24 - 1
25 - 1
26 - 1
27 - 1
28 - 1
29 - A, B and C
30 - 3
31 - 3
32 - 1
33 - 3
34 - 2
35 - 3
36 - 2
37 - 1
38 - 3


____________
But I won't be
Burned by the reflection
Of the fire in your eyes
As you're starying at the sun

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fregglez
fregglez

Tavern Dweller
posted January 09, 2004 03:35 PM

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
4. 100-200%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)


Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
F. Normal resources.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
3. 8-9

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
3. Each creatures should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4)

Q16. Should there be spells for....
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
E. Grail creature defending town.
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
3. 30-39

Q19. How many skill levels for the secondary skills?
3. 5 or more.
i liked the homm4 system of 5 levels

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
4. 100%-150%

Q31. How important is a Random Map Generator in first release to you.
3. Important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H4?
3. Important.

(For this Q. please disregard some serious weaknesses in the H4 map editor such as sub-par help system, bugged non-working scripts and so on. Assume that the editor features present in H4 was working as they should.)

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
1. Keep it.

Q36. What do you think of mobile guards?
1. Keep it.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.



____________
Sometimes I think I could burn.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
MuadDib
MuadDib

Tavern Dweller
posted January 09, 2004 09:47 PM

Just for the record, I took this (very good) poll. Of course, my answers have been left on my hard drive

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tyler
Tyler


Known Hero
posted January 10, 2004 10:43 AM

Tyler's wishes:

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
4. 100-200%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H4 style)

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.


Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance (THAT CAN BE PRETTY COOL IF ANYONE CAN MAKE IT HAPPEN)

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
2. 6-7

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)


Q14. How many levels for spells?
2. 5


Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4)

Q16. Should there be spells for....
D. Altering the adventure map.

Q17. Which of the following do you want to see during a siege of a city.

B. Turrets, but player must place own shooters in it.
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
2. 20-29


Q19. How many skill levels for the secondary skills?
3. 5 or more.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
1. Yes.
2. No.

Q24. Do you want the one build/day limit to stay?
2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H4?
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important---modifing heroes could be pretty cool----

Q35. What do you think of Fog of War?
1. Keep it.

Q36. What do you think of mobile guards?
1. Keep it.(as an option offcourse)

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. [Added Dracos's Qquestion] How do you deal with heroes who retreat/surrender in battle?
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.


____________
Sir, we are surrounded! Excellent, now we can attack in any direction!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted January 13, 2004 12:32 AM



Q1. The Hero Role.

2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:

3. Creature stacks should work as before.

Q10. How many Towns would you like to see:

6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?

3. 13-16 (H3)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

4. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns

6. Other. See Svarog's really good thread which sets out som real good ideas on this and other things

Q14. How many levels for spells?

2. 5

Q15. How do you want the magic schools?

3. Dedicated schools but some spells are shared between schools (H3)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.


Q19. How many skill levels for the secondary skills?
1. 3 or less.

Q20. How tightly should skills depend on each other.

2. Losely connected with groups.

Q21. Should Hero class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.


Q22. Assuming there are skill groups. How many skills in each group?
1. 3

Q23. Should creatures require upkeep?

2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?

3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?

2. One per week/Tavern, more with Tavern upgrades.

Q27. Should Heroes in basic classes start out identical?

2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3)


Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells


Q30: Maximum City Hall weekly income should cover

3. 75%-100%

Q31. How important is a Random Map Generator in first release to you.

3. Important.


Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.


Q33. How important is an improved map editor (compared to the feature level in H4?

2. Very important.


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

4. Not important.

Q35. What do you think of Fog of War?
1. Keep it.



Q36. What do you think of mobile guards?
1. Keep it.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?

2. No

Q38.How do you deal with heroes who retreat/surrender in battle?
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.


____________

To err is human, to arr is pirate.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.2373 seconds