- Joined
- Jun 21, 2007
- Messages
- 505
I have an idea of a map, where there are two teams. Each team has a well-defended castle. The two castles are connected with a wide road - the main one. But there are many other roads.
Players may choose to either be a general, or an army. There's a large difference between them.
Generals (or heroes), have Attack and Armor, and also they have Health and Mana. Also generals have Attack Skill, Defense Skill, Magic Power and Knowledge and a Spellbook (just like in heroes of might and magic). Generals can have two classes: Warrior or Mage.
Warriors do not have Magic Power and Knowledge and may not have a Spellbook to cast spells, while Mages may not attack directly, they don't have Attack Skill and Defense Skill.
Armies can choose, like Generals, their Race. In the beginning of the game they get the weakest unit of their race, that can be later upgraded to a better (tire of unit) unit of the same race for money or special resources.
An army can attack, move, defend and cast tactical spells (i.e. "Defend", "Sprint", "Rage", smth. like that). Armies can either change their tier to a better one (which means they will move higher by one grade), or upgrade their current tier to gain specific abilities and powers, but to lose the ability to move up by tier anymore (not be able to be upgraded any longer).
So as to let the skill of the General affect friendly armies, they need to join to the general via a spell, and the general won't be asked for his agreement on that. Then the general acquires the right to cast spells, in case if he's a mage, which give bonuses to friendly units, but only on the armies that are currently joined with him.
Armies may leave their general at any time. But without a general, armies move too slowly (movement speed below 100). When armies join a general, their movement speed becomes equal to the movement speed of the general.
Generals can often find resources and artefacts, scattered across the entire map. Resources can be delivered to the main base to upgrade some of its structures (with money too), while artefacts give certain bonuses to generals and their armies, but can be sold for a good price as well.
Armies can increase their size (the number of soldiers in an army, which is marked with a floating text over an army) using resources (and money) at their base.
The main base produces units only when there's a certain structure built in it that produces those units. Such structures can be built by players for money and resources. On the map there may be initially-neutral resource factories, buildings that increase a skill of a hero once he visits it, and neutral armies that guard most of the passages. There may be up to four armies joined to a single general.
Hero Attributes
There are also multiple structures on the map that give bonuses to battle spirit and luck for general (for the visiting-general's armies). The higher the battle spirit is, the higher is the chance that an army will get a sudden increase in movement and attack speed. All units attack very slowly (for tactics to take a higher place than for micro).
And the main is that armies, once have joined a general, may not step as far from him as at the distance of 1000. If a general walks away from his armies, then his armies will be forced to go with him.
Experience for generals can be earned from chests scattered around the map, where you need to choose whether to take money or experience, by winning battles, by visiting certain structures.
It all very much sounds like Heroes of Might and Magic 3.
I am not going to make this map and I agree, that I've only tossed out an idea.
Players may choose to either be a general, or an army. There's a large difference between them.
Generals (or heroes), have Attack and Armor, and also they have Health and Mana. Also generals have Attack Skill, Defense Skill, Magic Power and Knowledge and a Spellbook (just like in heroes of might and magic). Generals can have two classes: Warrior or Mage.
Warriors do not have Magic Power and Knowledge and may not have a Spellbook to cast spells, while Mages may not attack directly, they don't have Attack Skill and Defense Skill.
Armies can choose, like Generals, their Race. In the beginning of the game they get the weakest unit of their race, that can be later upgraded to a better (tire of unit) unit of the same race for money or special resources.
An army can attack, move, defend and cast tactical spells (i.e. "Defend", "Sprint", "Rage", smth. like that). Armies can either change their tier to a better one (which means they will move higher by one grade), or upgrade their current tier to gain specific abilities and powers, but to lose the ability to move up by tier anymore (not be able to be upgraded any longer).
So as to let the skill of the General affect friendly armies, they need to join to the general via a spell, and the general won't be asked for his agreement on that. Then the general acquires the right to cast spells, in case if he's a mage, which give bonuses to friendly units, but only on the armies that are currently joined with him.
Armies may leave their general at any time. But without a general, armies move too slowly (movement speed below 100). When armies join a general, their movement speed becomes equal to the movement speed of the general.
Generals can often find resources and artefacts, scattered across the entire map. Resources can be delivered to the main base to upgrade some of its structures (with money too), while artefacts give certain bonuses to generals and their armies, but can be sold for a good price as well.
Armies can increase their size (the number of soldiers in an army, which is marked with a floating text over an army) using resources (and money) at their base.
The main base produces units only when there's a certain structure built in it that produces those units. Such structures can be built by players for money and resources. On the map there may be initially-neutral resource factories, buildings that increase a skill of a hero once he visits it, and neutral armies that guard most of the passages. There may be up to four armies joined to a single general.
Hero Attributes
- Intelligence is the ability of general to study (gain skills, learn spells, feats) (from 0 to 10)
- Agility determines how fast the general moves and attacks (for warriors), or determines how fast the general can cast spells (for mages) (from 0 to 10)
- Strength monitors how many hitpoints a general initially has (from 0 to 10)
There are also multiple structures on the map that give bonuses to battle spirit and luck for general (for the visiting-general's armies). The higher the battle spirit is, the higher is the chance that an army will get a sudden increase in movement and attack speed. All units attack very slowly (for tactics to take a higher place than for micro).
And the main is that armies, once have joined a general, may not step as far from him as at the distance of 1000. If a general walks away from his armies, then his armies will be forced to go with him.
Experience for generals can be earned from chests scattered around the map, where you need to choose whether to take money or experience, by winning battles, by visiting certain structures.
It all very much sounds like Heroes of Might and Magic 3.
I am not going to make this map and I agree, that I've only tossed out an idea.