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Post by Wigglesnapper on Mar 13, 2010 9:38:31 GMT -8
So yeah. I need new ideas.
Assasin Paladin Mage Cleric Ranger Heretic Berserker Guardian Messenger Druid Warrior
Races will probably be able to tech into new classes. e.g, Guard might be able to tech into Masterguard (yup, he's back) or Guardian of Asgaard.
I might add a bunch of mini games where you rechoose your class each time and maybe something that combines all the mini games (lol).
Mini-game ideas:
ctf king of the hill/control points escort (tf2 thing forgot what it's called) A race to see who can defeat a dungeon the fastest e.g, 3 bosses and creeps Survival Arena - team goes up against random monsters, first team to die loses
Feel free to give your ideas.
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Post by fudgikillz on Mar 13, 2010 10:10:12 GMT -8
Assasin Ms: +25 Base attack damage: +20 Spells: stealth, ambush, evasion or sprint, eviscerate.
Paladin Ms: -20 Base attack damage: normal Spells: Flash of light, bubble, holy shield(reduces damage taken), lay on hands.
Mage Ms: normal Base attack damage: -20 Spells: Fireball, frost nova, blink, critical strike.
Cleric Ms: normal Base attack damage: -20 Spells: Bless(hot), holy nova, shackle, priest bubble.
Ranger Ms: +25 Base attack damage: +15 Spells: Pellet shot/stone head arrows(chance to ministun and deal extra damage), Incendiary ammo/fire arrows(sets ground on fire where it hits), net, multishot
Heretic i dunno.
Berserker Is this like a fury warrior or something?
Guardian Ms: -25 Base attack damage: -10 Spells: Shield block(reduces damage taken by X%), dragon scales(only on guardian), 2 second taunt(not aoe and not fucking 10 seconds you faggot), Soul link(links guardian with an ally, when the ally dies he is respawned and the guardian dies)
Messenger Ms: +50 Base attack damage: +10 Spells: Shotgun(makes his attack do a sort of cleave the goes forward and diminishes as it goes farther), jump(this has to be really really fast or its dumb), drop charge(drops a bomb that goes off after 2-3 seconds and deals awesome aoe damage, also has to be very fast), Speedy(active, causes the messenger to push aside any enemies he passes through. Stunning them for 0.5 secs. Can't occur more than every second)
Druid You can do this one. I'd just make him op.
Warrior You can do this one too.
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Post by Wigglesnapper on Mar 13, 2010 10:33:52 GMT -8
Thanks for ideas.
Berserker is basically insane dps that doesn't really pay attention to health and armor
and messenger seems imba...
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Post by fudgikillz on Mar 13, 2010 10:52:32 GMT -8
he needs to be made of paper. And the cleave could be ditched for a passive pushback with every attack.
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oflanagan
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Post by oflanagan on Mar 13, 2010 21:36:09 GMT -8
berserker: sacrifices armor for attack so like: lvl 1: sacrifices 5 armour gives 10 bonus attack lasts 5 seconds lvl 2: sacrifices 5 armour gives 20 bonus attack lasts 5 seconds. lvl 3: sacrifces 4 armour gives 30 bonus attack lasts 5 seconds lvl 4 sacrifices 4 armor gives 40 bonus attack lasts 5 seconds or percentage of armour so it scales and doesnt get imba or make it so it lowers armour to 0 and raises by how much armor is reduced
EDIT: last version is the best so it lowers armor to 0 and raises attack by level 1: 5 per armour level 2: 10 per armour level 3: 15 per armour level 4 20 per armour lasts 5 seconds at all levels it may seem imba but you sacrifice a lot of survivability by losing all your armour.
mini game: last man standing free for all and when you die you are out
ill add more later also for this dont try and make it to serious. just make it a fun time killer(so like 10-15 minute games) we already have dota if we have an hour to spare.
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Post by Wigglesnapper on Mar 13, 2010 23:34:09 GMT -8
Thanks eamon.
I probably won't be making it that serious. I'll also most likely make it so that you cam switch mini-games without reloading map.
Gameplay
Here is how hero xp is going to work. Every 60 seconds of game time, each hero gets a certain amount of xp (350-550, probably will scale). Players can get extra xp from kills and a bit from assists.
CTF - capture flag 2 or 3 times to win (might make it so host can decide). Capturing gives capturing team xp and gold. Killing carriers will also grant bonus xp and gold as to discourage "distraction" runs (e.g, rogue camps flag spawn while a medic baits the team to some where else. Terrain wil be not too big and pretty open.
FFA - probably won't be FFA. Might be partners instead. Circular Terrain with shops scattered throughout.
Survival Arena - fight a bunch of creeps a extremely hard boss. First team to die loses. May be just a bonus game between the other games for fun.
Dungeon thing - scratch it.
Control Points - same xp and gold system as CTF. Each team gets a limited amount of respawns so if you run out your team can't respawn. Control points will generate gold and xp. This is open to change.
Escort - escort something to your base. Pretty self explanatory. Although I'm unsure with how I'm going to do gold and xp.
FOR ALL GAMES -host will decide if heroes will be reset (new heroes and lvl 1) after each mini-game. -personal points rewarded to see who wins in total at the end. Basically the MVP.
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oflanagan
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Post by oflanagan on Mar 14, 2010 9:39:53 GMT -8
for the escort you can make checkpoints and everytime you reach a checkpoint your team gets gold and xp. problem with the switching hero everyround is that you will lose items and there is no point to getting them.
