| 12-23-2004, 05:59 PM | #1 |
I Am After Opinions, Hero Ideas, Spell Ideas... and Input On My Systems Etc Quick Spawn This is an option available at your base, it will make your units spawn 2 times faster but if they leave a certain range, they will die and no bounty what so ever will be given. its a simple system, i have it fully functioning. It would be great for players who want to kill off their units so they wont feed enemies. now, what i want to know is. A) Is It Good To Have, opinions. b) Should Units Who Were Spawned Under "Quick Spawning" look different ie. you can tell which unit had been quick spawned (using a darker tint, something basic) Host Chosing Options I currently only have the bare bones of this setup, but basically what it does is enable player 1 (Red) to choose what type of game it is. The Following choices are Normal Game, Tech Only, Random Heros Only, Normal Heros Only (like no custom heros or randoming) and Finally Random which will randomly pick out of the afore mentioned game modes. The game mode will be decided before the game starts, as it replaces race selection... this will allow other players to see what type of game the host intends to play. A) What do you think about this feature B) Should It Be Laid Out Differently (ie. different host choices) C) Not Be Used At All Shops The layout of shops is really important... now what i am thinking of doing is having a "scrolling" shop owned by the players. what i mean by scrolling is that you have 1 shop, and you kind of like "scroll" it to a different shop. EXAMPLE. You have a goblin merchant in your base, it has an option called "scroll" and when clicked on, it will turn it into a tavern, the tavern also has the option and when that is clicked it will turn it into a mercenery camp... and it to has the option inwhich, when selected it will return it to a goblin merchant. Now with that in mind, should i have ALL the shops available to the player within their base and have 1 in the center... or have more shops in the center and only allow usage of a small amount of "scrolling" shops. Having the shops in the middle will stop house camping and force the players to go out into the open. A) What do you think of the concept of "scrolling" shops b) What Do You Think Would Be Better: alot of scrolling shops and 1 shop in the center or small number of scrolling shops and a bunch of shops in the center area C) Number Of Shops, The types etc. Items Because Clan NoHu Footmen Frenzy is a strong basis of the map, there will be some similar items... but there will also be a bunch of inovative items etc. Wouldn't mind some suggestions. Randoming Reward At the moment the reward you get when you random a heros is a random item from the "charged" item classification. I am stumped at the moment in which to get Possibilities: - Random Charged Items (healing potions, mana potions etc.) - A Staff Of Healing or Mana (based more on healing salve and clarity potion, meaning they arent combat consumable) - Boots Of Speed - Self Only/Unit Only/Hero Only/ effecting aura item/ability - A Random Ability (passive, normal, aura) eg. you might get healing ward or command aura ability Input wanted "Morphing" Items What i mean by morphin an item, is on the basis of what vexorian discovered when playing around with leveling abilities in items using triggers. You Are able to level an ability in an item, but if it is dropped or moved, the ability will be reset. This could be implemented in either: - Every # Kills the player does when they have the item equipped will level it - Time, ie. every 2 minutes the item levels up. and how they would be inputted - All items are "Morphic" eg. you could purchase say, a claws of attack +20 and then you make alot of kills and it has leveled to have a damage bonus of +45 - Random rewards are morphic only - Only a select few amounts of items are morphic, mabe start of really crap (claws of attack +5) but have the potential to grow to be really good items. Input wanted Tech Tree I am honestly stumped on the tech tree. I am currently thinking Code:
