October 2000

 

 

The new ones are on a yellow background.

 

 

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Minieminem

2000 october 25th
I think that heroes should be able to carry more than just 7 troops. Maybe there can be a new war machine called "The Caravan" that allows you to store up to 3 troops that are not in use. When you want to use them you can click on "The Caravan" to put rthe extra troops into their army.

 

Andrey Gavrilov

2000 october 24th

There are no new ideas, but summary of most important old ideas, based on game experience since King's bounty to HMM3.

1. In HMM3 game balance is connected with hero speed, making impossible to change anything in movements. If you disable 'Dimension Door', 'Fly' and 'Town Portal', you have huge disbalance in castles: Inferno become too strong (and without its 'castle gates' - too weak), Necropolis become too weak (because of low speed of skeletons and skeleton warriors) and Conflux - too strong (because of Phoenix's speed). Logistic speciality heroes are also becomes too strong. Such effects appears with any changes in movement scheme.
To solve this problem, game balance should be independant of movement. There should be no such buildings like 'castle gate'. Hero movement should be independant of unit speed. (I also greatly like this idea because it will increase low-level units role in game). There also should be possibility to change hero speciality without deleting hero (for example, speciality constructor, which allows choise from creatures, spells skills list and so on).

2. In HMM3 balance in spells was crushed by making mass spells upgrade of usual spells. It's not good, that 'Mass Slow' and 'Mass Haste' spells are first level! Also something should be done with 'Berserk' spell, it's not limited! And expertness in combat spells makes too low effect.
Best solution will be making advanced/expert spellschange only numbers (in combat spells - adding not to result, but to basic damage). 'Berserk' and 'Hypnotize' spells should be limited by HP, but with more HP, than now 'Hypnotize' have. And 'Berserk' should be 1 level lower than 'Hypnotize', as in HMM2.

3. In HMM3 there are more secondary skills, than in HMM2, but hero still can possess only 8. In HMM4, if there will be additional secondary skills, 12 hero skill slots will be optimal.

P.S. There are many cool new ideas, such as religion, underwater and so on.

 

The Unforgiven

2000 october 22nd

Hey everyone, I have two main ideas and a couple little side notes that I would like to voice.

Heres my first idea. Ever since the very first one, the heroes of might and magic series has been a turn based game. I think this should be changed. imagine a heroes of might and magic game not turn based, but more-so like starcraft(or a live play game). Heroes/generals leading armies across wastelands and frozen plains, goblin swarms on the ground, dragons flying overhead. I believe that would make a seriously best selling game. And it would also make playing multiplayer actually fun. i tried it with my brother one time and we quit after about ten turns. Sitting and waiting for your friend(s) to move while you listen to that rediculous music the game plays while the hour glasses sift when the computers move. Overall the heroes of might and magic series is good, but it has such high potential its unbelievable!

My second idea is that the town allinments should not be like, castle, fortress, inferno. Instead I think it should switch back to saying scorceress, barbarian, and knight. Its more fun to say that your playing as a warlock, instead of a dungeon. Or yeah, i'm a castle. Doesnt it sound better if you say I'm a knight!?

Ok now the little things. I think new creatures should be made(of course, everyone wants that). creatures like leprechans, chimeras, and krakens(I read other peoples ideas, and those were mentioned). Paladins should be brought back, they kicked ass. One last little thing. maybe 3DO should hire me to direct the making of heroes of might and magic 4!(jokinly, but somewhat serious) because who can make the games better than someone who plays them? Hey 3DO! Need a director?

 

Colin Chude

2000 october 21st
One thing I miss from HOMM2 are the cursed artifacts. Yeah, I hated to get them, but they added an interesting dimension to gameplay. It was too easy to get rid of their effects (just dump them off on another hero and dismiss that guy - and hope another sucker buys him - ha ha!). What HOMM4 needs is an extra addition to cursed artifacts : all artifacts may be cursed - you don't know until you pick it up and equip it. If it's cursed, you can't remove it without something like an alchemist structure from HOMM2, or a level-5 spell. The cursed artifacts could have interesting effects too : the Shackles could only prevent you from running : Angel Wings would halve your movement : artifacts that add to your primary skills would now subtract from them (could you imagine Gremlins with -6 attack?). In fact, why stop with cursed artifacts? You could also have blessed artifacts that amplify their normal effects. All of this variation on the get-an-artifact-and-see-how-much-your-numbers-go-up style of gameplay can get boring pretty fast. Admit it - a hero with 35 to all stats and a million worthless artifacts in his backpack that result in 20-second long combats leads to a pretty boring Heroes game. Add some tension!!

