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[Campaign] Improved navy combat

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For the campaign, I am developing I am attempting to improve navy combat. My ideas so far are adding quite a few new abilities, a variety of ships and ships that counter different things. For example, a magic-based boat would counter heavy ground troops while other boats would counter each other. Is there anything people specifically want with a new navy combat system?? Any suggestions for abilities or types of ships?
 
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  • I think it could be interesting if ships dealt additional damage when they're able to fire from their broadside. That way you are incentivised to keep the side of your ship facing the enemy and fire while circling them, but you are not significantly punished if you just run at them and attack head-on.

  • Ramming/collision damage.

  • Being able to specifically target sails or weapons on enemy ships with your attacks to reduce their movement or ability to fight back. This shouldn't deal damage to the ship hull so you are making the tradeoff that you would rather cripple than damage them.
 
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Embarked units being able to use their attacks or at least some of their abilities.
could possibly give some unit their own embark or a stronger transport ship that can defend itself but has less capacity. I think I might add a hostile faction called rocks into the ship maps and give them an ability to damage ships that go over them, but they are immune and can be travelled over by ships. Considering a ship hero as well
 
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Sinking mechanics: Ships that drop below 50% HP take constant damage over time, their speed falls constantly, and eventually die.

Diver units that can reclaim resources from sunken wrecks.

The Battleships map has a special arena for boarding actions, which would allow loaded units to come into play.

Rocks would be impassable obstacles though. Maybe some thing like deliberately running a ship on the rocks makes it unable to move, but also makes it immune to wind effects.
 
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Ooh wait:

Every sunken ship spawns a wreck with the gold mine ability and a very small amount of gold. To get the gold, salvage ships go next to the wreck and Entangle it, using Divers as wisps that spawn when the order is given and disappear when the ship leaves.
 
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Started work on the improved navy combat, currently working on abilities and new ship units with possibly some sea-based buildings. Anything you would like to see in this area?
 
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We had a recent conversation about naval combat in some other threads so i just quoted them down here you might pick up an idea or two from it
So my overall post got a bit bigger than i expected so i did a little bit of formatting to make it easier to read. But in order to combine two races into a new race it's vital to look at what makes them similar and what sets them apart.

I'm not a big fan of your big avenger type of unit personally since it really will screw up your balance and it feels counter-intuitive to be forced to lose units to get access to a big guy. especially if the entire race isn't based on some demonic warlock type of narrative. But all the rest gave great ideas to play around with and build upon.

Race Identity: The brothers grimm meet norse mythology
Gilnean is basically The brother Grim fairytales in 19th century British Islands. While Nightelves are taken norse mythology.

Race Identity: Shadowmeld+Night's curse still works like a Roguelike.
Campaign night-elves played a lot like a rogue-like with the shadow-meld being a huge part of their race identity. Where as the worgen have their night-curse. So perhaps give the worgen melee units a pounce skill and the night-elves having their type of invisibility in the night. You can have them show up in semi-large numbers out of nowhere. (which really sells your chosen identity as a ragtag band that tries to survive after Armageddon has basically visited their homeland.) This as a racial Identity works very well together. And allows you to do some nice hit and run type of strategies. And the slipstream blink that i just read about earlier is insanely fun but might give a lot of issues.

Race Identity: Ragtag Band of internal strife between Cats and Dogs
But being thrown together in order to survive with a different subculture tends to create it's own tension and strife inside the Group. So the new hierarchy can be a lot of fun. So you have ample of narrative to play around with. So a strong leader can unite them. But removing that leader (if only temporarily) you get to play around with a thing a called cats and dogs. And we all know how well that plays together. So in terms of narrative you have a lot going for you.

You could explore certain plants that are effectively like catnip or water and cats fear of getting wet, and a Elek/Centaur/dragon graveyard full with bones which force your player to use his catlike nightelves on the graveyard in order not to desecrate the graves by eating the bones. And the Worgen to not get your cats high on catnip.

