As all probably know , there will probably be a new expansion with a new race , so why not a rouge town ??
It woulb be called guild , or something like that and here are a few ideas of units .
Tier 1
Thief/Bandit
Sneak atack(50 % chance that the thief/bandit won't be retaliated and deal duble demage )
Tier 2
Nomad/Plunderer
first strike (like in heroes IV)
Tier 3
Marksman/Sharpshooter
shooter , no range penatly
tier 4
trap master/ shadow master
shooter/poisonous atack/ caster (flame trap , blindness , confusion)
tier 5 to 7 no idea
What do you think ?? Your sugestions would be quite useful ...
A Rouge like town
Majkel: I think your idea for a rouge town is good. What type of environment are you thinking of to place this town? If the town is more might oriented then perhaps these creatures might be appropriate?
Level 5: Legionnaire - Centurion
First strike, charge; upg: first strike, charge, unlimited retaliation
For level 6 and 7 i'm with u; i have no idea what creatures would be suitable unless something about the environment is known.
Level 5: Legionnaire - Centurion
First strike, charge; upg: first strike, charge, unlimited retaliation
For level 6 and 7 i'm with u; i have no idea what creatures would be suitable unless something about the environment is known.
- Sir Alock
- Conscript
- Posts: 227
- Joined: 06 Jan 2006
- Location: Gloucester, MA. "Home of the Perfect Storm"
Re: A Rouge like town
I second that! Majkel...Excellent idea IMHO. I'm sure we'll see a "Conflux' or something like that instead. Let's face it...Nival hasn't strayed too far from HoMM3, so I don't think we'll see it. Good thoughts on your part!Majkel wrote:As all probably know , there will probably be a new expansion with a new race , so why not a rouge town ??
It woulb be called guild , or something like that and here are a few ideas of units .
Tier 1
Thief/Bandit
Sneak atack(50 % chance that the thief/bandit won't be retaliated and deal duble demage )
Tier 2
Nomad/Plunderer
first strike (like in heroes IV)
Tier 3
Marksman/Sharpshooter
shooter , no range penatly
tier 4
trap master/ shadow master
shooter/poisonous atack/ caster (flame trap , blindness , confusion)
tier 5 to 7 no idea
What do you think ?? Your sugestions would be quite useful ...
Alex
Re: A Rouge like town
Make tier 7 giant ape. That way when they go up against fortress we can have King Kongs vs. GodzillasMajkel wrote:
tier 5 to 7 no idea
...
I had this idea for an evil human town back when Heroes 5 was still in development.
1. Bandit -> Marauder – Bandits steal money from fleeing creatures and heroes. Marauders gain the additional ability of plundering towns, creature dwellings, waterwheels, and windmills.
2. Giant Vulture -> Dire Hawk – Giant Vultures may feed on dead stacks to increase its attack and damage. They also do extra damage against Titans. Dire Hawks have a special swooping attack that blinds the target.
3. Poacher -> Bounty Hunter– Poachers do extra damage against neutral creatures, they also gain gold for killing creatures of the week. Bounty Hunters no longer have the abilities of poachers but they do extra damage against creatures in enemy armies. Bounty Hunters also increase the army’s movement when they are on the trail of an enemy hero.
4. Acolyte -> Dark Priest – Acolytes are melee attackers with access to a few spells. Acolytes may give up a turn to help the hero channel mystical energies, reducing the cost of spells for the hero and increasing the power of spells for that turn. Dark Priests gain a ranged attack and the ability to spend a turn disrupting the mystical energies of the enemy hero, increasing the cost of spells for the enemy hero and decreasing their spell power for that turn. Dark Priests may also consume the magical energies of summoned creatures and buffs in order to restore their own mana and replenish their ammo.
5. Dark Knight -> Dark Champion – Dark Knights do extra damage against creatures that are affected by debuffs. Whenever Dark Champions deliver the death blow to a stack, they can add the damage they did in that attack to their next attack. Dark Champions also have the ability to remove buffs from enemy creatures.