Footmen [Barracks] ----> $500 = Peasants [Town Hall]* ----> $500 = Peons [Great Hall]* ----> $500 = Acolyte [Necropolis]* ----> $500 = Wisp [Tree Of Life]* *All Basic Worker Units Have Attack And Health That Is Lower Then An Average Footmen. To Compensate They All Have A Basic 15% Evasion and High Health Regeneration. I currently setup the host system which works quite well, but i am still unsure wether it will remain. Current Heros: The Keeper Of The 1 Spell. The 1 Spell Lvl 1 - 100 Dmg Lvl 2 - 200 Dmg Lvl 3 - 300 Dmg Lvl 4 - 400 Dmg Lvl 5 - 500 Dmg Lvl 6 - 600 Dmg Jumping Upgrade Lvl 1 - 2 Jumps Lvl 2 - 3 Jumps Lvl 3 - 4 Jumps Lvl 4 - 5 Jumps Lvl 5 - 6 Jumps Lvl 6 - 7 Jumps Imbue (pending, If Better Idea is Given) Gives A % That A Unit That Has Been Hit By "The 1 Spell" to get an additional effect ie. hex, slowed, stunned, sleep. this is still at the theoretical stage. Ultimate: Mastery Lvl 1 - Reduced Cooldown By 2 Seconds and Mana Cost By 10 Lvl 2 - Reduced Cooldown By 2 Seconds and Mana Cost By 10 Lvl 3 - Recuded Cooldown By 2 Seconds and Mana Cost By 10 im not sure if he will be hidden or now. Name: Joe Blogs (pending) Model: Village Male Health: Low Armor: Unarmored Damage: Chaos Abilities: Taunt: Attracts nearby enemy units to attack Joe Blogs Lvl 1 - Will attact units within a small range (500) Lvl 2 - Will attact units within a small range (1000) Lvl 3 - Will attact units within a small range (1500) Lvl 4 - Will attact units within a small range (2000) Lvl 5 - Will attact units within a small range (2500) Lvl 6 - Will attact units within a small range (Entire Map) Note: The ranges are pending, the last level will definatly attract the entire map. Outrage - Much Like Bloodlust, but no movement speed bonus and not to uber bonuses Lvl 1 - 20% attack speed bonus Lvl 2 - 40% attack speed bonus Lvl 3 - 60% attack speed bonus Lvl 4 - 80% attack speed bonus Lvl 5 - 100% attack speed bonus Lvl 6 - 150% attack speed bonus Damage Maximum - Returns massive damage when active... (i am having trouble with the spell. Please See This Assistance Thread ) i am generally wanting it to return large amounts of damage... almost 2 times as much damage to all melee and ranged attackers (ie. archers, etc.) but not buildings or siege units. Damage Negative (Ultimate) - Reduces damage done to the hero by a percentage. Lvl 1 - 20% Damage Reduction Lvl 2 - 30% Damage Reduction Lvl 3 40% Damage Reduction (i am also having trouble with this spell... i dont know what normal spell you base it off..) Now he may appear to be really tough... damage slut and capable of causing armies and heros to suicide alike. But what really disables this guy is that he has "unarmored" armor type (full damage from all attacks and extra damage from siege and piecing attacks) and suffers from low health. a good strategy to take him out is to use a cannon tower or siege weaponry of some sorts to peel him off the pavement. Opinions would me much appreciated. |
| 12-23-2004, 06:24 PM | #2 |
That Keeper thing is the funniest hero idea I have seen sofar. Make a water-based hero. Create your map with a high beginning level of water height. Make him have an area of effect attack that slows units, and makes a crater in the ground (trigger - environment). Call it Drown, or something. :p |
| 12-23-2004, 08:51 PM | #3 |
I love fire spells! You should make a fire mage (i can give you a skin) and give him #1)Fire Whip-A flame errupts from the firemage's hand and sweeps from left to right dealing X damage to each unit hit by the whip NOTE: This spell was made for me and is in the DL section #2)Flame Strike #3)Firewall- a ring of fire circles units and deals damage to each of them inside #4)Firebolt |
| 12-23-2004, 09:22 PM | #4 |
Guest | What about making a spell called Tidal Wave? Change Stampede so that it launches 1 wave of Water Elemental attack or waterfalls. Water Log- Fills the target with water. Just like sleep except you use the water-fillnig thing (that destroys the nerubian towers) doodady thingy. |
| 12-23-2004, 10:16 PM | #5 | |
Quote:
Using the waterfall or the rising water doodad in any spell whatsoever will look.. ..absolutely hidious. Use 'Naga Building Death' and 'Crushing Wave' instead. |
