| 02-17-2004, 11:31 PM | #46 |
I am happy to say im the first to try the test map!!! I noticed one bug(other than that gay minimap) If a bridge secter was chosen and thus opened, the bridge is also destroyed. Whoops. About the minimap, I wonder whats causing that? doesn't the minimap usually change after you kill trees? EDIT: Oh yes also, I think mass attack should be scraped, or it should cost a decent bag of cash. It can easily make it so the team that msses the most wins. Before the attacked comp can regroup, a whole army is allready kicking its ass. Sounds unfair to me, but whatever. |
| 02-17-2004, 11:35 PM | #47 |
cool, thanks for testing it. i think its because i did Remove Destructible. maybe when you Kill a tree and it leaves all of those ugly stumps (such as through triggers, Eating Trees, or chopping wood), then the minimap changes... so maybe i could do Kill Destructible and then Remove Destructible immediately afterwards?? i'll have to try that... EDIT: Alright, Mass Attack is gone, then... |
| 02-18-2004, 10:18 AM | #48 |
corpse mountain sounds fun, but keep in mind it effects spells such as cannibalize and summons from corpses. i believe dre made a thread somewhere with a trigger to make corpses into ramps, so that when a unit dies it leaver a corpse you ca actually walk over and when another corpse dies on top of it the pile actually gets higher... that would be cool. mass attack could be a good thing, it leaves the attacker very vulnerable for sneak attacks and suicide runs. you could make it so, for example, that when you mass attack the base stops producing fresh troups for a while, so the base is even more vulnerable to attacks from heros :D and ofcouse u need a fieuw 'stopping' casters, but they are usually more effective agains 'tanks' becouse they are slow and easy to hit. assasins mostly have ways to avaid getting hit (evation, magic resistance, spell shield, invisibility...) at least, the assasins in my game will... ^^ |
| 02-18-2004, 11:42 AM | #49 |
Yeah, I read that one. I might include something like that. Yes, Mass Attack WOULD be very useful to a player... but that might actually become a problem. I wouldn't want a faction to be eliminated too easily or early... if it's only the AI controlling the armies, then it'll probably take longer to bring a faction down. Otherwise you'd just have two factions constantly beating up on one of the factions... and that just doesn't seem fair. |
| 02-18-2004, 12:56 PM | #50 |
true |
| 02-18-2004, 08:04 PM | #51 |
One thing I just thought of: When a faction is eliminated, then the players of that faction will automatically join their allied faction... This also means that the remaining faction's gold would not just split divided amongst 2 players, but 4 instead, which would cripple their gold income. I also think a Bounty system similar to the one in Rival Nations would be pretty cool... the bounty reward couldn't just come out of nowhere tho, so I guess it will come out of your faction's gold. |
| 02-18-2004, 08:11 PM | #52 |
the first one is a really good idea actually... props to that... but i dont fully understand the other one... do you take all bounties from the factions gold or just hero bounties? hjero bounties would be a good idea, unit bounties bad! much too many units are being killed in an eos to do that. the army that has most deaths in the beginning of the game is doomed to loose this way... :nono: btw, did ya get my pm? |
| 02-18-2004, 08:15 PM | #53 |
I only meant hero bounties, of course... but, maybe i WILL just make them come out of nowhere, since I wouldn't want an assassin to mistakenly cripple his faction by getting too many bounties. Oh, sorry, I usually don't check my PM's very often |
| 02-18-2004, 08:18 PM | #54 |
you shoudl take the bounty out of the faction where the killed unit belongs too, that'd be cool! go check ur pm^^ |
| 02-18-2004, 08:20 PM | #55 |
Yeah, I did. I'll try to contribute as much as I can! Oh, and I think I'll also make a Multiboard that displays lots of detailed information on how a player's faction is doing. EDIT: If I took the gold out of the enemy's faction, then I couldn't call it a Bounty... I suppose I could call it Ransom instead? The enemy hero is sort of "captured?" and is automatically paid for and respawning continues as usual? |
| 02-18-2004, 08:25 PM | #56 |
yes thats what i mean! that would be great! i'm going to use a simulair system for pawning. pawning unit gains 100, pwned unit loses 100. |
| 02-18-2004, 08:33 PM | #57 |
Lol. Losing gold everytime I died always frustrated me since I tended to pick fragile caster heroes... It just doesn't seem fair to me that caster heroes would lose more gold since they die much easier than a big tank hero. I think just rewarding the other hero would be enough |
| 02-18-2004, 08:36 PM | #58 |
thats why intelligence items are usually cheaper then other items. and this way makes you REALLY not want to die. we are kinda aiming for a 'dota' feel for our game, the balance will be very much the same. |
| 02-18-2004, 11:56 PM | #59 |
Naw... I don't want to make intelligence items cheaper to compensate for intelligence being "weaker"... I want to just make them strong and weak in their own unique ways so that prices don't need to be handicapped. Also, if you'll examine my first post, I've added two new features. I posted information about the Multiboard, but I also noted that there will be a second Multiboard you can view that shows you your own statistics. You may also hide the multiboard if you wish. The second feature is Duel Challenges. There's going to be a special Game Menu where you can select AI scripts and other features. In this menu, you'll also be able to select a player that you wish to challenge to a duel. Duels are fought in a private arena, and extra gold and experience are given to duel winners. |
| 02-19-2004, 02:19 PM | #60 |
duels are cool... but make the private arena big enough to move and run around, with some obstacles :D good ideas.. u have so many fresh things in here! |
