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Map ideas

Level 21
Mar 27, 2012
Reversed Vampirism
I've thought of having a reversed vampirism map.
Basically the map is separated into areas, where you can't always walk to or it takes too long.
"Vamps" can teleport around and so can human builders.
However, human heroes or normal units can not.
So unlike original vampirism maps it's the evil side that gets to teleport a lot.
In turn the vamps lose their far sight ability and thus, are forced to explore by themselves.

How to prevent vamps from teleporting to base?
And this is the hard part. I don't even know.
There's a variety of ways that I can imagine:
1. Free teleport(blink)
Potentially too good, especially if base slots are known.
2. Gateways
Not possible to teleport in base unless it's built stupidly.
3. Summoned portals
Basically the vampire first needs to create a portal. The portal takes space to place and time to stabilize. If the portal is too close to any base, then it will be shot down by towers or heck, even units.
It would also give players an incentive to make a web of towers in order to make their real base take longer to reach(cos the vamp has to teleport further than towers). The web strategy would only be viable at first though, as later they won't have enough damage output.
As the vamp levels up the portals get harder to shoot down. This means that humans must struggle to keep enough firepower at all parts of their base.
Vamps are not directly penalized for failing to "portalize" a base. Instead the indirect penalty is having to wait for cooldown.
4. Teleport interruption towers.
Those simply prevent the vamp from teleporting within a range of the tower. That again forces the vamp to teleport further.

Tribal Game
Due to the recent disturbances in this forest the natives can no longer live in peace. Now is the time for you to find out what is destroying the forest and how to stop it.

Why do you see your 4 characters, but not your allies? - Your characters' souls are linked.
There's a preset amount of players(prolly 12) that can choose to form teams.
There are various systems in place, such as food and energy requirement.
Players can somehow get(tame) animals for carrying their cargo and helping with various tasks.
Animals are limited by usefulness and food requirement(for energy), however, not by numbers.
Animals do not share sight range and turn neutral if they get too far from owner.
Neutral animals can once again be tamed.
Each player can have up to 4 characters(all heroes). The characters can be of any types the player chooses and there can be multiple characters of the same type. However, characters can not be switched around - What you choose is what you will have for the rest of the game.
Each character class is good for specific things.
Each character has a combat class, but also a utility class.
There's combat characters - tank, DPS, buff, debuff, healer
Utility - recon(speed/stealth)
Logistics - gatherer(herbal/miner/lumberjack/fisher), hunter(trapper/tracker/tamer), transporter
Misc - Mage(Seer[True sight, far sight, revelation]/Summoner/Elementalist), Processor(Herbalist[potions],blacksmith,carpenter,tanner)
Animals - Pack animals(horse/kodo/turtle), hunter(wolf, eagle), fighter(spider, bear, boar, dragon[hard to get], dragon turtle)

Each character can get a profession. A profession takes lots of work to reach maximum power, but the benefits are considerable.
Professions are listed under character types within () marks. This does not apply to pets.

Revelation - Turns an invisible unit visible.
Taming - Takes an amount of some item. The amount being equal to level of tamed beast.

Furbolg - Tough, but peaceful. These creatures like to compete in strength, but some are also quite skilled in life(nature) and elemental(storm,earth) magic.
Troll - Agile and cunning. They are fierce fighters and can quickly regenerate wounds. They mainly use light and shadow magic.
Murloc - Sly amphibian creatures. They don't care much for honesty or "fair" play. Instead they use whatever way they can to get what they want. They use water and shadow magic. Some of them can steal items.
Human - Fragile, but incredibly crafty. They can make pretty much anything out of anything. They do not have a strength in any specific kind of magic, but can use many kinds.

In the end there is no absolute goal for victory.

Unlike other ORPGs you have 2 kinds of resources.
The first kind replenishes over time and has a softcap. It is used for upgrading your gear and buying consumables.
The second is harder to get, but is used for permanent bonuses.

This design helps to minimize farming/grind, which most people consider boring.
For instance, you can let the first resource tick up while you're struggling to beat that incredibly-ludicrous-boss.

Additionally, all equipment is designed for a playstyle. It is useful to collect items of the same playstyle, such as armor for tank playstyle.
However, if you sacrifice some strength in the main attribute you can make hybrid classes. Tanks could, for instance get some healing, DPS, stealth or speed. Whatever floats your boat.

All creeps have widely varying speeds along with strengths and weaknesses.
Spiders - fast and don't take much damage from piercing attacks. However, they are easy to kill with slice, fire, or blunt damage.
Furbolgs - Slow and easy to hit with piercing attacks. However, they are quite tough and very hard to kill with blunt damage.

Lords vs Rogues

Lords can be noble, but they can also be tyrants. In any case, they have lots of power through their people, but are vulnerable alone. They have 2 kinds of resources. First kind is expendable and limited to some amount that depends on something they have(could be influence, which comes from how many people you have), the expendable resource is their weapon against the rogues. Second kind gives permanent benefits, but also has larger consequences if sabotaged. The second kind is their weakness.
Main focus is to obtain some technology or force that can quickly annihilate rogues.
Rogues do not have great direct power, but they are versatile and have lots of ways to strike and get away. They mainly focus on wearing down and sabotaging the lords.

Lord stuff:
Power - Able to bring down anything, if they just have enough time. (Siege weapons)
Fortifications - Hard to take down with brute force, but slow recovery.

Rogue stuff:
  • Invisibility - Can not be used constantly, except under certain conditions(night?)
  • Speed - Could somewhat always be there, because lords can use ranged units to keep rogues under fire if they try to maneuver. Perhaps would also fit if there were ways to get temporary speed buffs.
  • Teleportation - For getting past obstacles, including lords' units.
  • Deception - Mirror image, spell steal, backstabbing.

Factions vs Environment

Players represent different factions. Environment consists of mostly preplaced units and can not focus forces for some reason.
The environment is also not very good at sieging bases, due to not being able to outrange them(mostly).
However, the environment has far more units over the map. Although some must be lost, it might be possible to turn the tides against players if environment survives long enough.
Every area has a boss, who is controlled by the environment player. The boss can not be used to siege bases or is ineffective at it.

Faction players can also fight eachother. Due to having long-ranged siege weapons they are also able to siege eachother much better than the environment can.
Note: Environment is also a player or multiple.
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