http://lafe.co.nf/lafeideas.html
most common features:
WoG recreation
new players’ colours
settable levelling (x1.5, x2, every two levels)
settable hero price, also depending on level
settable upgrading cost (hiring cost difference in gold x1.5, x2)
limit of heroes available to hire in town per week, however different heroes in every town
new resources(blue crystal, green crystal, purple crystal, amber)
multilevel underground
fog of war (Warcraft 2 or 3 style)
construction time
larger battlefields
each unit should have its own movement limit on adventure map…no more chains…
short text instead of icons for creatures’ abilities(sometimes lot of them)
default variation of towns at start where we have map settings…
mixed neutral stacks
abolition of 7 days limit of getting a town to exist
both side simultanous damage in melee and ranged projectiles (H4)
LAFE ideas
MAGIC SYSTEM
-spells splitted in single and mass versions (like in H2)
-cast cost should be dependable to amount of affected total HP…due to formula:
base cost if HP <=1000…
if HP >1000 new cost = base cost x (1+(HP-1000/1000))
-counters of every spell casted should be implemented to give the some bonuses after some amount of casts
New magic schools and new spells
http://lafe.co.nf/spells.html
SPELLCASTERS
For spellcaster creatures in general should be feature that after casting one spell it regenerates for example 3 rounds(using non-magical attacks during them), and after casting other spell it could regenerate for example 5 rounds…
example Lich has Death Ripple and Animate Dead in spellbook…in 1st round it has to choose: regular attack, Death Ripple after which it regenerates 2 rounds to cast again or Animate Dead after which it regenerates 4 rounds to cast again spell…during regeneration it can only use its regular weapon…no mana needed…can cast endlessly or limited number of casts…
maybe not for every caster but for some…
also switching between melee/range/cast attack should be implemented…
resource transport from mines and other objects by horse wagons(to build in Blacksmith) and by boats…
boat constuction time or hiring boat instead…
SHOOTING AND BATTLE
Shooters(but not telestrikers) and casters can shoot when enemy comes in full damage range regardless of speed of shooters and casters
-so when enemy unit comes in full range it pop up question “Shall we shoot/cast?” and “which target?” if we have full range across the battle (sharpshooters, casters)…
-but double shooters should have only one shot then…the other one should be in after-waiting turn…
-double shooters should have splitted shots in base and after-waiting turn anyway (or half of movement in one of those turns)
-if morale happens in base turn one extra shot in at the end of basic turn, if in waiting turn extra shot at the end of after-waiting turn
If morale happens just after movement in base turn…stack can make use of it not rightaway but in after-waiting turn…
As only half of shooters projectiles hit targed at more than 10 hexes, the rest of projectiles should hit adjacent hex of target so 1/12 of them hit every hex around
Tall units standing in front of shooter take some ranged damage from projectiles instead of them
Limited range for shooters and telestrikers(for telestrike range varied due to experience level)
Also double melee attack should be splitted between base and waiting turn…move and one strike in base turn, move (if some left from base turn) and second strike in waiting turn…if morale happens the same like for double shooters…
As it’is possible to move and attack in one turn maybe it should be possible to attack and move when we start by enemy stack…
Distinction of straight line shooters(Mages, Monks, Zealots and Titans) and ballistic shooters (Archers, Elves, Master Gremlins, Cyclopes)…
straight line shooters would not shoot through obstacles…
also meaning if some other stack stands(or Force Field) in the way of straight shooters…
possiblility for ballistic shooters of area attack…
obstacles on battlefield which cannot be crossed(even by flying units) and shoot by projectiles(target standing on the other side couldn’t even been targeted)…(i.e. pillars in underground working like rock in underground on adventure map)
no more tiny creatures surrounding stack taking whole damage…they would be no more obstacle and can be crossed by attacking powerful stack…only that part of damage needed to kill tiny creature would be deducted from total damage done by attacking creature on main target…
“Strike and return” creatures should only move by this amount of hexes as their speed (not double amount), but should have possibility to stay at target ot move to pointed hex after attack…so need to cast Haste or Prayer to be the same like before…
TELESTRIKE
Telestrike-attack by melee weapons by teleport…limited range (usually less than shooters), no ammo needed, always full range, never obstacle penalty, never melee penalty…
also as new secondary skill and hero’s speciality(Peredur-Slothlux)…
also could be good solution for Pit Fiends, Wrights, Genies, Basilisks, Energy Elementals…
NECROMANCY
Necromancy costs movement points(settable (i.e. 1HP=1MP), different ratio for Death Knights and Necromancers, maybe different for each necrohero)
SECONDARY SKILLS
settable amount of secondary skills for one hero…
Logistics slot for every hero or Logistics no more as secondary skill but movement point done by hero dependend (i.e. this hero was on 100 different tiles in this grass zone getting 300MP for turn bonus, if he will be on 100 different tiles on other kind of zone he will get next 300HP for turn and so on…; also for every kind of roads separetely regardless of terrain )
some less usufull secondary skills can become third-kind skills and can be got free only depending on hero level…so Scouting levels get every might hero at 5,10,15 hero level…magic hero could also got them but on 10,20,30 level…magic heroes get Eagle Eye, Scholar and First Aid at 5,10,15 level…might hero(or some of them) would get them at 10,20,30 level…
