HoMM 4 Remake game concept: hero specialty and unit upgrades

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  • Опубликовано: 26 май 2024
  • Keep in mind: this is just a concept.
    Help make new HoMM 4:
    discord.gg/gcf2K73ZnV
    Support new vids:
    boosty.to/basicnoobility
    www.donationalerts.com/r/basi...
    Heroes of Might and Magic IV is a turn-based strategy game developed by Gus Smedstad through New World Computing and published by the 3DO Company for Microsoft Windows-based personal computers in 2002. A Macintosh port was subsequently developed by Contraband Entertainment and released by the 3DO Company. The fourth installment of the popular Heroes of Might and Magic franchise, it is the sequel to Heroes of Might and Magic III, and was the last to be developed by New World Computing.
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Комментарии • 53

  • @TabalugaDragon
    @TabalugaDragon Месяц назад +39

    Hero specialty is the only thing that's truly missing from this game.

    • @YaMaTo999Vir
      @YaMaTo999Vir Месяц назад +2

      Upgrades maybe too. And necromancers and demons separated towns.

    • @TabalugaDragon
      @TabalugaDragon Месяц назад +1

      @@YaMaTo999Vir yeah alternative upgrades honestly made HoMM V way more interesting and gave much more strategic flexibility to factions.

    • @YaMaTo999Vir
      @YaMaTo999Vir Месяц назад +3

      @@TabalugaDragon Yup, but its sharp knife in both sides. Some upgrades too op/too weak. But still in general amazing addition

  • @leightonholley4342
    @leightonholley4342 Месяц назад +15

    I love the upgrade mechanics. I appreciate you leaning into the choice mechanic that was introduced in HOMMIV.

  • @MrThezyga
    @MrThezyga Месяц назад +23

    Nice ideas, but Christian's abilities sound way too overpowered

    • @some4el
      @some4el  Месяц назад +15

      We can always give a side effect like mechanicals units do only 50% damage with this bonus attack. And who knows mb other heroes abilities is even more OP). In HoMM 3 some heroes (Solmyr, Luna) had OP specialty. Thats the neat part ^^

    • @MrThezyga
      @MrThezyga Месяц назад +3

      @@some4el side effects sound awesome, I would say let's go an extra mile and make them into a clear disadvantage even when he's not using a special ability, like maybe mechanical units cost more when you have him in your heroes party with level 5 or above

    • @TabalugaDragon
      @TabalugaDragon Месяц назад +2

      @@some4el the % of damage could grow depending on a hero level. Say, machines only deal like 20% of the damage on level 1, +2% per every level. Similar to mechanics we have in HoMM V

    • @dolanuscaesar1326
      @dolanuscaesar1326 Месяц назад +1

      I personaly would make campaign heroes overpowered, since their limitation is that they MUST NOT DIE.
      Kinda compensation.

    • @TabalugaDragon
      @TabalugaDragon Месяц назад

      @@dolanuscaesar1326 yeah in HoMM V campaign heroes are also OP compared to standard heroes.

  • @Andizia_Kalan
    @Andizia_Kalan Месяц назад +9

    I would love to see more of this and play this kind of game!

  • @TabalugaDragon
    @TabalugaDragon Месяц назад +3

    I'm definitely interested in further videos on this topic. If the mod community can add unique abilities to heroes that would be absolutely amazing. Plus adding *some* (not all) changes from Equilibris and we have a nearly perfect game.

  • @sugarcane8123
    @sugarcane8123 Месяц назад +4

    You might be the first I donate actual money to. Men don't give up with this one, very good idea🥳

  • @mateuszrybicki6121
    @mateuszrybicki6121 Месяц назад +8

    I love the concept. Those extra attacks seem op tho, maybe instead stat bonus like in H3/H5?
    Also Academy could have another hero with mechanical warfare ability so they can use him instead of life hero? They could be part of "mechanical" hero class who share same talents. What do you think? Keep up the good content anyway!

