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capturing base/inprisoning ded heroes

12-06-2003, 02:32 PM#1
Peacerich
im making a AoS called "the Last Outpost", and i need some tips on some of its features:

1: the outpost
There will be a neutral base/outpost in the center of the map which all paths lead to. I need a fun way of capturing it, plz help.

I want no answers like "if a player destroy a tower in center they capture", or "the team with most units inside have controll of it" (as if a unit move in/out all the time it will crash/ cant change every sec... but mayb if u can only change controll in that way every 10 sec?...)

2: capturing heroes
You will also CAPTURE enemy heroes instead of killing them. When you kill a enemy i want some kind of prison wagon to pick them up and take them to enemy base (a friendly wagon will also try to rescue it from its rescue site, where it will ressurect in base). And if the enemy prison wagon gets to the hero before the friendly (they can be killed on the way) it will transport the hero into the evil base. Then i want so you can rescue the hero in some fun way, and mayb a rescue team is created for the ded player so he can try to make his way into the prison inside enemy main base and rescue.... Any totally new ideas insted of just waiting for the hero to respawn wud also be welcome.... any tips wud be helpful!

3: Outpost mine
there will be a mine inside the outpost, and when you have control of the outpost it will start sending wagons with escort from the mines. When (if) the wagons reach the main base all players will get a amount of gold.

plz do not copy these ideas (mayb thats stupid of me to say, as im mayb not the first to come up with them
12-06-2003, 02:42 PM#2
Panto
As far as controlling the Outpost location, maybe you could have two or three Circles of Power which each need a hero standing on them for a few seconds to change control. That way it's difficult, since you need a couple/few heros in the Outpost at once and you need to get to each of the Circles, and it's risky, since the heros need to stay put in one place while the control transfer happens.

I recommend that you make the Outpost area useful, but not overpowering. Players should be able to retake it several times in the game, and they should be able to ignore it if they wish.

Regarding the imprisonment idea, you might want to rethink what happens if the enemies capture a hero. It's very unusual for a hero to get all the way into an enemy base to rescue a friend, and while imprisoned, there's absolutely nothing for the imprisoned player to do; I anticipate an imprisoned player might just rather drop the game.
12-06-2003, 02:48 PM#3
Peacerich
thx alot for the quick answer (posted less than 5 min ago):D

your idea for capturing the outpost is PERFECT, ill get to work on that directly. Should i make defence towers who respawn (or a peon start building them) when you capture, or?

Yes i though of that you get bored while inprisoned, but in dota i HATED just sitting there waiting for the hero to respawn (when u were level 15 it felt like hours of waiting), so i want somet new. You will be able to hire catapults, trooptransports and other useful units so your hero is not everything (and i will also make expensive towers for hire (sentry towers). Well... mayb ill crap that idea, you got any other ideas for insted of respawn waiting?

And another thing about hero capturing; i though of that u still respawn like in dota after a special time, but if a player rescue u, u can respawn MUCH faster, and you also respawn inside enemy base. If you have offensive you wont have to wait as your allys is allrdy close and can save u.

I got another idea i added in first post ^^

contrinue helping
12-06-2003, 03:20 PM#4
Panto
Well, I think a couple of your ideas will depend on how far the outpost is from the main bases. How big is your map?

If it's too large, then it will take a while for a hero to make it to a fighting area, and certainly much longer for him to make it into an enemy base. Most players won't bother to rescue an ally, then. That being said, if your hero spawns in the enemy base, I don't think that's a good place to be. Typically, a base area will pwn a hero if he doesn't have several support units to take the hits for him.

If it's too large, it will take a long time for the gold mine wagons to make it back to your base to deliver the gold, which means it will take a while for the Outpost to become profitable, during which time it could easily be taken over again.

How you do defense towers in the Outpost is up to you. Don't make them invulnerable. Other than that, I'd just recommend you mess around with a few different systems and see which works most smoothly.
12-06-2003, 03:25 PM#5
Peacerich
the map is extremly small (for being aos) its 128x128. The paths will go like a "8" between upper left, lower right and the outpost right in center of the "8".

I got ALOT of space on the sides of the "8", mayb ill put prisons in those edges and not so many defences? (and make some tactical game to get out of prison?)

Mayb you can kill the guards or somet like that, and i can make a trigger so if you walk close to a tree (when u killed guards) it will fall down and a secret escape passage will appear?... Any ideas of some sort of inprisoning and capturing of heroes wud be great

the pads for capturing outpost is perfect though, i dont think i need more tips with that (if u dont got a even better idea).