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Game Idea for Mech Wars.

02-07-2007, 06:39 PM#1
Ghost.X
I am currently starting a project called Mech Wars. Well that name aint final. It's basically like an AoS but not really. It's using some ideas and things I learned from Contra: Rave of Death which is now a failed project but not in vain. There will be many custom models, including many of Rao Dao Zao's mech models and some other one's if I can find them. The Mechs are built like heroes but different. First there are options of heroes, or Armor Chasis as I will call them that have there own stragety with custom abilities and leveling up and awhat not. But that won't be the core of Mech building. There will be maybe like 10-15 different weapon types and like 3-6 different varients of that model. Such as chain guns with varients to suit the players needs. There will be many custom GUI enhanced spells. And everything will drain mana but mana regenerates fast. Things like AP (Armor Points), Core Reactor (mana regeneration), mech speed and what not will be upgradeable. My goal here is to create a uniquie hero building system based not only on the heroes abilities, but many other weapons treated as items.

Thats the heroe system. But another problem was coming up with an original game structure. AoS is an effective structure for hero building. But that is far off from original. Whith much consideration, I came up with this.

There will be 2 teams, both at each ends of a canyon, in the canyon is a large open desert. 4 vespene geyser points which players will try to take over for extra money. And the object of the game is to hold the central area for X minutes. The central area is kinda like a pyramid and the point is at the top. Each Player can customize they're respawn units, and they can apply 3 or so check points which the respawn units will attack to. Once they hit checkpoint 1 which the units will move to, they will move to checkpoint 2. After that, they hit the 3 check points, they will attack the enemies side. This way, players can control the direction of their units in an effective way. And it's not too time consuming so players can concentrate on their hero.

The battle system will be fast paced. Players can use a boost ability to dodge fire, but that too drains mana, if you go crazy on it you will be a sitting duck. Some weapons such as missiles and long range rail guns will require a targeting system which players can br customized (lock-on time, range, max lock, and what not). The player uses an ability which puts a lock on any units or enemy mechs. Then casts an ability that fires at those targeted units.

Those are some of the concepts, i'm still working on a lot of things. My goal is to be original, and make a fun, enjoyable map. What you think?
02-07-2007, 08:42 PM#2
Jacek
hmm just remember to avoid:

1) Snowball effect
2) Wtfh4xpwn heroes
3) Any resemblance to DotA
4) Unreal Tournament sounds
5) Agility heroes
6) Tomes

and ur fine
02-08-2007, 03:30 PM#3
Ghost.X
Maybe a noob question, but what are snowball effects?

Nvm I got it.