  • @dolanuscaesar1326
    @dolanuscaesar1326 Месяц назад +3

    Oh boi, I love theese speculations and ideas!!!
    I myself once was bored at work and "planned" whole Call of Duty alternative in my head, but the difference was that it has morale system and you play as anti-hero mercenary group lol

  • @ilikeanimeverymuch
    @ilikeanimeverymuch Месяц назад +6

    Great thing would be given them features that level up and make only several of heroes appear in tavern one at the time. Some of my ideas are as follows:
    Sandro - previously had magic talent speciality - now all Death spells receives 2% effectivness per every Sandro level. Other school spells receives +1% effectivness every 2 level.
    Cyra - starts with speed and mass speed spells witbout needed requirement. If Cyra does not have appropriate level of nature magic spell cost double the amount. Additionally Cyra is aleays under influence of speed.
    Crag Hack - all units and Crag Hack receives +1% to melee attack (minimum of 1) for every hero level.
    Tazar - all units and Tazar receives +1% to melee and ranged defense (minimum of 1) for every two hero levels.
    Orin - all units and Ori receives +2% to ranged attack (minimum of 1) for every hero level. Orin can do ranged attack from start of game.
    Those are examples. If you like to here more comment.

  • @tymonkuligowski5566
    @tymonkuligowski5566 Месяц назад +2

    this is so good man :D nice

  • @013wolfwarrior
    @013wolfwarrior Месяц назад +2

    oh cool, yeah that wouldbe a nice addition, I would like to hea what you have in mind for Sandro, he was my favourite as a kid

  • @Choppalove
    @Choppalove Месяц назад +3

    These ideas and videos of yours are amazing, please keep the content churning! (Pls someone make a playable concept mod!) 😊

  • @soberTrezviy
    @soberTrezviy Месяц назад +1

    I wish we had an option to destroy buildings (1 per day for free) so other choices of enemy town will not ruin your power curve... also it would be cool if we destroy everything you can rebuild the town as of your race, so conquering enemy cities of other race have some strategic meaning

  • @tejla3
    @tejla3 Месяц назад +3

    I like the ideas, even though the ability of Christian described in this video, seems way too overpowered. I think it would make sense to make the specialities more simple, especially if this project is to be realized 😊

  • @kacid3108
    @kacid3108 Месяц назад +2

    Love your ideas bro

  • @codrutbujdei5958
    @codrutbujdei5958 Месяц назад +4

    I like these ideas but I feel like having only one upgrade that gives new abilities to your units kind of forces you to buy the boring stat buff if the new ability is bad or only useful in specific situations. Same goes for if the ability is overpowered, why would you get the other upgrade? I feel that having both upgrades give different stat bonuses and abilities adds more variety to the game, though I understand if that is too much to ask

  • @maciejpszczoa2003
    @maciejpszczoa2003 Месяц назад +2

    I completly agree with you that heroes in H4 need specializations because without it they are just nameless heros. Your idea with hero specialty sounds nice on paper but I think it might be too broken and too complicated system for this game. It would be great if every hero have, just like in H3 and H5 simple bonus for spell, unit or skill like +5% attack, def and +1 speed for certainly unit, +5/10% additional damege for spell or unique specialty like addition 5% for reppelings spells for every unit, toxic attack for your hero or creating second copy of unit with only first use of create illusion spell. It would add a little bit of variation, identity for every hero and it won't ruin the game that much.
    Also I don't think that this game needs units upgrade system. I guess it would be too annoying. Instead of this maybe it would be better for adding possibilitry to build universitity in every town, where you could for high price research new skills and/or adding stats for units in your kingdom (similar how it work in Songs of Conquest).

  • @111hey3
    @111hey3 Месяц назад +1

    i wish heroes4 actually got released as complete game. with all features that developers originally wanted for this game. sigh

  • @comicallyhigh2730
    @comicallyhigh2730 15 дней назад

    I think you should instead tie bonus to skill mastery rather than Hero- thus rewarding investment into a single class. So for example upon levelling to GM Offence, you would be able to pick a finisher between +50% vs L4 or all friendly units start combat with Precision.

