• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

[Suggestion] Scout - second mail class.

Status
Not open for further replies.
Level 7
Joined
Aug 23, 2014
Messages
208
This suggestion continues a very old theme: If Gaias would have a sixth base class ...
I hope this ideas will be interesting to players. And what ideas quite complex so Zwiebelchen will enjoy coding it.

Partial inspiration was obtained after reading this post from Ihazdialup.

Scout
Race: Dwarf [Male]

Dwarf Midgard by Dan Scott mirrored.jpg

Intro:
As a scout of Menethrand you've got an important mission. You must find a way to cure plague infestation until it too late. You have heard what an alchemist in Mytargas doing research with infected animals and what he can help.

Characteristics:
Main stat: Strength.
Armor: Mail.
Weapons: Dagger, Sword, Axe, Hammer.
Attack range: Melee.
Misc: Crossbow.
Base stats: Str 4, Agi 4, Int 3.
Leveling stats: Str and Agi gain same increase (0.4), Int gain lower (0.3).

The main feature: Ammo management for crossbow and ammo based skills.

Class concepts
1) Single target melee DPS with control capabilities.
2) Single target ranged burst DPS with big drawback.
3) Can interrupt flying units with medium cooldown.

About crossbows
Scout crossbow is an engineering marvel because it uses a rotating clip and self-cocking mechanism. Base clip can hold up to 5 arrows, but a skilled engineer can upgrade it's capacity up to 10 arrows (+2 from passive, +1 from talent and +1/+2 from crossbow bonus). Only dwarves can handle such complex devices. They are usually worn in the left hand.

You can find three main types of crossbows in Ankhmaron:
Basic - this crossbows can increase Ap, Str, Agi. Also you can meet improved versions with +1 capacity/-0.1s reload speed.
Recon (25+) - this crossbows can increase HP, Ap, Str, Agi, Aspd. Also you can meet improved versions with -0.1s/-0.2s reload speed.
Mechanic (25+) - this crossbows can increase MP, Ap, Sp, Int. Also you can meet improved versions with +1/+2 capacity.

Ammo and UI
Current number of loaded arrows in a clip can be show in buff tracking area. You can use symbols for indication. Example:
[X] Ammo Clip [II...] 2/5
[X] Ammo Clip [IIIIIIIIII] 10/10
[X] Ammo Clip [.......] 0/7

[X] - ammo clip buff icon
"Ammo Clip" - just a text
[II...] - text based on clip capacity and current arrows
"2/5" - text duplicates info above with numbers
You can also use the graphical visualization. Slow rotating spheres around character whose number based on loaded arrows for example.

Spell Haste, Spell Power, Mana and Engineering
Engineering may be called machine magic. Therefore, for the dwarves this 2 stats have different meaning:
Spell Haste - the speed of thought, affects aiming and device using.
Spell Power - mechanisms build quality, affects lethality and power.
Mana - energy for powering mechanisms.

Starting equipment and skills
Axe +1 Ap
Crossbow +1 Ap
Burst
Reload

Class change quest:
-Quest starts in the northern part of Mytargas. Here is a dwarf engineer who commands siege weapons and dwarven divisions.
-He says that he knows the alchemist engaged in researches plagued animals. Because you want to talk to him, engineer asks you to take research reports.
[___][____][__________]
[___>_lab_>_workshop_]
[_^_][____][__________]
-You come into the house of the alchemist, but everything is destroyed. You can see some fungus on the walls and floor near to experiment table, and broken cages with escaped angry animals in the lab. Trash fight.
-In the workshop you find alchemist, but he went mad and attacks you. Starts boss fight.
-First stage (Gryphon Rider model) boss flying in workshop and attacks with weak ranger attacks. Also he throws sometimes bottles to the ground with AoE burn effect. Can not be attacked with melee.
-Second stage (Mountain King model) begins after 30% HP is lost. In this stage he attacks for low damage, and can cast interruptable nuke with high damage and sometimes cast transform into bigger avatar with high damage but low run speed.
-When boss defeated you receive research reports and return to engineer.
-Engineer tells what went wrong with researches and says that maybe science is powerless here.
-Quest complete!

