@DSG: NIce ideas, but I feel forced to agree with V
iikuna. You are actually punishing players who play good, and that is quite unfair.
- Lumber. We still need a replacer for the lumber.
In TCO lumber was honor points. You could collect honor points by doing hard quests and then use them to buy legendary equipment. In AoM the lumber represented the number of heroes you killed and depending on that item you could also buy equipment.
- Spells which creeps can cast.
One of the things I am proud in my project was to have badass neutral creeps. I specially liked the wolfs. The wolfs used to work as a real pack and their main power resided in the numbers.
Wolf lv2:
- Wolf Strike
Wolf lv4:
- Wolf Strike
- Wolf Roar
Wolf lv6:
- Wolf Strike
- Wolf Aura
- Fear
Wolf Strike (passive ability): Gives the wolf X% chance to cause a critical strike attack where X is equal to N + Y. N is the number the player choose and Y is the number of allied wolfs nearby (more wolfs = more critical strike chance).
Wolf Roar (active): Gives allied wolfs X attack bonus, where X is the number of allied wolfs nearby. Does not stack.
Wolf Aura (passive ability): An aura that adds X damage and Y bonus attack speed to all nearby wolfs. X is the number of allied wolfs and Y = X * 2.
Fear(active): Reduces the armor of nearby enemies by X, where X is the number of wolfs.
I also had ideas for other neutral creeps (such as kuskar and bears, often seen together in ladder maps. Bears had tanking and DPS abilities while kuskars had support / healing abilities) but I didn't had time to implement these.
I really hope you like the wolf ideas.
I will post more ideas once I have time.
EDIT EDIT EDIT
- Food. Another thing, we still need to use this in another way.
I was thinking using the food to recharge the attributes over time. Anachron suggested to display K/D ratio. Bring your idea up!
Showing the K/D ratio would not be a bad idea. What do you mean by "recharge attributes over time"?
@HailFireer: His magic ideas sound quite nice. I don't think magicians should have all the spells at the start, they should instead start with a basic spell (heal, per example) and then the player's team could upgrade them. I also think the mages have far too many abilities. The armor, slow spells should be given to soldiers and rangers, so the players can have an idea on what to focus (soldiers could have armor abilities to help them tank, rangers could have attack abilities to have them DPS, and mages could have heal, dispell and move bonuses to help support).
I also think the other units (rangers and soldiers) should have abilities on their own, so here I will suggest some:
Ranger:
Scatter Shot (passive): attacks multiple enemies at one time
Eagle Eye (passive): increases range by X
Iron Bow (passive): increases attack by X
More suggestions comming when I have time.