Race Identity: Semi-Naval Race
You could even consider to make a more naval race that does most of it's training on the sea. And you could perhaps play around with a Ship as a main building with more active skills instead of it taking up a heroslot. Wood and gold has to be harvested on the shore but fish can be granted from fishing in the sea as well. This kinda would work with your narrative as well. Since Your night-elves used to have their ancient being able to move around. But your Gilneans couldn't but Gilneans could be great shipwrights and builders. But having lost access to most ancients You could op for a nice middle ground with a ship orientated race.(which is also considerably original not sure how blizzard's kul tiras would do it however) Even the regular night elves couldn't move their hunter halls or moonwells so it's okay if some building still have to be placed on the land. And thus forces the player to still become somewhat landlocked. You could even chose to make a race skill scorching wounds that start immolating your own units if they are to far away from your ships.

Race identity: Racing
Racing could also become a big a part of your race identity. Both Worgen, Panthers and Ships (perhaps even a flying unit) all play around with being able to do obstacle runs if you do this in shallow waters you could even have all three compete with eachother. and play around with their custom skills, turns rates/movementspeed/Acceleration/max movementspeeds/passable impassable terrain. (ships can sail on land masses(even small), but ground units can't sail across deep ocean water. while air can go across all(just force "checkpoints basically how actually sailing challenges work as well). It could work well as a festival but also as a way to do some dickmeasuring contests for leadership narratively.

Race Identity: Burning of teldrassil
The desire to play around with more firebased magic and it's results can be done through skillsets, but perhaps when exceeding upkeep either buildings or units might start to burn. Druids of the flame and Fire cat form and Fire hawk form. Considering Fandral staghelm tried to stage a coup due to malfurion's passive stance against the Horde which effectively resulted in the burning of Telldrassil. These fanatics have a lot more worth to their words. Isolationism from nightelves and the past of the gilnean walling themselves off and being left to their demise. Kinda allows you to play with going full circle in the narrative as well.

Overall character and skill Synergy.
Immolation works well with slows and disables So getting a "poison slow arrow" on your archers would work well.

Eating trees, setting things on fire (for both distraction while raiding as clearing blocked paths)

Ensnare As well against ranged units as pulling lever and harvesting shallow waters for fish. But ensnare and flamestrike abilities work as well. Ensnaring opponents then getting out of sight works great in hit and run tactics as well.

another thing which might be fun is looting shipwrecks for gold

Also it would ridiculously funny to have a new druidform of the seal/walrus which can swim but for a limited amount of time. (also another unit which could partake in racing events) But it could work with a more naval orientated race.

Sprouting trees as a skill would work both as a disable but also as a resource generation

so what about the possibility to treat ships like transportable landmasses? Is this even doable in the WCIII engine?

As soon as a hero enters a ship he gets shrunk to like 10 times smaller a size and you can walk them on the deck. Sails are 95% transparent. the ship can still travel north while the hero can walk from starboard to port. So a shockwave type spell can still be cast in all directions depending on where the heroes head is facing?

Man i'd see ample opportunities to play around with currents that speed up and slow down your ships. And turn rate choices as well as change-able winddirections could actually make it very interesting. It might not be as straightforward as a terrain advantage but on the seas there's also different types of terrain winds and currents to abuse in naval combat which can be translated into warcraft III melee warfare. Perhaps even being able to play around with currents on top of the close to land type of combat where deep and shallow waters and rocks can be used to an advantage and disadvantage. And ships being used a sea buildings for bit as well in terms of projectile tanking with ships lying in the harbor.

do you have an idea what the main resource-hogger is in that system? Which would make it so troublesome?

since i'd think you might be able to try it like this. Remodel the ships to have a more clear deck, and remove the visible masts in alpha layer texturing to very low visibility. Every ship gets an anchor dummy unit. All units that board said ship are tethered to that dummy unit and become flying units but without the flying vision(only the ship provides vision) collision size decreased to 1 as well. Rotation axis of the ship should be linked to the dummy unit's orientation axis.

When the ship sinks they will drop death in the water and take dmg overtime untill they die unless picked up by another ship. or maybe some more extensive shoreline type of code that drags them with a current until they reach land.
 
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