News:

Welcome to Hero Mages!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Aritheall

#1
Feature Requests / Re: An Idea
September 07, 2010, 08:31:18 PM MT
@ Ross-yeah, guard brawls would be neat and were one of the things i had considered when writing this post. If you do make them, you would probably need to limit the amount of cards a player draws a turn to one or two though, so that people need to think about what Guard abilities are worth using every turn.

@Dies-That could work very well, the limiting of the hand size. As for the amount of players in a game, yes, This would not work well at all with anymore then 4 players.
#2
Feature Requests / Re: An Idea
September 06, 2010, 08:16:14 PM MT
Big "team" games (3v3, 4v4)? nah. I am a fan of 2v2v2 or 2v2v2v2 when I do look for a nice relaxing game of chaos :)
#3
Feature Requests / Re: An Idea
September 06, 2010, 02:03:43 PM MT
@Dies-Yeah, i thought about that too (after I posted of course), but I still think it would be interesting to try. It would just be another option for people. Perhaps though it would become an unused option like Assassination mode (has anyone every used this play style? I haven't yet or even seen it played). Still, perhaps there would be a way to balance it.

@Tampit-Im not a huge fan of 3v3 or 4v4 games. Being a very competitive person, I prefer 1v1 so that I have only myself to blame for a loss. Also, I have had it in larger games where my Mage or even my whole team has been killed because I went last (having to wait so long or a turn can be annoying as well). Being a huge fan of chess, nothing compares to the thrill of the 1v1. My 1v1 games almost always turn out to be the most intense, and I thought it would be interesting if you threw more guards into the mix or had the option to do so.

Anyway, just an idea...
#4
Feature Requests / An Idea
September 05, 2010, 05:19:30 PM MT
So, not sure how hard this would be to do or if anyone else would be interested in such a thing (or if the idea has been suggested before), but heres my idea: What if you could increase the number of Guards each player controls in a single player (or perhaps multiplayer) game?

Through team games you get some of the cool combinations that are possible through having more guards, but this would be different since its each player commanding an army of 3+ guards instead of just 2. It would also be very different since there would still be only 1 Mage per player. I think it would make for a pretty interesting game as there would be many more options, but it might also make the game very long (perhaps only have feature for single player). There are obviously some problems with the idea (player X has bought extra packs and tricks player Y so that he has more guards in play in the game) but there would no doubt be ways to prevent this.

Anyway, thought I'd just throw the idea out there and see what others think. The game is very good as it is, and there are plenty of options with 1 Mage and two Guards out there for single player. However, I thought it might be interesting for there to be Epic two player 1v1 games where you command an army of say 5 guards each along with your Mage. I like giant chaotic battles with lots of bodies, but I also like to have personal control over lots of bodies (which is why this would be different then a team game). Hmm, so what do you think? Is this an interesting Idea of should I just go and Buy the summoner if I want  control over more bodies?
#5
Meeting Place / Aritheall MIA
August 23, 2010, 12:35:48 AM MT
Just letting everyone know, Im going to be away for awhile (a few weeks or so, depending). Not really sure when Ill be somewhere where I have internet again. Love the game, enjoyed playing with you all and hope to see you around in the future. Hopefully when Im back, HM will have won the indipub contest, Ill have a Mino, and there will be all sorts of exciting new features. Perhaps Ill be able to check in on the forums now and then....

Aritheall, AFK/MIA...

May the Dice Lords smile upon your rolls.
#6
Feature Requests / Re: Vital after game statistics!!
August 17, 2010, 12:21:05 PM MT
Cool! Is there a link you can post to that topic or is it just something you heard about from Ross?
#7
Feature Requests / Vital after game statistics!!
August 17, 2010, 12:51:33 AM MT


If you ever played Worms World Party, you know that after every game they had a list of "Awards" listing some interesting IF pointless information about what exactly each Unit did in the game. For example, there was the "Most damage done" and "Most damage taken" awards, which could actually be interesting and helpful to know. There were also some pointless but funny awards given to units that were particularly useless in a game or that didn't do much, like the "No Shots Fired" Award and the "Traitor" award.

Would it be possible to make such lists/reports for Hero Mages? It may not really affect the game at all, but it would be A). Interesting to Note what units of yours are doing what and how they are contributing and B). Hilarious to see some humors awards...

For example: Pansy Award-Given to a unit that takes no damage during an entire game
                    Cross Country award-Given to unit that sprints the most in a game
                    "Whiffer" of the round award-given to unit that missed the most in a game

And many more. Again, pointless but fun awards. There could also be useful awards that tell what unit did the most damage, rolled the most hits, earned the most valor, Killed the most enemy units...things like that. Again, not really needed, but something interesting to look at after the game is done...A kind of "Battle Summary". It could be as simple or as complicated as one wanted it to be.

What do you people think? Interesting Idea or needless complication?

