Contents
Casting BarA lot of spells in this map have casting times. With those casting times comes an animated casting bar to let you know how long you have left until the spell is finished casting. I am still debating which animation graphic I may or may not incorporate with the casting bar, as well as the possibility of adding spell haste to my map, but that is yet to be determined.
Basic Weapon and Armor TypesFists/Claws: Full Damage to All Armor types
Blade: Full Damage to All Armor types
Piercing: Reduced Damage to Leather and Robes
Piercing (Ranged): Reduced Damage to Leather and Robes
Sorcery: Bonus damage to heavy armor, reduced to Robes
Explosive: n/a
Robes: Reduced damage from Sorcery
Natural Hide: Bonus damage from Sorcery
Leather: Reduced damage from Sorcery and Piercing
Chain Mail: Reduced damage from physical
Full Plate: Heavily reduced damage from physical
Elven: Heavily reduced damage from all
Weapon and Armor ForgeMost items can be upgraded through use of the "Forge". Similar to RO's style, the items maintain the same name, but are given "+#" suffix to show upgrade. Upgrades grant additional stats and are required by some recipes to forge stronger items.
Some strong recipes for forging will be a drop from high level creeps only and have penalties to counterbalance their strengths. I may just change the "drop" to a vendor changing his mind and allowing to sell a recipe, but that is still to be determined.
"Spell Power" SystemItems and abilities may grant "Spell Power" bonus. "Spell Power" affects damage, duration, and strength of your spells.
Example: If you have 200 Spell Power, and cast level 10 spell, the spell will have power equivolent to a level 25 spell.
This is not actual game data, but merely an example. I am balancing it with great caution, so do not take the above to reflect the actual stats.
Because of "Spell Power", all heroes will have access to multiple styles of play. I believe it will add great diversity to the 48+ Heroes I have planned.
Cleave, Critical, & Evasion StackingIf you have 1% critical item and another 1% critical item, then you will have 2% critical instead of 1.5%.
If you don't know of how they normally function, don't take too much into consideration. This is just something I've done to make it easier to determine your reflective hero stat.
Ranking SystemThis is something completely optional. If you stay until the match is finished, you will be given "points" for it. This is to promote people playing through the game and not leaving prematurely.
Of course, winning will give you more points, but the points will be determined via mathematical equation, by calculating time of game, modes enabled, and kills/death ratio.
I plan to have Rank give visual enhancements to your heroes only.
If you wish you collect points, you must load your code at the beginning of the game. It will be a simple code to allow easy access. I am considering very high ranks to have allowed very slight bonuses, such as 10 speed, or 1% attack speed bonus, or the like, but that is yet to be determined.
Bounty, Faction Bounty, & the Nemesis System
BOUNTYBounty is exactly what it stands for. How much money you will get for killing a player. In the multiboard, you will see your reflective bounty, as well as your nemesis (if you have one).
Your bounty will be determined by 3 things:
Your kill/death total,
your kill/death ratio,
and how long you have not died
This is to promote ganking and also serves as an in game balance system, where a good player is worth more money killed than a bad player. Bad players will generally have lower bounties, so I hope this system serves its purpose.
FACTION BOUNTYFrom time to time, your faction may announce a bounty on a player. Only your faction will know about this Bounty, and it will be shown through a red exclamation '!' mark above the enemy hero's head, not visible to that enemy player. Killing this bounty will reward your entire faction bonus gold.
Faction Bounty will be announced via sound, as to provide the other team warning, and it will only last for a certain time period. If you kill the faction bounty, your factions units will be temporarily blessed and your faction will split the reward for killing them.
NEMESIS SYSTEMIf you die multiple times to the same hero, that hero will become your personal nemesis. This is more for bragging rights than anything, as a player with multiple nemesis titles will be the valuable player. I have yet to determine if there will be any bonus involved, but I believe the player killing their nemesis will be entitled to a celebratory buff or bonus reward.
NPC Equipment, Bosses, & Item dropsI have taken the time to give every unit in this map an inventory to depict what weapons/armor they have.
A wolf will have his claws and his hide in his inventory, and possibly an item(which has the chance to drop).
A boss unit will have his weapon and armor equipped, as well as a very small chance to drop his items.
All hostile NPCs will have a selection of items equipped, with a very small chance to drop them. All nonhostile NPCs will have items equipped, if only to provide more flavor and a more RPG like feel. If no one else likes it, I know at least I will appreciate it. =)
Certain powerful recipes will also have a chance to drop from Bosses or high level hNPCs, to highlight the Battle Mode play. While War Mode will not have access to these, due to lack of available neutral players, I am considering alternative methods to allow creeps.
Movement Abilities, Stat Watching, & Innate Stealth DetectionEvery class will have their own spell book.