Scouting no more works on water and in undeground through rock…
Navigation also no more as secondary skill but depending on amount of tiles crossed by hero on water…
Pathfinding
-as hidden third-kind skill lessen terrain penalty depending on amount of tiles on which hero was on this kind of terrain
-might hero would have some bonuses and can require 50% less tiles visited to get the same bonus…
-heroes would have starting bonuses to Pathfinding according to their native terrain
If terrain of battle would affect speed of creatures on battlefield in the same ratio like on map, Pathfinding’s bonuses would be the same on battlefield
if battle is on tile with road, this road should be on battlefield (3-5 hexes wide) affecting speed of walking creatures
also road as terrain type covering whole tile, in battle walking units would have speed bonus and flying units not
abolition of Tactics skill and equivalent of basic Tactics for every hero
ADVENTURE MAP
Each round of battle costs movement points to both sides…
Movement point of Logistics bonus should not work when flying…
Town Portal, View Air, View Earth should have limited range…
View Water spell…
weather like in Panzer General…however each zone separately…
in multilayer underground there should be lakes and rivers of fire and tar, more and more common in deeper underground layers where Inferno town are located…
It would need special boats to go through…also new spells Firewalk, Tarwalk, View Fire, View Tar…
possibiliy of constructing impassable by ground units Walls and Garrisons which should have the same defense battle like town…
also possiblility of constuction Garrisons guarding mines and dwellings
possibility of construction of watching towers/observatories
possibility of make terrain immune to Dimension Door and Fly casting, passing, landing by proper ablilities and price in resources…
As we have possibility to create huge maps we can now:
-let minimap doesn’t show us our possition and our main town be always in the centre of minimap…let make our map surround by natural obstales like forests and mountains…some of them impassable…
-as we have generated XL map 144x144 let transform it into 288x288 or larger map creating new kind of templates to:
1)make from every XL terrain tile 4 same terrain tiles on 288x288…
-exept for roads which should be single tile wide…
-amount of objects and creatures on map remains the same like in XL
-however needs adjustment and some terrain refillments when monster stack guards narrow passages ot some fillment by terrain when guarding treasures…
2)after making 288x288 map we copy unaltered zones with all objects and monsters from XL but we make natural barriers between them wider…
-so less possible intrusion by Dimension Door and Fly…
-this would need saving road connections between zones…
-this tiny zones in the middle of the map could be enlarged now…
Chance of blinding/petrifing
depending on sum of HP amount of caster and defender; never more than original (unless scripted bonus)
so 10 War Unicorns(1100HP) would have 20% chance to blind 11 Champions(1100HP)
and 10 War Unicorns(1100HP) would have chance to blind 110 Champions(11000) of 20%x1100/11000 (2% however cumulative)
Free spell casting
on enemy(Master Genies, Enchanters) should be also dependend on HP amount;can cast if on enemy if have more or the same amount of HP; if less HP than enemy can cast on selected stacks(by mass spells)
New creatures’ growth possibilities
for powerful creatures of 8-10th level or alike there should be possibility of growth of just one every 2 weeks, one every 3 weeks or one monthly
for creatures of 7-8th level there should be possibility for growth to be one extra creature for every odd week(for good ones) and one extra creature for every even week(for evil); for balance (Devils, Hydras)
for creature of 6th(or lower) level possibility of +1(or more) extra growth when Castle and upgrage dwelling and/or Capitol built. (Wyverns, Cyclopes)
Small numbers
As it’s to many creatures in H3(regarding growth and stack size), their amount should be halved
-all growths(if not equal numbers it can be like in New creatures’ growth possibilities)
-attack, defence and damage of creatures and heroes should be halved to me them be more like in H2 (exept lvl8-10 creatures to make them truly powerful and price worth)
-heroes’ starting primary skills should be halved
-stats of buff/debuff spells which change primary skills should be halved
-artifacts parameters of primary skills; with some rounding so
-Helm of Heavenly Enlightenment and (from +6 primary skills to +3 primary skills)
-Sword of Judgment (from +5 primary skills to +3 primary skills)
-Shield of Lion’s Courage and Celestial Necklace of Bliss to +2 primary skills
-Sandals of the Saint and Armor of Wonder to +1 primary skills
-other artifacts similar
-all income should be halved
-prices of buildings in towns should be halved
-amount of Mercenary Camps, Marletto Towers, Star Axis and Gardens of Revelation should be halved
-Library of Enlightment would now grants only +1 to all primary skills
-so these primary skill boosters (like Hall of Valhalla) in towns would be now of greater importance
-external creatues’ dwellings would now loose their influence on growths in towns
-by preserving the same levels like in original H3 it would mean twice as much experience needed to get level (however we can halve leveling to be the same like in H3)
-to have the same damage ratio like in H3 we should count damage of 5 Black Dragons against 5 Titans like fight in original H3 of 10 Black Dragons against 10 Titans, recalculating after every clash
As in Life and Freedom Empire small bars of gold are used instead of coins(10 coins = 1 bar); last 0 in every price should be cancelled; so Titans would cost now 500 LAFE gold bars and 2 gems
Modified stats and prices should be in bold letters
http://lafe.co.nf/lafeideas.html
some volunteers for coding?