Scout Skills
250g Burst - Every 0.2s shoots and consumes 1 arrow for Ap x1 damage.
Type: Channeling
Cast time: Current arrows x 0.2s
Manacost: 7mp
Cooldown: 0.5s
Range: 400
Target: Enemy
Cancels if target dies. Total cast time based on remaining arrows. Cast time doesn't modified by Spell Haste.

250g Reload - Every 1s adds 1 arrow to the clip.
Type: Channeling
Cast time: (Clip size - Current arrows) x 1s
Manacost: -
Cooldown: 0.5s
Target: activates without target
Current ammo showed as a stacked buff. Cast time based on missing arrows in the clip. Cast time doesn't modified by Spell Haste.

250g Slash - Weapon based attack skill:
Dagger - two strikes for Ap x1.5 each.
Sword - Ap x2, 250% crit damage.
Axe - Ap x1 + Ap x3 damage over 6 seconds.
Hammer [and w/o weapon] - Ap x1.5 + 1 sec stun.
Type: Active
Cast time: instant
Manacost: -
Cooldown: 9s
Range: Melee
Target: Enemy

250g Kick Butt - Inflicts Ap x1.5 damage on hit and activates mechanism in crossbow buttstock, instantly add 1 arrow to the clip.
Type: Active
Cast time: instant
Manacost: 3mp
Cooldown: 7s
Range: Melee
Target: Enemy

1000g Hamstring - Inflicts Ap x1.5 damage on hit and reduce target run speed by 30% for 10 sec (5 sec for bosses).
Type: Active
Cast time: instant
Manacost: -
Cooldown: 20s
Range: Melee
Target: Enemy

World boss drop Upgraded Clip - Maximum ammo capacity increased by 2. Arrow reload speed decreased by 0.2s.
Type: Passive

Dungeon boss drop Headshot - Inflicts Ap x2 damage and stuns target for 2s. Consumes 1 arrow.
Type: Active
Cast time: 2s
Manacost: 10mp
Cooldown: 30s
Range: 700
Target: Enemy

Snipe - After preparation shoots 3 arrows that inflicts Ap x2 damage each. Consumes 3 arrows.
Type: Active
Cast time: 2s
Manacost: 7mp
Cooldown: 10s
Range: 700
Target: Enemy



Mechanic
Advanced class

Intro:
...?

Characteristics:
Main stat: Strength.
Armor: Mail.
Weapons: Dagger, Sword, Axe, Hammer. Mage daggers will fit well for this class.
Attack range: Melee.
Misc: Crossbow.
Base stats: Str 3, Agi 3, Int 3.5.
Leveling stats: Str and Agi gain same increase (0.4), Int gain (0.8).

Class concepts
1) Still AP melee damage dealer with burst ranged damage.
2) SP based melee fire AoE + utilitary electro skills.
3) Can quickly refill ammo clip.

Mechanic Skills
First skill Fast Reload - Fills ammo clip to max capacity.
Type: Active
Cast time: 1s
Manacost: 10mp
Cooldown: 10s
Target: activates without target

Second Skill Overload - adds chargeable buff Overload. Every 2 seconds Overload level increases by 1, maximum 10 level. Every second inflicts Sp x Overload level x 0.25 electro damage in small AoE around Mechanic and consumes Overload level x 1 manapoints.
Type: Toggleable
Cast time: instant
Manacost: -
Cooldown: 30s
Target: Activates without target

Second Skill Ticking Bomb - Mechanic places bomb with 3 second timer. After 3 seconds the bomb explodes with SP x4 fire damage medium AoE.
Type: Active
Cast time: 1s
Manacost: 20mp
Cooldown: 40s
Range: Melee
Target: Ground

