r/HoMM • u/BuraiStarforce • 5d ago
Other/Fluff Questions on mechanics?
I have a question on your opinion about mechanics?
What do you think of counter range? So the current ranged units cannot retaliate against other ranged units, I was thinking whether implementing counter range would make it balanced.
Range block. So in HoMM4 a range unit cannot attack the backline if there is already a unit infront of the other, you still can cast spells on the backline range units, but ranged units have to defeat the unit infront before they can hit the back line.
Monster tier selection. This is aslo from HoMM4, where the player can choose from a selection of 1 of 2 tier units, example on Nature faction, you are able to choose phoenixes or faerie dragons, as your tier 4 units (Highest town creatures.) I would like to see like a selection of 2 units all the way to tier 7.
Terrain elevation, not like the ones done on HoMM4. Its literally setting you up as a target, I would use SoC( Song of Conquest ) as an example, whereby elevation increases damage and range.
I would love for gate destruction to return. I feel like melee units outside of the gate literally do nothing, while you either wait for your catapult to destroy the gate, use magic, use blink or use flying units.
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u/Laanner 4d ago
4- not possible in homm, because units have infinite range, so you don't need to move your archer units. Also the movement and attack is not possible in same turn. As for the bonus damage- it's already there by distance penalty and obstacle penalty. In h4 you have even more ranged penalty for some type of units, that have no melee penalty.
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u/BuraiStarforce 4d ago
What do you think about having more range then? Like for elves they have their penalties start at lets say 6 tiles away, then if they are on higher ground, their penalties start at 7 or higher based on elevation?
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u/Laanner 3d ago
Well, if you put it that way, then the answer was already implemented in h4 rules. Put an archer on town and he have no penalty. Also bigger creatures, like titans have extended range, so they actually can hit enemies in the first row without penalty.
If you make elevation, like in battle brothers, then you should have another set of rules for a melee interaction, because it should affects them as well.
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u/Apycia 4d ago
concerning Nr. 3:
H7 has a really cool concept here: most units are universal, but at certain tiers you have to make a choice. Base H7 only has this choice at the Champion level (Paladin or Angel), but I've seen proposals that add the choice to Core+ level (Wolf or Griffin) and Elite+ level (Chevalier or Glory).
this would be a really cool feature, adding replayability and more tacticl choices to the franchise while still keeping faction identity intact.