| 12-23-2004, 10:18 PM | #6 |
yea... not only that but it's very hard to see |
| 12-24-2004, 03:00 AM | #7 |
Guest | well if you want to make one, you could make a cinematic intro in the beginning. makes it say blah blah blah. and you done. |
| 12-24-2004, 03:22 PM | #8 |
cinematic intros would be useless, it would devour important gaming time. some things i need your opinion on though are. oh by the way, any unit spawned at the main base will follow the waypoints Quick Spawn This is an option available at your base, it will make your units spawn 2 times faster but if they leave a certain range, they will die and no bounty what so ever will be given. its a simple system, i have it fully functioning. It would be great for players who want to kill off their units so they wont feed enemies. now, what i want to know is. A) Is It Good To Have, opinions. b) Should Units Who Were Spawned Under "Quick Spawning" look different ie. you can tell which unit had been quick spawned (using a darker tint, something basic) Host Chosing Options I currently only have the bare bones of this setup, but basically what it does is enable player 1 (Red) to choose what type of game it is. The Following choices are Normal Game, Tech Only, Random Heros Only, Normal Heros Only (like no custom heros or randoming) and Finally Random which will randomly pick out of the afore mentioned game modes. The game mode will be decided before the game starts, as it replaces race selection... this will allow other players to see what type of game the host intends to play. A) What do you think about this feature B) Should It Be Laid Out Differently (ie. different host choices) C) Not Be Used At All Shops The layout of shops is really important... now what i am thinking of doing is having a "scrolling" shop owned by the players. what i mean by scrolling is that you have 1 shop, and you kind of like "scroll" it to a different shop. EXAMPLE. You have a goblin merchant in your base, it has an option called "scroll" and when clicked on, it will turn it into a tavern, the tavern also has the option and when that is clicked it will turn it into a mercenery camp... and it to has the option inwhich, when selected it will return it to a goblin merchant. Now with that in mind, should i have ALL the shops available to the player within their base and have 1 in the center... or have more shops in the center and only allow usage of a small amount of "scrolling" shops. Having the shops in the middle will stop house camping and force the players to go out into the open. A) What do you think of the concept of "scrolling" shops b) What Do You Think Would Be Better: alot of scrolling shops and 1 shop in the center or small number of scrolling shops and a bunch of shops in the center area C) Number Of Shops, The types etc. Items Because Clan NoHu Footmen Frenzy is a strong basis of the map, there will be some similar items... but there will also be a bunch of inovative items etc. Wouldn't mind some suggestions. Randoming Reward At the moment the reward you get when you random a heros is a random item from the "charged" item classification. I am stumped at the moment in which to get Possibilities: - Random Charged Items (healing potions, mana potions etc.) - A Staff Of Healing or Mana (based more on healing salve and clarity potion, meaning they arent combat consumable) - Boots Of Speed - Self Only/Unit Only/Hero Only/ effecting aura item/ability - A Random Ability (passive, normal, aura) eg. you might get healing ward or command aura ability Input wanted "Morphing" Items What i mean by morphin an item, is on the basis of what vexorian discovered when playing around with leveling abilities in items using triggers. You Are able to level an ability in an item, but if it is dropped or moved, the ability will be reset. This could be implemented in either: - Every # Kills the player does when they have the item equipped will level it - Time, ie. every 2 minutes the item levels up. and how they would be inputted - All items are "Morphic" eg. you could purchase say, a claws of attack +20 and then you make alot of kills and it has leveled to have a damage bonus of +45 - Random rewards are morphic only - Only a select few amounts of items are morphic, mabe start of really crap (claws of attack +5) but have the potential to grow to be really good items. Input wanted Tech Tree I am honestly stumped on the tech tree. I am currently thinking Code:
Footmen [Barracks] ----> $500 = Peasants [Town Hall]* ----> $500 = Peons [Great Hall]* ----> $500 = Acolyte [Necropolis]* ----> $500 = Wisp [Tree Of Life]* *All Basic Worker Units Have Attack And Health That Is Lower Then An Average Footmen. To Compensate They All Have A Basic 15% Evasion. ADDITIONALLY: The Keeper Of The 1 Spell Has Been Modified. The 1 Spell Lvl 1 - 100 Dmg Lvl 2 - 200 Dmg Lvl 3 - 300 Dmg Lvl 4 - 400 Dmg Lvl 5 - 500 Dmg Lvl 6 - 600 Dmg Jumping Upgrade Lvl 1 - 2 Jumps Lvl 2 - 3 Jumps Lvl 3 - 4 Jumps Lvl 4 - 5 Jumps Lvl 5 - 6 Jumps Lvl 6 - 7 Jumps Imbue (pending, If Better Idea is Given) Gives A % That A Unit That Has Been Hit By "The 1 Spell" to get an additional effect ie. hex, slowed, stunned, sleep. this is still at the theoretical stage. Ultimate: Mastery Lvl 1 - Reduced Cooldown By 2 Seconds and Mana Cost By 10 Lvl 2 - Reduced Cooldown By 2 Seconds and Mana Cost By 10 Lvl 3 - Recuded Cooldown By 2 Seconds and Mana Cost By 10 Once again, opinions, input... spell / item / unit / hero ideas would be appreciated. |
| 12-25-2004, 01:17 AM | #9 |
Guest | ummmm im saying that it would be cool to make a short 8 second intro about the game. |
| 12-25-2004, 07:03 AM | #10 |
it will still eat up game time... i want it to be - game loads, Boom your playing. |
| 12-25-2004, 09:32 AM | #11 |
uickspawned units should definatly look different. Give them all a modified "orb of fire" ability with a different graphic or something. |
| 12-26-2004, 02:01 PM | #12 |
what about the other ideas? i am dying for some opinions on them. also, i tried that blizard racing game... i might have the diablo 2 unit dude as either a custom or hidden hero... needs more animations, but he will do for now. EDIT: I Have thought up another hero... im not sure if he will be hidden or now. Name: Joe Blogs (pending) Model: Village Male Health: Low Armor: Unarmored Damage: Chaos Abilities: Taunt: Attracts nearby enemy units to attack Joe Blogs Lvl 1 - Will attact units within a small range (500) Lvl 2 - Will attact units within a small range (1000) Lvl 3 - Will attact units within a small range (1500) Lvl 4 - Will attact units within a small range (2000) Lvl 5 - Will attact units within a small range (2500) Lvl 6 - Will attact units within a small range (Entire Map) Note: The ranges are pending, the last level will definatly attract the entire map. Outrage - Much Like Bloodlust, but no movement speed bonus and not to uber bonuses Lvl 1 - 20% attack speed bonus Lvl 2 - 40% attack speed bonus Lvl 3 - 60% attack speed bonus Lvl 4 - 80% attack speed bonus Lvl 5 - 100% attack speed bonus Lvl 6 - 150% attack speed bonus Damage Maximum - Returns massive damage when active... (i am having trouble with the spell. Please See This Assistance Thread ) i am generally wanting it to return large amounts of damage... almost 2 times as much damage to all melee and ranged attackers (ie. archers, etc.) but not buildings or siege units. Damage Negative (Ultimate) - Reduces damage done to the hero by a percentage. Lvl 1 - 20% Damage Reduction Lvl 2 - 30% Damage Reduction Lvl 3 40% Damage Reduction (i am also having trouble with this spell... i dont know what normal spell you base it off..) Now he may appear to be really tough... damage slut and capable of causing armies and heros to suicide alike. But what really disables this guy is that he has "unarmored" armor type (full damage from all attacks and extra damage from siege and piecing attacks) and suffers from low health. a good strategy to take him out is to use a cannon tower or siege weaponry of some sorts to peel him off the pavement. I current setup the host system which works quite well, but i am still unsure wether it will remain. |
| 12-29-2004, 04:14 PM | #13 |
bump... desperate for input. |
| 12-29-2004, 08:13 PM | #14 |
Don't bump. |