6. Salamander -> Drake – Salamanders spit bolts of fire at their enemies from a distance and they suffer no penalty during melee combat. Salamanders have the ability to concentrate its energy in order to generate an aura of intense heat, damaging all adjacent creatures. The Salamander is immobile and cannot perform any other actions while it is generating the aura. Drakes gain the ability to fly but they lose the ability to generate fire auras. Drakes also gain the ability to create an intense firestorm once per battle. The Drake will breathe fire on a fixed area on the battlefield for two full turns to create the firestorm. The more creatures that are burned to death in the firestorm, the more damage it does and the longer it lasts. The firestorm disappears quickly when there is nothing to be burned.
7. Devourer -> Slayer – Devourers are mountainous creatures that are extremely gluttonous and greedy. Instead of attacking, Devourers can consume a number of small creatures equal to the number of Devourers in the stack. When the Devourers use this ability, their target will be able to retaliate against the Devourers first if they have not already used their retaliation. Slayers can spend one turn performing a special ritual that will allow them to execute a special attack to automatically kill off a number of creatures equal to one half the total experience value of the Slayers in the stack. Slayers cannot retaliate when they are performing the ritual and if they are interrupted, they will not be able to use the special attack.
1. Bandit -> Marauder – Bandits steal money from fleeing creatures and heroes. Marauders gain the additional ability of plundering towns, creature dwellings, waterwheels, and windmills.
2. Giant Vulture -> Dire Hawk – Giant Vultures may feed on dead stacks to increase its attack and damage. They also do extra damage against Titans. Dire Hawks have a special swooping attack that blinds the target.
3. Poacher -> Bounty Hunter– Poachers do extra damage against neutral creatures, they also gain gold for killing creatures of the week. Bounty Hunters no longer have the abilities of poachers but they do extra damage against creatures in enemy armies. Bounty Hunters also increase the army’s movement when they are on the trail of an enemy hero.
4. Acolyte -> Dark Priest – Acolytes are melee attackers with access to a few spells. Acolytes may give up a turn to help the hero channel mystical energies, reducing the cost of spells for the hero and increasing the power of spells for that turn. Dark Priests gain a ranged attack and the ability to spend a turn disrupting the mystical energies of the enemy hero, increasing the cost of spells for the enemy hero and decreasing their spell power for that turn. Dark Priests may also consume the magical energies of summoned creatures and buffs in order to restore their own mana and replenish their ammo.
5. Dark Knight -> Dark Champion – Dark Knights do extra damage against creatures that are affected by debuffs. Whenever Dark Champions deliver the death blow to a stack, they can add the damage they did in that attack to their next attack. Dark Champions also have the ability to remove buffs from enemy creatures.
6. Salamander -> Drake – Salamanders spit bolts of fire at their enemies from a distance and they suffer no penalty during melee combat. Salamanders have the ability to concentrate its energy in order to generate an aura of intense heat, damaging all adjacent creatures. The Salamander is immobile and cannot perform any other actions while it is generating the aura. Drakes gain the ability to fly but they lose the ability to generate fire auras. Drakes also gain the ability to create an intense firestorm once per battle. The Drake will breathe fire on a fixed area on the battlefield for two full turns to create the firestorm. The more creatures that are burned to death in the firestorm, the more damage it does and the longer it lasts. The firestorm disappears quickly when there is nothing to be burned.
7. Devourer -> Slayer – Devourers are mountainous creatures that are extremely gluttonous and greedy. Instead of attacking, Devourers can consume a number of small creatures equal to the number of Devourers in the stack. When the Devourers use this ability, their target will be able to retaliate against the Devourers first if they have not already used their retaliation. Slayers can spend one turn performing a special ritual that will allow them to execute a special attack to automatically kill off a number of creatures equal to one half the total experience value of the Slayers in the stack. Slayers cannot retaliate when they are performing the ritual and if they are interrupted, they will not be able to use the special attack.
Who is online
Users browsing this forum: No registered users and 42 guests