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A PvP puzzle/adventure

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The goal of the game is to destroy the main structure in your enemy's city. The challenge is, is that there is a set of walls that you have to pass by opening 1 of 4 doors in each wall. These doors are opened with keys that are obtained through quests. Each door their own key. So as you are going through these quests your enemy is trying to intercept you and destroy your key. in the very end if the enemy has made it to your base and you haven't you have to spread the players between defending the city and completing challenges. There are 4 classes that are rather stereotypical. The warrior can either tank or be melee damage depending on how you gear it up; while playing it, the warrior should be fast paced and brutal. The archer is ranged damage and utilities; while playing it, the archer should also be fast paced, but instead of brutal and headstrong, the player should be looking for high ground and think strategically. The mage is largely a support, it has things like temporary mind control, slows and speed ups, creates temporary walls and bridges, etc; playing the mage should be contemplative, faced with puzzles even in combat. Finally the rogue, it is a stealth unit good at dispatching single enemies and infiltration; it should be assassin's creed status minus the fighting. Once detected you cannot restealth for a short time so if you kill someone it better be worth it otherwise ur mission fails and ull have to restart, he does things like pickpocketing and lock picking. It is a thief/assassin. What do u all think? Any suggestions/improvements, ability ideas, etc.
 
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I like the overall though, being a sort of AoS with RPG elements. I suggest you follow the AoS format then add both main quests (retrieve keys) or optional ones (team bonus or get a unit which can actually destroy the doors [battering ram]). I do find it weird that you still need keys to open doors, but it adds flavor.

Since you are going for a class-based approach, I would suggest you would go in numbers which are multiples of three for the amount of classes (in order to support the Holy Trinity/Rock Paper Scissors). You can also go for what I call "3-3" approach, having a broader group of classes being Offense, Defense and Support. Branching there, each class would have a sub-class which are the Carry (Support/Offensive/Defensive Carry), Tank (Support/Offensive/Defensive Tank) and the Healer (Support/Offensive/Defensive Healer). Healers are healers in a broader sense, meaning that they increase anything that can be increased or decrease anything that can be decreased. Thats just my suggestions for now.
 
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@Drunken_Jackal
Thank you for the input. I've been considering the sub class thing for a while probably going to put the archer under rogue. And why is the key thing weird? I want to make it so that in the towns and cities that you can actually go inside the houses and there will be stuff in them. (not gunna do this with all of them just some) so a large part of the map is going to be rooms. these are the doors that the rogue can lockpick not the main ones. Also i love the sub-quest idea totally gunna do that
 
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