(The title of the thread was meant to be sarcastic...thought Id explain since sometimes it can be difficult to display through words...)
#8
Perhaps there should be a way, if all the players in the room agree, to make the Ranked Game become an unranked one? Or a way to just "draw" the game, so that no one wins and players can go back to the lobby and start again? Again, all the players would need to agree, so that these things couldn't be abused. For example:

T1 offers a draw
T2 Player 1: Hits "D" key
T2 Player 2: Hits "D" key
Game is a Draw. Stay or Exit?

Perhaps a different key should be used so that people don't go and hit it when they don't mean too...anyway, just an idea. Still could be issues if one of the players in the team with the advantage wouldn't agree to draw...
#9
General Chat / Re: Everyone's previous Tactics experience.
August 04, 2010, 09:13:20 PM MT
Here is mine:

Risk
Risk God Storm (ahh, the chaos)
Risk 2210 (only played once and the other players were cheating..still fun tho)
Chess (whole family plays)
Star Wars Minis (love this game and still play often)
Star Wars TCG (got old)
Settlers of Catan (all expansions)
Epic Duals (a star wars game)


So mostly (all) board/table top games for me...was not allowed gaming systems as a child and don't have the money now...

(Could add a few online games such as "The Continuum" and Tactics Arena Online...)
#10
Events / Re: Heromages Community Game Night Event??
August 02, 2010, 09:12:07 PM MT
Most nights work for me as long as its after 5:30. I work outside all day from 8-5 and so like to crash when I get home...what better way to relax then playing a few games of HM?
#11
Rated and commented: Heres my idea for a unit.


    Character Name | Guardian
    STR: # DEF: # LIFE: #/#

    Ability 1 Name | Cost/Passive
    Description
    Ability 2 Name | Cost/Passive
    Description

{Magical Adept}{Guardian}
STR: 1  DEF: 12  LIFE: 5

Ability 1: Magical Conduit: Passive
Description: Spell cards may be cast using this units LOS (line of sight)
The Hero Mage is able to tap into the magical adepts power and use her as a magical conduit, a link, though which he can manifest his own powers.

Ability 2: Magical Interference: Cost: Two cards
Description: Target enemy Hero Mage within LOS (line of sight) receives 2 less mana at the start of that players next turn. (they will get only 2 mana on their next turn compared to the normal 3).



Edit 1: My vote has been cast...Go Hero Mages!!


Edit 2: More ideas for units.

(Demolitionist)(Guardian)
STR 2: DEF 16: Life 6/6

Ability 1: Demolish: Cost-2 cards
Des: Destroy Adjacent wall. Units may move though space created as i it were a normal space for the rest of the game.

Ability 2: Jury Rig Grenade: Cost-1card
Des: Target unit and all Adjacent units affected. All units suffer a 2 STR attack and, upon a hit, are stunned. Range of attack is 4 spaces.


(Martial Artist)(Guardian)
STR 3: DEF: 17 LIFE: 5/5

Ability 1: Mobility: Passive.
Des: This units speed is 7, meaning it may move 7 spaces on its turn instead o the usual 5. Also, this unit does not gain the "sprinted" side effect, and can thus sprint every turn (other normal rules for sprinting still apply).

Ability 2: Flurry: Cost-1 card (replaces attacks. Unit cannot attack and use this ability)
This unit may make an attack on every legal adjacent target.

Edit 3..more

(Blade Master)(Guardian)
STR 2: DEF 16: LIfe 6/6

Ability 1: Opportunistic: Passive.
Des. When this unit moves, it may make a 2 STR (perhaps should be 1 STR) attack against every unit it passes by (does not apply to sprints, cannot be buffed in any way, can only attack each unit once).

Ability 2: Parry: Cost-1 card
Des. The first regular melee attack against this unit automatically does no damage  (misses). Does not apply to spell cards (even if the are done by adjacent units) (perhaps this could be hidden so that the person your playing does not know  you have used it or not. Either way its useful...unless they happen to just have a skellie to use up the one free block).




Edit #4: My Mage idea(s)

Wind Lord: Mage
STR 3: DEF: 13: Life 5/5

Ab 1. Passive: Valor 0
Quickening Wind: All units in LOS of Wind Lord, Including Wind Lord, may move one more space per turn. (speed is 6 instead of 5)

Ab 2: 5 Valor. Cost 1 card: Gust-Target unit is blown 3 spaces away (spaces must be in a straight line). Cannot be used on self (Wind lard. Can be used on Guardians).

Ab. 3 10 Valor. Cost 2 cards: Tornado-Blow back all units adjacent to this unit 2 spaces straight back and roll 2 dice against each. If one or more target unit runs into a wall before the required 2 spaces, add 1 damage to the total damage it took form this ability.

Ab. 4 20 Valor. Passive: Mobility Master-Unit may move twice per turn. (May move, attack move or attack, move, move or move, move, attack.)

#12
Im Interested, if the date and such fits into my schedule. Would love to win some more characters for this game (tho I doubt Ill win).