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Post by Wigglesnapper on Mar 14, 2010 10:23:16 GMT -8
Thanks for the escort idea.
And I might make it so that the host can decide to if they want to reset.
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Post by fudgikillz on Mar 14, 2010 23:40:45 GMT -8
Gameplay ideas/thoughts:
ctf - Make sure the terrain is awesome or it will suck. Take your time and make it perfect. There should be normal xp and gold that comes over time. Normal kills should still grant xp. But capturing and killing carriers should grant more.
ffa - won't work with classes like this. It would need to be 2v2 at least.
Survival arena - don't bother.
Control points - You could use the same control points for escort.
Escort - You could get more xp for being close to the cart.
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Post by Wigglesnapper on Mar 15, 2010 8:39:29 GMT -8
Ctf - what do you mean by "perfect" terrain?
FFA - I already decided on it being 2v2
survival arena - k
escort - I may make it xp for those in control will be higher.
control points - I may do that just to make life easier.
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Post by fudgikillz on Mar 15, 2010 10:30:43 GMT -8
Make it as balanced as possible. I suggest mathcrafting the respawn time to how long it takes to get across half of the map.
I think the ideal length of time to cross half the map would be equal to the respawn timer. That way a full team kill at middle would guarantee a flag pickup but not guarantee a capture.
Ctf maps work best with three ways to the flag. In ctf2forts from tf2 you can go through the doors, an underground tunnel and you can rocket jump onto the battlements. In warsong gulch there are only two, tunnel and upper, but they branch off and allow multiple entrances into the actually flagroom. There are 3 to be exact, one door, the other door and dropping down from the roof.
Ideally there should be an easy, fast, open way into the flagroom(tunnel from wsg) that is easily defensible. Another slighty harder way in that isn't as easy to see(upper). And lastly another way in that allows you to be unpredictable. This last one could be anything.
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Post by Wigglesnapper on Mar 15, 2010 11:10:59 GMT -8
Mmkay. I'll make sure to implement that. Should the area between the flag rooms be like warsong gulch?
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oflanagan
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Post by oflanagan on Mar 15, 2010 11:38:28 GMT -8
for ctf it should just be open with not many places to hide. or you have it so that everyone can see the person holding the flag. also can you make it so that the flag doesnt take a spot in the inventory
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Post by fudgikillz on Mar 15, 2010 12:52:21 GMT -8
@austin Not necessarily, try to make it unique while keeping it balanced. It other words make it perfect. Copying wsg might be the easiest option...
Anyways, before you start making the classes make sure that each class has a defined role. That way you can change their moves and stats easily while maintaining their playstyle. That way you can encourage ppl to play every class. Honestly the moves i thought of in my last post kinda suck dick.
Assasin - melee dps/scout/cc/anti-squish key moves: stealth
Paladin - semi-tank/healer/anti-melee dps key moves: bubble, flash of light
Mage - ranged dps/CC?/anti-melee key moves: Ranged damage spell, polymorph.
Cleric - Squish/CC?/healer/ultimate team support key moves: Heals
Ranger - ranged dps/slow or cc/anti-squish Some sort of trap or slow, some sort of damage boost.
Heretic - ranged dps/semi-tank/anti-nondps key moves: life drain of some sort, dps spells.
Berserker - melee dps/anti-everything/perhaps anti-tank key moves: the thing eamon said or something like that. maybe something that makes him spell immune for a seconds or two.
Guardian - tank/cc(taunt)/anti-dps key moves: damage reduction spell, taunt
Messenger - glass cannon/flag carrier key moves: Some sort of semi blink move.
Druid - everything. 'cept better. key moves: different forms.
Warrior - initiator/melee dps/semi-tank/anti-healer key moves: Charge, mortal strike, a slow mbe.
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Post by Wigglesnapper on Mar 15, 2010 18:31:27 GMT -8
Mmkay. I'm using the time right now as a planning stage because I can't use the computer.
Heretic is basically a dps caster. Unholy spells. Think of a cultist.
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Post by Wigglesnapper on Mar 17, 2010 10:30:44 GMT -8
For ctf should there be a respawn thing like warsong or an individual one?
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Post by fudgikillz on Mar 17, 2010 10:53:50 GMT -8
i'd go with individual. but u cant be sure until you test it out.
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Post by Wigglesnapper on Mar 18, 2010 8:17:10 GMT -8
I think I may remove the Druid due to OPness.
Shaman shall replace. Mainly buffs and support spells.
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oflanagan
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Post by oflanagan on Mar 18, 2010 9:50:43 GMT -8
but druids have to be op and do everyone's job like 30x better
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Post by Wigglesnapper on Mar 18, 2010 15:01:30 GMT -8
Ya, especially in a wc3 game.
Imagine a single unit that can heal, tank, dps, and spam moonfire. Now imagine if everyone on one team picked that unit. Then think of what would happen if the other team did the same thing.
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oflanagan
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Post by oflanagan on Mar 18, 2010 18:47:58 GMT -8
BEST GAME EVAR
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Post by fudgikillz on Mar 18, 2010 23:44:15 GMT -8
The Shaman could be like a spellcaster/healer perhaps. That isn't taken yet. Then there could be 3 different healers:
tanky healer (pally) support/CC healer (cleric) dps/healer (shammy)
that, or your idea for totems and stuff.
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