World drop skill Forcefield - Creates a protective bubble around Mechanic that absorbs Sp x2 damage from any sources. All Resistances increased by 50% when Forcefield active. Lasts 30 seconds.
Type: Active
Cast time: 2s
Manacost: 20mp
Cooldown: 30s
Target: activates without target

Third Skill Nitro Boosts - Inflicts Sp x2 fire damage in small AoE and after that moves mechanic to target destination.
Type: Active
Cast time: 1s
Manacost: 7mp
Cooldown: 20s
Range: 400
Target: Ground

Third Skill Electroshock - attaches powerful energy source to the target. Inflict SP x0.3 electro damage every second. Stuns target every 3 seconds for 0.5s. Lasts 9 seconds.
Type: Active
Cast time: Instant
Manacost: 20mp
Cooldown: 40s
Range: Melee
Target: Enemy

Third Skill Flamethrower - damages targets in small range cone in front of Mechanic. Inficts Sp x1 fire damage every second for 3 seconds.
Type: Channeling
Cast time: 3s
Manacost: 15mp
Cooldown: 30s
Range: 200
Target: Ground
Cast time doesn't modified by Spell Haste.

Impale - Shoots all arrows like a shotgun. Arrows fly into cone shape wider with more arrows. Each arrow inflicts Ap x0.8 damage on contact and have 30% chance to pierce target. Consumes all arrows.
Type: Active
Cast time: 1s
Manacost: 10mp
Cooldown: 10s
Range: 400
Target: Ground

Zap - Shoots 2 electroded arrows and zap target with electricity for Sp x2 damage. Consumes 2 arrows.
Type: Active
Cast time: 1s
Manacost: 5mp
Cooldown: 0.5s
Range: 400
Target: Enemy

Siege Machine - Machine have 0 armor, 100% of builder's HP and slow run speed. Machine attack is slow, 700 range, with small AoE and Sp x2 fire damage. Duration 40 seconds.
Type: Active
Cast time: 5s
Manacost: 40mp
Cooldown: 90s
Target: activates without target

Burning Cocktail - Throws a flask of high flammable oil that make burning circle in small AoE damaging for Sp x1 every second for 5 seconds.
Type: Active
Cast time: 1s
Manacost: 15mp
Cooldown: 15s
Range: 400
Target: Ground

Short Circuit - Attacks target with short range electroshocker, inflicts Sp x3 electro damage.
Type: Active
Cast time: instant
Manacost: -
Cooldown: 10s
Range: Melee
Target: Enemy


Mechanic Talents


Shooter
- Increase clip size +1
- Criticals with Burst restores 1 mp.
- Burst range increased to 700.
- Impale pierce chance doubled.
- Snipe Shot cause bleeding for Ap x2 damage over 5 sec.

AoE
- Increase Mana +10%
- Reduce Nitro Boosts cooldown by 5 seconds.
- Increase HP +20%
- Inreases Burning Cocktail AoE range by 33%.
- Doubles Siege Machine duration.

Zapper
- Spell haste +10%
- Zap range increased to 700.
- Fast Reloading cause Sp x0.5 small AoE electro damage.
- Short Circuit critical can hit one closest target for 100% damage.
- 5% chance to reset skills with Zap/Short Circuit (30 sec cooldown).



Recon
Advanced class

Intro:
...?

Characteristics:
Main stat: Strength.
Armor: Mail.
Weapons: Dagger, Sword, Axe, Hammer.
Attack range: Melee.
Misc: Crossbow.
Base stats: Str 4, Agi 4, Int 1.5.
Leveling stats: Str and Agi gain same increase (0.6), Int gain (0.4).

Class concepts
1) Single target melee DPS with arrow based special attacks.
2) Ranged burst/skill based DPS.
3) Can hold ground for better AP with mobility penalty.

