• 🏆 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!

Asymmetrical gameplay with 3 factions

Status
Not open for further replies.
Level 6
Joined
Jan 16, 2017
Messages
107
24th January 2020 - Cancelled
Greetings
I have came up with an idea of asymmetrical gameplay with 3 factions where the 1st is the Defending faction, the 2nd is the Attacking faction and the 3rd is the Invasion faction.

The map is played on 16 planets/areas that are conquested by these 3 factions:
upload_2019-5-24_17-29-44.png

Defending faction (United Orcish Tribes) starts with the most planets and is constantly under attack by the Invasion faction

Attacking faction (The Empire) starts in some kind of civil war and fights each other to unite themselves and build up.
In the civil war they are divided between Coalition and Opposition with different bonuses if someone wins.
During the civil war the Coalition can decide if they want to Reform the Empire or Full Autonomy or do Full Conquest

Invasion faction (Titan's Horde) starts with only 1 planet and 4 champions that can level up themselves and cant make a base (however they can make units)



For transport from planet to planet there are portals that require mana to teleport units, has 100 max mana, slow mana regeneration and teleport costs 50 mana and also can teleport up to 8 units.

Each faction has unique way to get income:
Defending faction - can build gold mines on resource fields and after some time the gold mine explodes and cant be mined more gold from that tile

Attacking faction - during civil war they gather resources from capturing enemy team buildings

Invasion faction - gets gold from killing enemies and gathers lumber by making soul extractors that are basically walking buildings capable of devouring units

Each faction has its objective specialised units/buildings that are more effective at doing their objective for example Attacking faction has siege units that are very effective in interplanetary attacks also they have Steampunk like technologies
Invasion Faction has army of demons and possesed warriors, demons are their most powerful types of units that however have negative life regeneration and small life steal.

Shield Bearer
Has ability to knockback enemies and stomp the ground to slow down nearby enemy units

Orcish Alchemist
Has ability to slow enemies down with potion of slowness, can throw regeneration potion on allied units making them regenerate 5 times faster and thorns aura.

Harpoon Tower
Has Ability to target a single unit and pull him close to the tower (however can be blocked by units or obstacles) and deals damage over time

Assassin
Has ability to jump allowing the unit to have high mobility and be very effective at kiting. Deals donus damage by attacking from the back and has weaker ranged attack.

Alchemist
Has ability to throw healing potion into allied units and poisoning allied weapons.

Dwarven Musketeer
Possessed Warrior class with ranged attack has ability to mark an enemy, making it more vulnerable to incomming attacks and gives vision of the unit.

Behemoth
Demon class tank with Impale ability

I would really like to know your opinions about the gameplay base and ideas for win conditions and unit archetypes, i will be adding up more stuff over time to this thread
Note: i would like to avoid magic if possible
 

Attachments

  • upload_2019-5-15_18-37-48.png
    upload_2019-5-15_18-37-48.png
    3.1 KB · Views: 80
Last edited:
Level 9
Joined
Feb 24, 2018
Messages
342
Sounds pretty interesting.
Attacking faction could get gold by kind of capturing/enslaving enemy buildings. Building becomes inactive, but still belongs to the enemy. Enemy can easily recapture it if they get troops close to it, and it may even passively spawn rebels. This would turn civil war into a way to generate resources in early game, and in later game Empire player would have to decide whether to off the other civil war faction and focus on Defenders/Invaders, or keep them around to milk gold from them.


Win condition ideas:
Defenders - basically an Age of Empires Wonder. Really expensive building that takes long time to finish, is rather vulnerable to attackers, and most importantly alerts enemies when it starts building and is constantly visible.
Attackers - have to build some kind of buildings, lets call them monuments, in all, let's say, six key locations, spread all over the map. These would be much cheaper, much quicker to build, and much easier to destroy than the Wonder, and the whole point would be in coordination, to conquer and hold points in different parts of the map to build those monuments.
Invaders - gather 16 artefacts that drop only for Invaders, one on each planet, and bring them all to a single planet at the same time. At which point that champion becomes so powerful he can teleport to any planet at will and wipe whole armies himself (technically, win condition would be "kill everything", but that would be unfeasible without gathering 16 artefacts, and once Invaders accomplish that goal other players may as well surrender). Artefacts may be visible to the other factions at all times, and when a unit carrying an artefact dies, the artefact is gone and must be farmed again.
 
Last edited:
Level 7
Joined
May 14, 2019
Messages
255
Very unique idea, never really heard of anything similar, but I like the concept, I would suggest not only specializing each faction but also making it unique in terms of gameplay, I can't really suggest much because of the little information provided, but I can tell you that you can make each faction's units and abilities suited to the goal of that faction for instance the defenders could have mostly defensive skills, hardened skin, thorns aura, divine shield, etc. the attackers could have offensive skills like critical strike, cleaving attack, liquid fire, various other offensively geared abilities, and I would suggest giving the invasion force skills that drain hp like vampiric aura, drain health and mana, etc.
 
Level 6
Joined
Jan 16, 2017
Messages
107
Very unique idea, never really heard of anything similar, but I like the concept, I would suggest not only specializing each faction but also making it unique in terms of gameplay, I can't really suggest much because of the little information provided, but I can tell you that you can make each faction's units and abilities suited to the goal of that faction for instance the defenders could have mostly defensive skills, hardened skin, thorns aura, divine shield, etc. the attackers could have offensive skills like critical strike, cleaving attack, liquid fire, various other offensively geared abilities, and I would suggest giving the invasion force skills that drain hp like vampiric aura, drain health and mana, etc.

I will provide much more information over time, currently i am trying to create concepts of unit and structure archetypes and creating systems.
However great these are great ideas

Sounds pretty interesting.
Attacking faction could get gold by kind of capturing/enslaving enemy buildings. Building becomes inactive, but still belongs to the enemy. Enemy can easily recapture it if they get troops close to it, and it may even passively spawn rebels. This would turn civil war into a way to generate resources in early game, and in later game Empire player would have to decide whether to off the other civil war faction and focus on Defenders/Invaders, or keep them around to milk gold from them.


Win condition ideas:
Defenders - basically an Age of Empires Wonder. Really expensive building that takes long time to finish, is rather vulnerable to attackers, and most importantly alerts enemies when it starts building and is constantly visible.
Attackers - have to build some kind of buildings, lets call them monuments, in all, let's say, six key locations, spread all over the map. These would be much cheaper, much quicker to build, and much easier to destroy than the Wonder, and the whole point would be in coordination, to conquer and hold points in different parts of the map to build those monuments.
Invaders - gather 16 artefacts that drop only for Invaders, one on each planet, and bring them all to a single planet at the same time. At which point that champion becomes so powerful he can teleport to any planet at will and wipe whole armies himself (technically, win condition would be "kill everything", but that would be unfeasible without gathering 16 artefacts, and once Invaders accomplish that goal other players may as well surrender). Artefacts may be visible to the other factions at all times, and when a unit carrying an artefact dies, the artefact is gone and must be farmed again.

I really like the idea of attacking faction having in the beggining some kind of Risk like gameplay and also Invaders quest like objective, would be really interesting to make that one
 
Level 7
Joined
May 14, 2019
Messages
255
You know for the invasion faction you can make abilities that get gold from lots of sources, besides pillage you can use alchemy for example, you can create an ability (using triggers) that deals a set amount of damage to a building and gives the owner of the caster a certain amount of lumber.

Other things are abilities that instantly destroy trees but give the owner of the caster a percentage of the lumber they were worth, there are lots of ideas that can be used if you're creative enough.
 
Status
Not open for further replies.
Top