| 03-28-2004, 05:08 PM | #1 |
Path to Power ~~~~~~~~Gameplay: You start of with a single hero on the top of a huge mountain. This mountain contains a few strongholds, which look much like helm's deep. There are various mercenary camps which sell different units. Capture the strongholds and hold them to win; the one who captures them all win. Now you will hire units and try to hold your outposts at the same time you attack the others. Ranged units will be ery powerful, as all units will have very low hp. Units will die almost 200% faster then in normal warcraft, so getting the first hit by ambushing or stunning is very important. Warfare tactics instead of micro and building: In wc3 melee games, the one who builds the best and have best micro win. Path to Power will be more focused in preparing an attack; hide your units under ground by digging, plant bombs, set traps.... There will be alot of trigger-using skills that will assist you in battle. Blow up that bridge the enemy is using so much, plant traps in the only way reaching your base, or use your stealthy scouts to allways be one step infront of the enemy. Hiring and payday system: When hiring a unit, you must allways consider its payment. Every "payday" , which will occur every 5 min, the unit will need payment for his work. So, for example, a Barbarian mercenary might want 3 gold coins each week, otherwise he will rebel against u. When a unit rebels, he will turn neutral hostile and attack your units. All enemy players can now pay the unit to make him fight for his cause instead. Warlords/Heroes: In the start, you choose your hero and then you cannot get any others. The hero is much more like a commander then a strong fighting unit like in warcraft 3. Each hero has its special ability, that will spread to all units owned by that hero. So, for example, one hero can give the ability to dig underground to all units, one can provide a much higher scouting radius, one the ability to gain permanent invisibility at night.... and much more! ~~~~~~~~Spell ideas: Blaster - A item which can be bought in shops. It is thrown like a grenade, and on hit it will: Deal low damage to all nearby units, slow movement and attack speed of nearby units, and create a large cloud from the crater, which causes melee units to hit and prevents ranged units from firing. Elven Lord - A strong melee hero, specialized at holding spots for a long time. Skills: Defencive Stance - A altered defend skill, which causes the hero to almost stop, but gain a increasing damage resistance. Healing Touch - A altered phoenix fire, with negative values. So when the sparks come out, the unit is healed and will continue to heal over a few seconds. Of course i have changed the look of it, so it looks like healing sparks that fly out of the hero and heals nearby units. I will update this first post as i get more ideas! More screenshots can be found later in the thread! Replies and ideas are encouraged! |
| 03-28-2004, 05:14 PM | #2 |
Whos the terrain? that guys got Ski11z!!!! |
| 03-28-2004, 07:16 PM | #3 | |
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I like this idea, good job! :D |
| 03-28-2004, 07:47 PM | #4 |
Lol thanks, i wanna note one thing: Toxicseaweed IS the terrainer, he was just joking about it.... hehe I'll post more screenshots here as soon as i get. Any questions posted here about map wil be answered as quickly as possible! |
| 03-30-2004, 12:03 PM | #5 |
Here is the latest screenshots and ideas: All units you hire from mercenary camps have a special payment each 5 min or such, every "payday" as i will call it. So when a timer reach 0, you will pay each creature their payment automaticaly. If you do not have enouf on the payday, the creatures who did not recieve gold will rebel against u (turn neutral hostile). Rebeled creatures can now turn over to the enemy if he pays them instead. The hiring system will also be more complicated then usually; the units are not just any unit, they are each a creature of their own. So when you hire a unit at a mercenary camp, that unit cannot be hired any more. The only way to get a creature allrdy hired by another player, is to pay him when he rebels. Plz post any questions and feedback about these new ideas! Here comes some new screenshots: |
| 03-31-2004, 04:30 AM | #6 |
i know, i'm disappointed with my terrain, but then again its bnet. I'm still wondering how i'll add more shrub without really "adding" shrubs. Trust me if you don't understand what i said then you wouldn't know the answer. Also i take it that the mercinaries never die? |
| 03-31-2004, 05:00 AM | #7 | |