 

Jacob Jørgensen

2000 october 20th
Hello, and thakns for a great site !

I have a suggestion for Heroes 4. My suggestion is about the Castle. When you have builded all buildings in your Castle (All "gold") I think it could be cool if you could build a "Supreme" building further from there, for example a very expensive building that boosted econemy, and something specific belonging to the Town type, and/or race allignment. A little bit like "The Grail" I was thinking about.

Thanks for listening !

Jacob Jørgensen, Denmark

 

Anders Furby

2000 october 19th

Then you fight a castle and destroy the walls bulding inside should be destroyd and then you have taken the castle you should have the option to destroy one building each day...

That would be real fun to sneak up to an enemy castle take it and destroy all expensive dwellings and then run away before the enemyhero with the big army comes back...

 

Ian

2000 october 18th

Hi !

My wishes here ... more tactical ones rather than specific unit/town ... etc.

1) More town types

2) Ability for hero to put camp in any place (like build outpost)

3) Ability to upgrade camp to fort and then to build town (and spend whopping sum on this :)

4) Ability for hero to downgrade/raze buildings in towns (and also not for free :)

5) Ability to build roads and upgrade them to rock-paved roads.

Regards, Ian

 

Odin of Valhalla

2000 october 15th

Hey again.

What about a slave-market? Every evil town + the Stronghold will have one. You may sell the creatures you do not want, and buy creatures other people in the game has sold on the market.

I think it is a good idea, is it something I hate to do, then it is to dismiss creatures.

The skeleton transformer in the Necropolis should be possible to upgrade, so you may make liches of monks, mages and enchanters, and on the next level make dead knights of cavaliers. Not of centaurs!!! Perhaps this should be possible with dragons to. All non-humanoid creatures should either get their on transformer and undead twin, or they should not be possible to transform. To make a ordinary skeleton of a gorgon is insane!!! It should not be possible to make anything of golems, gargoyles, crystal dragons and elementals, they are not alive, and may therefor not become undead. Genies and efreeties should become wraiths, or something more powerful, but it should be a spirit-like undead. All this should also count for the necromancy spells/abilities.

To make room for all the new buildings we hope for, a scroll screen in the towns would be a great idea.

Crystal dragons. I am really sorry that they count as a type of dragon, and not a really strong golem type. Because they are golems, and not living dragons, they should count as golems.

It should be many levels on the maps, like this:

* Hell: lowest down. with Inferno, Frozen Hell, and Shadow Cities, and perhaps some Necropolis types. (I want at least three different Necropolises in HOMM4)

* Underground: second lowest. with Dungeons (I want two of them too), Insect-towns, and Caves. (Caves is a city wiht Wyrms, snakes, dark elves and so on)

* Underwater: in the ocean. with Deep City (sea monsters), Tritonia (mermaids) and Aquarium. (lots of cool fish types)

* Surface: Land with all the old castles (with changes), elven cities and necropolises, Jungle Cities, and many many more.

* Ocean many proposals are presented on these pages, like Atlantis form me.

* Sky: I do not have any good proposals here. Bird City and Heaven pherhaps?

ODIN OF VALHALLA. (again, I am so sorry for all the bad english)

 

Odin of Valhalla

2000 october 13th

Hello again.

Elven City : ( => means "upgrade to")

Level 1 : Elven horse => Elven warhorse => Elven Noblehorses. (Beautiful, elegant horses)

Level 2 : Elven Infantery => Elven Soldiers => Elven Warriors

Level 3 : Wood Elven Daggerthrower => Wood Elven Archer => Wood Elven Sharpshooter

Level 4 : High Elven Daggerthrower => High Elven Archer => High Elven Sharpshooter

Level 5 : High Elven Swordsman => High Elven Knight => High Elven Weaponmaster

Level 6 : Wood Elven Priest => High Elven Priest => High Elven Enchanter

Level 7 : Legendary Elven Druid => Legendary Elven Socreror => Legendary Elven Wizard

Level 8 : Light Spirit => Spirit of the Forest => Spirit of the Sun =GRAIL UPGRADE>

Spirit of White Magic.

