• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Age of Warcraft

Status
Not open for further replies.
Level 36
Joined
Jul 1, 2007
Messages
6,677
sgmqkh.png


Well this is my current solo project, I've got like 4 projects running right now...
But seeing as I'm just a terrainer in those I need something else to do :)

So basically this project is an altered melee system with a few new units. It's meant to combine WC3 with Age of Mythology and Age of Empires, as well as a bit of my imagination.

Firstly the most important thing is unit-heroes. What this does is for a somewhat large cost you can upgrade a normal unit into a hero, for example a peasant hero would have stuff like faster work auras and things like that, as well as an ultimate something along the lines of Militia Form (only stronger). An archer hero would have archer-like abilities, and of course mount hippogryph! A sorceress hero would have sorceress spells only ranked and have some kind of cool ultimate.

Another change is how you get gold. Gold mines will be replaced with ore veins, that are basically destructible rock chunks that are only targetable by workers and worker heroes and when you kill them, they drop items similar to gold coins, only called Iron or Sapphire and are worth different amounts of money when you pick them up.

Also, when you start the game, everyone starts in the same place and are all invulnerable so they can't just kill each other with their workers. You start off with a special Spirit unit that, in the allotted ally time of 10 minutes, you can go and build your Obelisk (a unit that when created spawns 5 workers and a King) and from there build your base, anywhere you want.

Oh, I forgot to mention, there are no heroes like in WC3, and no altars. These are replaced by the King, which can be trained from the Obelisk. You can only have one King (obviously) and it takes the form of a hero, but it's customized to be very powerful in battle and could easily take on five enemy soldiers at level 1. The only downside is that if your King dies, you lose!

That's all so far, I'll be sure to add any more changes I decide to make.
 
Level 2
Joined
Apr 10, 2008
Messages
24
That sounds very good.
When it comes to the peasant heroes, I think they should receive experience points by mining / constructing, instead of combat. Also, would the items the ore veins drop be free for all to take? So if an invasion was taking place, and the defending player forgot to pick up the items with his peasants, could the enemy swoop in and plunder the resources?

One suggestion: Make peasants (or some other unit- archers, possibly?) be able to hunt critters, which drop food upon death. You could possibly create some system that involves having to keep up your food-level according to your number of units, otherwise they start dying one by one (or some other, less harsh punishment). I don't really know where I'm going with this suggestion, so I'll leave it in your hands!

Edit: I realize now that this thread is a bit old, but I hope my feedback justifies the bump. If not, I'm terribly sorry.
 
Level 7
Joined
Jul 29, 2007
Messages
172
A good idea. But my suggestion is, if a king dies, another should be able to be trained/built from the obelisk again. Because if you lose the game as your king died, that will be too tough for newbies and players who aren't familiar with the map.
 
If the veins drop items, there's gotta be a lot of (a whole shitload) of micro management with workers, unless they get ordered to pick it up automatically.
Example of veins, Island Settlers game. You have your geographic dude and he posts a flag to reveal veins and your harvesters rape it for gold - bounty.
It's a nice idea. I'd recommend that the heroes have no icons and blobs on the minimap, unless you can't get / don't get very many. As for the king, I'd not use him for defeat. Have you seen castle builder versions with king? You send in craploads of units and then just target the king.
BTW, veins, I got another idea: use lumber.
 
Level 9
Joined
Apr 6, 2008
Messages
436
Having a lot of heroes will require a lot of micro: make the units VERY tough, so that the battles last a long time, even minutes, and you can calmly use your spells and choose your targets. With this method the king would be a little safer, too...
Then be careful! some players could upgrade 4 or 5 units to heroes and use only them, and you want massive battles like in AOE, right?
 
Level 36
Joined
Jul 1, 2007
Messages
6,677
A good idea. But my suggestion is, if a king dies, another should be able to be trained/built from the obelisk again. Because if you lose the game as your king died, that will be too tough for newbies and players who aren't familiar with the map.

Well the king doesn't go and fight, it's not like a hero. It's like your town hall only you can move it but it has no attack, just maybe some morale bonuses for your workers.

Having a lot of heroes will require a lot of micro: make the units VERY tough, so that the battles last a long time, even minutes, and you can calmly use your spells and choose your targets. With this method the king would be a little safer, too...
Then be careful! some players could upgrade 4 or 5 units to heroes and use only them, and you want massive battles like in AOE, right?

Unit-heroes at max level will probably only be twice or 3 times as powerful as the original as far as HP and damage go. They don't get any more inventory than the units get, and their abilities are fairly weak. Plus, it will cost a lot of money to upgrade.
 
Status
Not open for further replies.
Top