Recon Skills
First Skill Servomotor - Converts 30% Str to Agi when active. Each attack have 15% chance to add 1 arrow to the clip.
Type: Toggleable
Cast time: instant
Manacost: 10mp
Cooldown: 10s
Target: Activates without target

Second Skill Supressing Fire - Recon shoots towards selected point to supress enemy for 3 seconds. Every 1 second fires arrow that inflicts Ap x1.5 damage on contact and slows enemy by 30% for 1 second (doesn't work on bosses). Consumes 1 arrow every second. Requres at least 3 arrows for activation.
Type: Channeling
Cast time: 3s (can be modified with Spell Haste)
Manacost: 10mp
Cooldown: 0.5s
Range: 400
Target: Ground

Second Skill Point Blank - Close range shoot into target inflicts Ap x2 damage and ignores 50% armor (calculated before ArP). Consumes 1 arrow.
Type: Active
Cast time: Instant
Manacost: 5mp
Cooldown: 10s
Range: Melee
Target: Enemy

World boss drop Hold Ground - Increase AP by 30% but immobilize recon for 5 seconds.
Type: Active
Cast time: 1s
Manacost: -
Cooldown: 10s
Target: Activates without target

Third skill Move Out - Small AoE buff increasing move speed by 30% for 5 seconds.
Type: Active
Cast time: Instant
Manacost: -
Cooldown: 20s
Target: activates without target

Third skill Dodge - Next melee attack from any direction will be evaded with 100% chance. Buff lasts for 3 seconds and disappears after dodge.
Type: Active
Cast time: Instant
Manacost: -
Cooldown: 10s
Target: activates without target
Doesn't interrupt running.

Third skill Shred - Three fast attacks powered by servomotors infclists Ap x1.5 damage each. Damage increased to Ap x2 on slowed targets.
Type: Active
Cast time: Instant
Manacost: 7mp
Cooldown: 20s
Range: Melee
Target: Enemy

Power Shot - Inflicts Ap x2 damage, repels target and interrups spellcasting. Consumes 1 arrow.
Type: Active
Cast time: 1s
Manacost: 10mp
Cooldown: 30s
Range: 400
Target: Enemy

Hack'n'Slash - Small AoE buff increasing attack speed by 30% for 5 seconds.
Type: Active
Cast time: instant
Manacost: 5mp
Cooldown: 20s
Target: activates without target

Evasive Maneuvers - Small AoE buff increasing Evasion by 30% for 5 seconds.
Type: Active
Cast time: instant
Manacost: 5mp
Cooldown: 20s
Target: activates without target

Assault - Combination with quick attacks and two crossbow shots. Inflicts Ap x3 damage. Consumes 2 arrows.
Type: Active
Cast time: instant
Manacost: 7mp
Cooldown: 10s
Range: Melee
Target: Enemy

Harass - Inflicts Ap x1.5 damage and adds debuff for 10 seconds. Every stack reduces evasion by 2%. Max 5 stacks.
Type: Active
Cast time: instant
Manacost: -
Cooldown: 7s
Range: Melee
Target: Enemy


Recon Talents


Shooter
- Ammo clip size +1
- Quick Reflexes +10% ammo chance
- Reduce Snipe cast to 1 sec.
- Doubles Headshot duration.
- Reload tick shortened to 0.5 sec.

Melee
- Melee speed +10%
- Harass debuff increased to 3% per stack.
- Reduce Slash cooldown by 1 sec.
- 50% chance that assault can consume additional arrow for Ap x1.5 damage.
- 5% chance to reset skill cooldowns with melee attacks (30 sec cooldown).

Leader
- Mana +10%
- Relocation +10% run speed
- Evasive Maneuvers +10% evasion bonus
- Hack'n'Slash +10% attack speed bonus
- Increase buff durations by 2 sec.

