| 11-08-2008, 08:47 PM | #1 |
That is indeed the question of this thread. In a nutshell: the game type is like warcraft melee except that each player only controls 1 unit at a time (2 teams of 6 people), which can get pretty epic. At the moment, all units are UNITS, and not heroes. Should I give them the STR-AGI-INT-RAPE? Or leave it in its simpler, purer form? Other advantages that come with them being heroes is the F1 Icon, but the lack of corpses can become a massive failure. Any advice? |
| 11-09-2008, 12:01 AM | #2 |
If you choose to make them heroes, can't you like, make a dummy corpse...? If you choose to make them units, then it forces people to adapt to what they have. None of this fancy "I'll get stronger!" crap. |
| 11-09-2008, 04:58 AM | #3 |
Tide speaks true, if you make it heroes then the fact that you can only control one unit at a time means that people will tend to controll just their hero, and farm without controlling their weaker units If its units only then you will have to play smarter to win, and utalise all ur units. So yeah, units. |
| 11-09-2008, 02:16 PM | #4 |
You always can block exp gain for heroes and create dummy copses. BUT you will never add stats to units. |
| 11-09-2008, 04:03 PM | #5 |
Gameplay Constants let you handle how your heroes should play, an if you don't want them to famr and such, just make their highets level to 1. |
| 11-10-2008, 04:46 AM | #6 |
Thank you for your input. The funny thing is, even though each player only controls a non-hero unit, they always buy the Boots of Speed and Gloves of Haste instead of getting upgrades for the team... meh... DotA-mans will always be the same. Another question: randomness. How much of it should there be? Most units' damage ranges from x to 3/2(x), and with upgrades as much as x to 2x. Is this acceptable, or should it be lower? Also, Peons have Utter Luck - a 2.5% chance to deal 5000 damage. Just for lols. |
| 11-10-2008, 06:26 AM | #7 |
lol @ Peons. So, what do you mean? The way I'd phrase that formula (if I'm getting it right) is min=x and max=3x/2. So you'd have damage ranges of stuff like 24-36, 50-75, 30-45, 10-15... sounds fair, but you might want to consider other variants as well. Such as min=x with max=5x/4 or max=2x or max=5x/2. Certainty is not randomness! |
| 11-10-2008, 08:11 AM | #8 |
Damage like 30-60 is lame. Best way to use "raw dice roll" Raw dice roll is not factor - flat value fixed for unit type. Melee units have RDR 10 (20-30 1-11 1000-1010) Casters RDR 22 This adds some randomness at start but removes it from late game. |
| 11-10-2008, 08:23 AM | #9 |
It's good to have a variation of different ranges. I would say max it at x-2.5x, and at min x-5x/4. But yeah, actually DioD's way is pretty cool. |
| 11-10-2008, 11:10 AM | #10 |
I'm trying to imagine a hero being ganked by a mob of Peons with Utter Luck... If you ever get an in-game clip of it happening, PLEASE post it! Damage: damage variation should depend on the unit's attack mode, methinks. A guy attacking with a sword or axe will be fairly consistent with the damage he deals - you aim head or chest, and that's where you hit - while someone with a rifle would vary more - you aim to hit (at range), and hit anything from foot to head. |
| 11-10-2008, 04:03 PM | #11 |
A further explanation on the map: there are currently no heroes. Only: Peon, Grunt, Raider, Wind Rider, Shaman, Necrolyte, Warlock, Demolisher and Flamer (ultimate unit, cost a LOT) Older versions used to have a massive UTTER LUCK floater, but for more competetive play (which this map might eventually attain), things like Uter Luck will obviously be removed. DioD's method does indeed sound good. The way I'm doing it at the moment is the default warcrafty method - units get a bonus dice, instead of flat damage. Keeps the randomness fairly constant. More on randomness: the Warlock's Fireball spell (based off the Warcraft 2 Mage's Fireball) travels a random distance after hitting the ground - is this still acceptable? In another example, destroyed buildings spawn debris that falls in random locations around it (read: offset by 64 - 256 towards random angle)(random amount between 5 and 17)(6-9 damage), which could potentially completely kill weaker units like Peons and casters. Askhati, just how random do you think the ranged attacks should be? Also, I was thinking adding a chance to critical strike for combat-orientated units with higher levels of weapons upgrades, and a chance to block with higher levels of armour upgrades. Thoughts? |