Heroes:
Might: Elven Warrior 2,2,2,0 Races: Wood Elf, High Elf, Atlantian (human alike race)
Magic: Elven Priest 0,1,2,2 Races: Wood Elf, High Elf.

ODIN OF VALHALLA. (sorry for bad english)

 

Odin of Valhalla

2000 october 12th

Hey!
I really liked the ideas of DeSherif, and to be able to start/end alliances during play should really be possible. Pherhaps there could be three types of alliance (peace, alliance, unbrakeablealliance)

Better dwarves IS a good idea, but not on 6. level. Pherhaps level 2, 3 and 4?

Sorry for bad english.

ODIN OF VALHALLA

 

John Sellards

2000 october 12th
"Rally Flag" or "War Idol" Artifact

Create an artifact when, in your possession, will place the artifact actually on the battle hex grid. When troops are closer to the flag or idol, attack and defense will increase of a friendly creature. As troops move farther away, the benefit lessens. If the friendly creature is as far as possible from the artifact (NW corner vs. SE corner), then that would equal normal attack/defense strength as if the artifact wasn't there. This idol cannot be normally moved except through spells like teleport or with tactics. The artifact cannot be destroyed by enemy creatures and is immune to spells (unless a new specialized spell is created just to neutralize the artifact).

 

Michael Kipp

2000 october 11th
For some reason this couldn't be sent to the homm4 questions bit so I'm sending it to you.

I think that there should be towns on water in Homm4, and I also think that there should be an extra "ocean" terrain, lava, on which you can only sail in special boats, and you can summon normal boats there to destroy them. On those two Ocean towns, there should be a gate to the ocean that ships can go to, but also an underground location which leads directly up to the town. Going into it would allow you to strike first no matter what your speed.

New units for Water Castle

Level 1
Merfolk : A sturdy level one unit that gains +3 speed on water.
Pearled Merfolk : Stronger than merfolk that also gains +1 att/+1 def on water.

Level 2
Sea Serpent : Extremely Strong Unit (level 4 or 5 stats) that gets -2 speed, -4 att and -5 def unless on water

Sea Monster : Stronger Sea Serpent

Level 3
Water skimmer : Extremely Fast medium strength unit that gains flying on water.
Skimmer captain : Water skimmer with flying that gets +2 speed on water.

Level 4
Swordfish : moderate level 4 unit that attacks twice w/no retaliation
Sailfish : Weaker swordfish that attacks 3 time and retaliates twice

Level 5
Phantom Monster : Strongest lvl 5 unit in game thats immune to water spells and has flying. gets +2 att/def on water
Phantom Horror : Stronger Phantom monster that can be affected by your spells

Level 6
Electric Eel : Ridiculously strong unit (level 8 stats) that can only fight in water

Level 7
Hissing Spirit : Extremely strong fast flyer thats immune to spells cast by the enemy. Only catch is the cost, it loses flying when not over water.

Sibilant Spirit : Hissing Spirit that doesn't lose flying.

 

Odin of Valhalla

2000 october 5th

HEY AGAIN. TO ANYONE WHO SAID THAT OUR PROPOSALS TO HOMM4 IS LIKE PROPOSALS TO JUST ANOTHER HOMM3 GAME, YOU ARE RIGHT, BUT THATS THE WAY I WANT IT TO BE.

 

This is mainly my proposal to the Sun Empire, which I simply have called "the Empire"

I really want to keep the conflux, but the phoenix just fits so well here. Maybe it could e another Level 7 creature in the Conflux?

 

LEVEL 1 : Empire Soldier (weak type of swordsman, in oriental armor)

You may choose between two upgrade buildings. Only one may be built, you have to get another Empire town to get the other type of upgrade.

The first line of upgrade buildings:

UPGRADE : Empire Warrior

UPGRADE II : Empire Elite Warrior

The second line of upgrade buildings :

UPGRADE : Empire Archer.

UPGRADE II : Empire Elite Archer.