 
Last edited:
Level 9
Joined
Jul 11, 2011
Messages
599
Sorry to break it to you, but a 6th class isnt going to be added untill maybe after heroics, and thats a kinda big maybe
 
Level 7
Joined
Aug 23, 2014
Messages
208
Sorry to break it to you, but a 6th class isnt going to be added untill maybe after heroics, and thats a kinda big maybe

Yes, I know. Just suggesting ideas that may be useful in the [far?] future.
Pointless? Maybe... But I like it :)

After a second look at the skills and talents I see that some of them are very simple so I move them under the spoiler and replace with better. Also, I will alter the concept of classes as he is illogical now.
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
The idea for a sixth base class that is a dwarf isn't new; I basicly had the same idea a couple of years ago, that was, coincidently, also named "Scout". In my design, the Scout branched out to "Alchemist" and "Engineer" as advanced classes.

There are some fundamental problems with that, though:

1) existing attachments have to fit the model of the sixth class; which is obviously not the case for dwarves, unless the model would be almost the same size as the Squire
2) a basic character model with a certain minimum of animations is required; in this case, a model that has both ranged and melee attack animations; such models are very hard to find
3) adding a new character class is a huge amount of work, as it would not only require a large number of new abilities and talents, but also new items, recipes and a makeover of all droptables to incorporate them, such as a new class change quest


Don't get me wrong, I'd love to implement a sixth character class, but it's not easy to do and there are bigger fish to fry at the moment.

Believe it or not: the first point is actually the biggest problem. It took me years to modify the bones and attachment points and animations of all the existing models to fit all the armor models without the need of exceptions.

Now, with the upcoming change to how armor attachments work (texture swapping for leather and cloth armor instead of actual attachments), things could get easier, but, again, this only goes for cloth and leather, so the issue still applies if we want the new class to be mail armored.
 
Level 7
Joined
Aug 23, 2014
Messages
208
1) existing attachments have to fit the model of the sixth class; which is obviously not the case for dwarves, unless the model would be almost the same size as the Squire
Well possible solution is to use reskinned + remodelled (with keeping proportions for attachment points, so just new face/beard/hair and size of muscles) + resized squire with different sounds set. Story of the hero will look like "He became an orphan in childhood. His new family became dwarves. They taught him everything and he learned basics of dwarven crossbow mastery. As he grew older, he was given the task to find the alchemist...".
So you can add a new class with less effort.

2) a basic character model with a certain minimum of animations is required; in this case, a model that has both ranged and melee attack animations; such models are very hard to find
Yes, this is a problem. But if something is missing, people can create it. There are people who feel inspired by this map. Maybe they can help.
Not to be unfounded, I attach a map with my animations made ​​for a squire. View attachment anim.w3x (include: crossbow aiming (channel) with shooting, fast shooting (channel), melee attack, device using (channel)). And yes, the crossbow is a remodeled axe.
The basic model is slightly broken after import, but the newly added animations can be transferred to the old one with right programs. And my experience with 3d modeling and WWE approximately 3 days, so the best quality is not guaranteed.

3) adding a new character class is a huge amount of work, as it would not only require a large number of new abilities and talents, but also new items, recipes and a makeover of all droptables to incorporate them, such as a new class change quest
Is it possible to delegate some of this work to the community? Not coding of spells / quests / bosses, but modeling / animating / icon finding / item making / texts writing?
With the right checklist it can be an interesting thing to do for players. Who has not dreamed of take a hand in the creation of the game?

Just my two cents :)
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Well possible solution is to use reskinned + remodelled (with keeping proportions for attachment points, so just new face/beard/hair and size of muscles) + resized squire with different sounds set. Story of the hero will look like "He became an orphan in childhood. His new family became dwarves. They taught him everything and he learned basics of dwarven crossbow mastery. As he grew older, he was given the task to find the alchemist...".
So you can add a new class with less effort.
Discworld, eh?

