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- Mar 9, 2008
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Endless Tussle
And yes this was the inspiration for the name: Revengers: Endless tussle
And yes this was the inspiration for the name: Revengers: Endless tussle
Last test: 28th July
Currently working on:
Primary
Fixing the respawn system (seems to work properly atm)
Hero selection messaging
Secondary
Making items "less shit"
Nerfing speed abilities (they are a bit much)
Nerfing slow abilities
Two new heroes
The entire purpose of this map is to test out how many heroes fighting can one have on a map without the the whole gameplay devolving into an incomprehensible mess. Now, taking a slightly more sensible approach, I have decided to stop at 72 heroes, because that would leave each player with 3~4 mini-heroes.
I know, I know, you'll say it will turn into a clusterfu**, 3~4 heroes will be hard to manage, filling up the lobby will be hard. I'll address each of these arguments. Bear with me on this.
Now the idea is that heroes won't be your run on-the-mill WC3 heroes that have multiple active abilities and an ultimate ability. These "mini-heroes" will be weaker than a standard hero, will have three abilities without an ultimate ability. To reduce the need for micro-management further, most of these have only one targeted ability, while the other two are a passive and an auto-cast/un-targeted. This will reduce the mental load on the player and make managing three heroes at once feasible.
This approach has a couple of advantages over the single hero approach.
First, if your hero dies, you still have the other two to keep fighting. So the downtime between deaths is reduced or even non-existant depending on how you play.
And second, combining a couple of dozen of heroes allows me to make a lower number of well made heroes and in turn provides far more combinations of abilities that you would get in any classic MOBA with their 100+ hero rosters.
The gameplay
The game mode itself is a simple three control point two team mode. Very similar to what you see in Company of Heroes games. Both teams start with the same number of tickets, whichever team holds more control points will reduce the other teams tickets over time. The goal of each team is to reduce the enemy team tickets to zero.
Experience gain is teamwide and simultaneous, just like in Heroes of the Storm. Capturing points, killing enemies on the control points provides additional experience for the entire team. Teamwide progression does not stimulate the focus on high DPS hard hitting heroes that gain a lot of kill, but allows for the support and even area denial abilities to be equally rewarded. In theory, this would also curb any toxic behavior, because if your team does well, you do well. Killing enemies outside critical areas still provides XP, but at a normal rate.
Minor gameplay features
With 24 players, leavers are inevitable. So when a player leaves, the first 3 players in his team are given a random 4th hero, keeping the number of heroes on battlefield equal, despite unequal player numbers. The 4th hero balancing also runs at the start of the game in case the teams were unequal. - THIS FEATURE IS IN DEVELOPMENT and may not work correctly or fully in the first phase tests.
The factions that send out the cannon fodder units will dynamically change their focus on control points or even pushing into enemy territory. Essentially a basic AI. - This feature is planned and won't be fully implemented until later stages.
Feel free to ask about it. I will do my best to answer all questions.
Current state of terrain:




Ingame (tested in singleplayer)






And labeled terrain

The paths from the bases to the points are roughly the same in distance.
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