  • @bendeguztoth5416
    @bendeguztoth5416 Месяц назад +3

    If you can make it work, I would lovely pay for this version!

  • @deciusloverain5434
    @deciusloverain5434 Месяц назад +1

    Absolutely agreed with heroes with personal talents, but disagree with creature upgrades. First thing'll give more diversity in tactics. But creature upgrades will make another game for HOMM4 - it already have own mechanic - choice between units itself, and adding upgrades will be like building house over a house.

  • @pseudosmok3088
    @pseudosmok3088 Месяц назад +1

    Who needs upgrades if you can play single hero who destroys everything in his/her path?

  • @czeslawireneusz8069
    @czeslawireneusz8069 Месяц назад +2

    Interesting Ideas! I also have suggestions for the 3 talents: they would be tied to an advance class, so as to give them more use (for example field marshall would have 3 exclusive to that class, warlord would also have ) but the speciality would remain the same.
    P.S. If you get this project starting, I would be intersted to join the team, I don't have much in the way of coding or progamming for games except for game editors, but I do have a lot of free time.

  • @YaMaTo999Vir
    @YaMaTo999Vir Месяц назад +3

    Bro, we waited 20 years for such content 👴
    Your idea kinda simple, but logic and nice. We have only 1 big idea - we cant handle 240 HEROES! Its too much for such system. Thats why we see 6-8 heroes in homm5 and some of them even like that not UNIQUE. Imagine to do 240?
    Also talent tree with common pool is nice, if it can be balanced correctly. But even normal system with 1 passive that grow with levels would be great too and easier to balance.
    Need to be careful and balanced with that system to not break the game. But give more personality, variety and tactics are nice.
    But also to expand it, woukd be nice to have kind of mercenary market to buy units for your build. (kinda like in homm5)
    Also i liked idea of units upgrad logic. The only big problem I see - without hardcore balance - some choices will be hard doomed by only one op option. But even if balance will be perfect - it can be very stale and boring. Its hard work.
    But honestly, i feel like Homm should return again to our world. And we must have mix of homm4 and homm5 systems. Where youve 1 or 2 upgrades and you choose units among the town bulding. Its a lot, but interesting. I love homm4 idea.
    Dude, like, im for years wanted to upgrade and give glory to the Homm4. Or create my own game inspired by Homm4. Cause I believe ideas are great and with some polishing could be great. Its really like a nostalgy dream to create my own Homm4 2.
    I cant make games, but to honor that great game, im using inspiration, details and creatures i like in my own TTRPG system which im creating.
    Huge love for Homm4, its fans and creators! ❤❤❤

    • @some4el
      @some4el  Месяц назад +2

      240 sounds not that much im in for the challenge xD But we need to answer what is unique? I mean Christian do bonus attacks for mechanical units. Lets for example take a hero who gives bonus attack to other unit class - let say elementals - is this still unique or not soo much now? I think while no more heroes have this ability its unique.

    • @YaMaTo999Vir
      @YaMaTo999Vir Месяц назад +1

      @@some4el Im all for your Enthusiasm, but im afraid game is not that deep to make all of professions quality, useful and deep. Probably better aim for less but more interesting heroes? Than all of them just "+1% to pirate per level"?
      Compare for example Arantir in homm5 and Ayros in Homm5. How far they are in terms of quality from each other.
      Also can suggest you to look at ncf heroes mod for homm5. There people exactly put DOZENS new heroes, balanced and not. You can learn smth from their expirience.
      But they are russian mod team.

    • @TabalugaDragon
      @TabalugaDragon Месяц назад

      having 240 heroes isn't really a problem. Even in HoMM V campains there were different, new heroes with the same specialization as some standard heroes, you don't need to have all 240 unique skills in the game. Just 6-8 per faction like in HoMM V or a little more.

    • @YaMaTo999Vir
      @YaMaTo999Vir Месяц назад

      @@TabalugaDragon Why really you need clone heroes? They are useless or even harmful for balance.