Yes, this is a problem. But if something is missing, people can create it. There are people who feel inspired by this map. Maybe they can help.
Not to be unfounded, I attach a map with my animations made ​​for a squire. View attachment 139016 (include: crossbow aiming (channel) with shooting, fast shooting (channel), melee attack, device using (channel)). And yes, the crossbow is a remodeled axe.
The basic model is slightly broken after import, but the newly added animations can be transferred to the old one with right programs. And my experience with 3d modeling and WWE approximately 3 days, so the best quality is not guaranteed.
Thanks for your effort, but just using the Squire model would imho be totally boring, don't you agree? :/

Is it possible to delegate some of this work to the community? Not coding of spells / quests / bosses, but modeling / animating / icon finding / item making / texts writing?
With the right checklist it can be an interesting thing to do for players. Who has not dreamed of take a hand in the creation of the game?

Just my two cents :)
Outsourcing basicly anything to the community never worked for me, except translation and items. You just won't find people that are skilled enough to do this and even if you do, they are busy running their own projects. The mapping community is not as big as you think it is.


I've also discovered a problem with my item registry system. It's basicly hardcoded for the current number of heroes and doesn't allow adding another character without a severe makeover. It is technically possible to change this, but it takes some time; time I do not have as I want to concentrate on releasing the new content on the snowlands.
 
Level 7
Joined
Aug 23, 2014
Messages
208
thanks for your effort, but just using the squire model would imho be totally boring, don't you agree? :/

attachment.php


Only changed texture and some of animations. I used skin by Mr.Goblin. Model with all attachment points are same, but appearance has changed.
In general, all animations can be replaced with new. That will make even more unique character.
Advantages are obvious - do not need remodel the existing armors and helmets. And new models will bring twice as much benefits.

And attach with new demonstration map: View attachment ScoutAndCrossbows.w3x. Include 3 new one-handed basic crossbows made by me :). All credits on the loading screen.
 

Attachments

  • scout.jpg
    scout.jpg
    288.5 KB · Views: 431
Level 7
Joined
Aug 23, 2014
Messages
208
I don't know, really. All basic classes so far had a unique model. It would imho feel cheap to just recycle the squire model for this.
Then I will try to alter the model. Planned:
- Bandit style boots with lapels.
- Steampunk style left hand prosthesis. It can be used to animate spell casts and make more impressive melee attacks. But not sure how it fits into Gaias and dwarven lore.
I will also try to keep the proportions and attachment points in their place.
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Then I will try to alter the model. Planned:
- Bandit style boots with lapels.
- Steampunk style left hand prosthesis. It can be used to animate spell casts and make more impressive melee attacks. But not sure how it fits into Gaias and dwarven lore.
I will also try to keep the proportions and attachment points in their place.
Sure, go ahead, but as I said already, a sixth base class is a lot of work and will most likely not come in the close future. I just don't have time to code all the stuff atm.
 
Level 7
Joined
Aug 23, 2014
Messages
208
Sure, go ahead, but as I said already, a sixth base class is a lot of work and will most likely not come in the close future. I just don't have time to code all the stuff atm.
I know. :)

Well, it turned out something like this. Copypasted bandit's boots and modeled left mechanical hand with steamtank textures.
attachment.php

Upd1: I changed the appearance of mechanical arm. Now it can rotate weapon in 360 degrees around X axis, also added hook and nozzle at the pointing end. Further increased the size of the boots.
attachment.php


Now looking for a standard texture for shoes which will better suit to the model.
Upd2: It seems that Sylvanas boots fit best. Maybe I should make the shoes lower and wider, because they resemble female a bit now.
Now it's time for a new animations.
attachment.php
Upd3: Example of the arm animation (blood from previous attack) + resized boots :)

attachment.php
 

Attachments

  • ScoutRearmed.jpg
    ScoutRearmed.jpg
    135.4 KB · Views: 327
  • ScoutRearmed2.jpg
    ScoutRearmed2.jpg
    132.5 KB · Views: 329
  • ScoutRearmed3.jpg
    ScoutRearmed3.jpg
    135.3 KB · Views: 308
  • ScoutAttack3.gif
    ScoutAttack3.gif
    237.4 KB · Views: 347
Last edited:
Status
Not open for further replies.
Top