Each spell book will have their basic stats to review, such as critical, evasion, cleave, and other abilities, their stealth detection range will be listed, as well as an ability that grants them a movement type related to their class.
As of this moment, there are three movement styles. Blink, Sprint, and Teleport. Of the three, Teleport has the most range, but also suffers from a casting time.
How the player uses these abilities is up to them, but I believe that every hero should have some ability to enhance their escape, chasing, and movement capabilities.
Customized Attributes SystemThis is something that I took long into consideration. I've completely thrown out Str, Agi, and Int and replaced them all with more reflective values.
The attributes in this map are now POWER, SPEED, and KNOWLEDGE, and each affect the units and heros in a multitude of ways.
POWER will grant hp, hp regeneration, damage, cleave, and critical.
SPEED will grant movement speed, evasion, and critical.
KNOWLEDGE will grant mana, mana regeneration, and spell power.
Example of how it works: If you have 200 power, you will have +200 hp, +.5 regeneration, +15 damage, +2% cleave, and +4% critical. This is not reflective of the actual statistics, but merely an example to show how it might affect your hero.
With this system, I am able to fully customize items and heros in more ways than the default WC3 system allows.
Revival SystemIt's not so much as a system as it is a mechanic. Upon death, a tombstone will be placed over the area your hero died. You are granted sight of that tombstone. Certain heroes and items can revive your hero, but certain heroes have abilities to steal your hero's body, so it is up to your team to guard your corpse if the enemy has a hero with those capabilities.
Battle Mode (6v6)
This is the primary mode in Tactics: Kingdom. I am designing the entire game around this mode, and the additional modes are more for fun than anything else.
This pits the East side against the West side. Lore being that the left side is the "Good" alliance side defending, while the right side is the "evil" horde side attacking.
The main objective of this mode is to reach the main faction building and destroy it. There are two catches to this, however. The final boss is buffed beyond belief until you destroy the "generators" powering it. The generators grant invulnerability bonuses to the final building and boss, and also massive stat bonuses. While it is possible to win the game without killing both generators, it is much harder to accomplish. Because the map has 2 bases and 2 generators per faction in battle mode, this gives the factions a chance to fight back and turn the battle over.
War Mode (3v3v3v3)
This is an alternate mode in Tactics: Kingdom. This splits up the 4 bases and pit them against eachother in a battle for dominance. Instead of a final building and boss, your final building will be the generator and once a faction is killed, the other armies will storm forward to the next opponent until all enemies are destroyed. As of now, this mode removes passive and hostile NPCs from the game, so it is much more limited and focused on Faction vs Faction fighting rather than being able to creep.
Arena Mode (1v1v1v1v....)
This is an alternate mode in Tactics: Kingdom where the host must set the maximum kills, so that you may determine how long the match lasts. This is more for fun and practice microing or learning hero vs hero strategy.
Each hero is given a scroll to take them to the primary shops and are granted invulnerability as long as they're in town. They have an X minute time limit to purchase goods, and cannot revisit the town until they die, or unless they buy another scroll. The scroll has a casting time, so as not to be used in combat.
Short ModeThis mode reduces building hit points globally, increases passive gold gain, and increases exp gain slightly.
Expert ModeThis mode allows you to attack your allies (to break CC), reduces the passive gold gain, and grants access to all expert modes.
Beginner ModeThis mode removes the ability to attack allies for any reason, increases the passive gold gain, and disables all expert options
No Towers -Expert Mode-This mode removes all towers from the map. This is a defenseless mode.
No Creeps -Expert Mode-This mode removes all creeps from the map. This is a creepless mode.
Resources Mode -Expert Mode-This mode enables resource capturing. In certain locations of the map, there are resource capture spots. To gain control, you must destroy the current node. Your node will be built upon killing the current node. Having nodes will increase your factions annual resource gain, depending on what kind of node it is. Gold, silver, etc.
Territory Mode -Expert Mode-This mode enables territory capturing. So long as a team controls a certain territory flag, their team gains basic sight of that area. The flag regenerates quickly, so it will not die from hit and runs, but must be attacked consistently in order to capture it.
Capture The Flag -Expert Mode-This mode enables capture the flag mode. Every so often in this mode, a flag will spawn in the center. It is up to the faction players to collect the flag and bring it back to their base. Upon capturing the flag, the faction is awarded with gold and a slight buff to their faction units. Once you have the flag, two things happen: you become snared and sight is shared with your enemy. If you die while carrying the flag, it will spawn at your corpse.
Last Man Standing -Expert Mode-This mode enables "last man standing". This means that killing the faction base will not finish the game. You must completely wipe out the opposing faction's heros to win. After X time, the opposing faction's hero will be revealed.