LEVEL 2 : Trained alligator. (has full morale in swamps and on water)

UPGRADE : Trained crocodile. (same as Trained alligator + minmum +1 luck on water/in swamps)

UPGRADE II : War Crocodile. (Has an armor with spikes on the most of the body.)

(same as Trained crocodile)

LEVEL 3 : Samurai apprentice (rides on a horse)

UPGRADE : Samurai. (rides in a warhorse)

UPGRADE II : Samurai Nobleman. (rides a warhorse with expensive armor on)

LEVEL 4 : Empire Fighter. (may strike back two times.)

UPGRADE : Ninja. (may strike back three times)

UPGRADE II : Great Ninja. (may strike back three times, no enemy reatalation)

LEVEL 5 : Half-elven Warrior

You may choose between two upgrade buildings. Only one may be built, you have to get anoter Empire town to get the other type of upgrade.

The first line of upgrade buildings :

UPGRADE : Half-elven Samurai

UPGRADE II : Half-elven Ninja.

The second line of upgrade buildings:

UPGRADE : Half-elven Priest.

UPGRADE II : Half-elven Socreror.

LEVEL 6 : Donkey-unicorn. (like a ordinary unicorn, with a dunkey-body nstead of a horse)

UPGRADE : Deer-unicorn. (like a ordinary unicorn, with a deer-body instead of a horse-body)

UPGRADE II : Great Deer-unicorn. (A huge Deer-unicorn with a enormous, shiny horn)

LEVEL 7 : Holy Bird. (like a golden firebird.) (immune to all first level fire school spells)

UPGRADE : Phoenix (like in HOMM3)

UPGRADE II : Holy Phoenix (immune to fire school spells, and mind spells.)

LEVEL 8 : Oriental dragon. (a white chinese dragon without wings)

(immune to fire school spells)

UPGRADE : Oriental winged dragon (flying, like Oriental Dragon with wings) (immune to fire school and earth school spells)

UPGRADE II : Oriental golden winged dragon. (golden chinese dragon.) (immune to Mind, earth school, fire school and air school spells, may Cast bless once a battle)

GRAIL UPGRADE : (aviviable in the grail-structure) Oriental Dragon King. (an huge, rally big, rainbow colored chinese dragon, with wings) (immune to all spells, except water school spells at level 5, may cast Mass Bless and Mass Cure instead of attacking.)

Other Empire-conected troops. (same counts as troops from Empire towns, you do not lose morale if you mix thgem in you armies.

LEVEL 6 : Fakir fighter. (flies on a magic carpet.)

LEVEL 3 : Trained Puma

LEVEL 3 : Trained Leopard

LEVEL 4 : Trained Tiger

LEVEL 2 : Trained Cobra

LEVEL 3 : Animal Trainer

LEVEL 7 : Oriental Blue Sea-dragon. (immune to water and mind spells. Full morale at sea)

LEVEL 5 : The Emperors Loyal Lifeguard.

 

HEROES :

Magic : Fakir. 0,0,1,4 Races: Half-elf, elf, human, gremlin, halfing.

Might : Ninja Master. 2,3,0,1 Races: Half-elf, Elf, Human.

 

Thats all for now.

Bye.

Odin of Valhalla

 

Javier AbÌnzano Murillo

2000 october 3rd

Hello, Archangels!

I sent a pack of ideas sometime ago, but I want to add some new details:

1.- New secondary skill called TRAINING. A hero with basic level can
upgrade any creature of levels 1-2, advanced level lets him upgrade
creature levels 3 to 5 and expert level make him capable to upgrade any
creature, including iron golems to gold or diamond golems, elves to
sharpshooters, etc.

2.- A variant from the last suggestion: if a hero has, for instance, a
special ability with Griffins and Royal Griffins (like Edric), isn't it
logical that this hero has the natural ability to upgrade them?

3.- In Heroes of Might and Magic II, creatures used to accumulate in
their dwellings until a hero recruited them. In HOMM3, you can only
recruit creatures born in the week. I propose a mixed system: HOMM3
system for the creatures that has a home castle and HOMM2 system for
neutral creatures. This combinated system will add more strategic value
to neutral dwellings.

Congratulations for your site.

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