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Dunno really what you mean with that, but they dont die by AGE if thats what you meant. But, as i said, every payday they need moer payment or they will create a rebelion and try to strike you down and take their money. I have some new ideas now: The game will be much more tactic and stuff then just hiring the best units and having good micro. There will be skills like planting bombs, setting up special traps, sneaking on the ground, moving under ground by digging etc. So if you scout and see the enemy is about to pass through a area, you put a strong trap right in the way, and then digg down your special units with that ability. And when they pass over, you can easily finish them off because of the great advantage of getting the first hit. Another idea is that instead of small stronghold castles, there will be villages that you can capture. |
| 04-01-2004, 04:55 AM | #8 |
moving while underground? sounds cheesy, no offense, its quite overpowered. I think only a few units should be able to dig and when they unburrow a small radius stomp or thunderclap is cast, as if they were bursting from the ground :) |
| 04-01-2004, 11:43 AM | #9 |
Hmmm maybe if i made the game much like "Commandos"? Each different unit you hire has its special abilities, like diggin underground, placing explosives etc. ? And maybe if you moved extremly slowly while being underground? And it took some time to up/down? |
| 04-02-2004, 12:53 AM | #10 |
Sounds like a good idea. Now let me get some things straight: 1)Can you train your own units? 2)How do you get money (gold and wood)? 3)Is it base building centered? 4)Is it going to be xtra-fantasy (dragons, etc) or men and spellcasters? Now some comments: a)You should have the payday every 6hrs at dawn, dusk, noon and midnight. b)You should be able to have your men "stand down" by going into a building. You wont have to pay for them when they are in this stand. This way if someone is running tight on dough they could save some men. c)Have day and night units, the stand dwon would help here. d)Dont have increasing payments, bigger armies would have trouble against a heavily defensive but smaller army that stalls. |
| 04-02-2004, 02:24 AM | #11 |
i was thinking we shoud have attached art take the form of abilities and leave 2 slots open the ones next to patrol. The first one can be the ability that the warlord gives, passive or active, and the othercan be dependant on the situation, say next to a cliff while inside a repel region, Then the unit gets a new ability *go down cliff* and they pop down. What do ya say? |
| 04-02-2004, 04:46 AM | #12 | ||
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First to this one. Thanks alot for reply=) 1) No, all units will be hired at mercenary camps, some camps will be in the different holds/cities though. 2) Each city/hold (me and toxic hvnt decided which to have yet, terrain is in work) will provide gold every payday. Lets call it taxes= The villagers pay you. 3) There will not be any building at all. Building might be a ability or something similar for one unit, but you dont build bases. Instead there will be these holds/cities that you could call "finished bases" which you capture instead of build. 4) Men and spellcasters basically. Seems kinda unrealistic to hire a dragon. Quote:
I dont think i got what you meant there. Strong units will take more gold; so having many weak wont be a disadvantage, as they will take less gold each payday. Now i cant type more, coming back later! |
| 04-02-2004, 02:16 PM | #13 |
What I meant was after time the cost for large units will become astronomical that the owner will have trouble paying them. A smaller defensive army just needs to wait for the opposing team to revolt then strike. Same goes for weaker units. Think of 200 zerglings attacking your base. Even though they're weak there's strenght in numbers. If you want puta cap on payment cost, that is when it reaches a certain point it cant go any higher/lower. |
| 04-02-2004, 04:43 PM | #14 |
Hmm i think that just has to do with balancing. The players with large armies will probably also have most cities. So when you capture many cities, you get gold to hire and pay your units. The small defensive army can probably only defend ONE city, and that only gives enouf gold for the small army. So many cities and large army will cost more, but at the same time give more gold. While the small army with one city will cost less, but give less gold. Got it now? Or do you still think i should have a cap? |
| 04-07-2004, 01:13 AM | #15 |
Still have the cap, or weak units will eventually cost nothing. |