    • @TabalugaDragon
      @TabalugaDragon Месяц назад

      @@YaMaTo999Vir umm then don't give them OP skills, simple as that.
      And those wouldn't be clone heroes, they'd have different portraits and descriptions.
      It's like in real life, somebody isn't a clone of another person just because they have the same job, lol.
      Imagine if in real life everybody would have a unique job, it would be chaos.
      The problem is also easily fixable by their specializations only being really strong if a hero is high level. On level 1 it would be nearly useless, which means hiring like 10 heroes of the same type would be pointless.

  • @frankvandorp9732
    @frankvandorp9732 Месяц назад

    I missed hero abilities in HoMM 4, but one of the pitfalls of them is that, if you make some of them strong, the players will always gravitate towards the same few heroes and a lot of them won't be played. In HoMM 3 I almost always picked the same few heroes because they were simply better.
    So you should try to make the special abilities add flavor and make heroes feel unique, but they should not have too great an impact on gameplay.
    Another thing HoMM 3 did to make them feel unique was to give them different starting skills. This is a lot harder in HoMM 4 because the skills are grouped together in categories now and you effectively have only 3 skills to choose from, but it would also be interesting to have certain skills pop up more often to some heroes than to others. So one knight will be presented with nobility a lot, while another often learns order magic.

  • @botondcsapo9261
    @botondcsapo9261 Месяц назад

    i like it.

  • @jotarokujo6501
    @jotarokujo6501 Месяц назад +8

    Is this Christmas?)

  • @soberTrezviy
    @soberTrezviy Месяц назад +1

    now if you hire everything in one town you can have it in one army + 2 slots for heroes (1 if nature). if you have ponetially 2 or even 3 different types of every single mob it would be hell to manage and probably pain to delete basic ones. As a person who didn't play heroes 3 for like 20 years, i don't remember how is it there with upgrades, is there an option to convert units from basic to cooler ones?

  • @syntet8743
    @syntet8743 Месяц назад +3

    Just!!! Just!!! Go make new game!!!

  • @frankvandorp9732
    @frankvandorp9732 Месяц назад

    Christian's ability would need a bit of fine tuning I think, or otherwise every time he strikes he will immediately die to the area of effect of his own catapult's fireballs.
    If HoMM was ever to be remade, one crucial change would need to be the removal of the 8 army limit. That's a relic from earlier HoMM editions that makes NO sense in 4, with the ability now to have armies without heroes wandering around. Especially on bigger maps this gets really annoying.

  • @user-yb6jv2ms2l
    @user-yb6jv2ms2l Месяц назад

    For other heroes to work in not their towns, need to remove morale debuff hero cause to army of not his own town... And yet there is kills like scouting whole branch, and Nobility that is very bad overall.. I kinda get that you can use Nobility on mule chars, but pathfinding aka logistics is must have in heroes game.

  • @rcdt6653
    @rcdt6653 Месяц назад +1

    Interesting
    Are you familiar with VCMI for heroes 3?

    • @some4el
      @some4el  Месяц назад

      No. Will check it out.

  • @elborsh1791
    @elborsh1791 Месяц назад +1

    The hero is useless for the preserve. What about additional leveling, which is unlocked after the construction of side buildings, for example: bandits are upgraded, pirates with a pier.

    • @TabalugaDragon
      @TabalugaDragon Месяц назад +1

      so many heroes' specialties in HoMM V, they are faction-specific and would only be useful for that castle.

    • @YaMaTo999Vir
      @YaMaTo999Vir Месяц назад +1

      Just an idea, but maybe... Tree talent bound to the faction and not the hero? Yeah, your personal ability will not perfrctly work with all factions and its ok, but still with levels you could gain profit with faction abilities.

  • @miroslavurban1633
    @miroslavurban1633 Месяц назад +1

    This is too ambitious. And it could broke the game.
    I love game as it is. If you want something else, just play other games.
    Only one thing I dont like is that combination daemon and nekro units in Necropolis.
    Would be nice to have replaced daemon units with necro neutral units.

  • @Guy-iv2hw
    @Guy-iv2hw Месяц назад +3

    Nice fanfic nerd