- Joined
- Mar 27, 2012
- Messages
- 3,232
Primary Attribute: Doesn't matter, as I'm using a custom attribute system
Map Theme: Elemental Warfare
Map Kind: Value
Number of Spells: up to 200(20 for element, 10 offensive, 10 defensive per element)
Number of Normal Spells up to 190
Number of Ultimates: up to 20(one defensive and offensive ultimate per element)
Restrictions: All spells should be aligned by those 10 elements:
Air(swift, untouchable)
Fire(devouring, aggressive)
Water(everchanging, uncomprehendable)
Earth(tough, persistent)
Life(Nourishing, empowering)
Death(relentless, suppressive)
Thunder(energetic, destructive)
Shadow(veiled, indirect)
Frost(slow,disarming)
Light(direct,revealing)
Additionally, all of the spells must be active and most of their power should be non-direct and/or balanced out by disadvantages(fireball burning friendlies too when hitting target)
Also, all spells should be similar in power levels, but higher grade ones being better in usefulness(stun gets more and more useful as you meet stronger enemies).
It would be especially useful if every spell was more powerful in it's own element and the power increase would scale with the amount of that element nearby(but mostly not direct power)
Examples:
Fireball:
Hurls a flaming fireball at a target unit, dealing damage to every ENEMY it flies past and upon hitting damages and sets fire to every unit within blast radius(including allies)
Tidal Wave:
Conjures a tidal wave, that gets larger while it moves on water and smaller when on ground. The size decreases especially fast on inpathable(ground) terrain. Deals a constant amount of damage(bigger wave still does the same damage)
This is the master unit that has every spell. It's what the players start with, but their spells need to be trained to be used(level 1 takes endless mana or simply doesn't do anything).
Game Concept:
All players can get all spells, but they would need to be obscenely high level for that, which means that every next spell is harder to get. Hero is generic and attack type depends on weapon. The players are not forced to stay within a class, quite the opposite.
Map Theme: Elemental Warfare
Map Kind: Value
Number of Spells: up to 200(20 for element, 10 offensive, 10 defensive per element)
Number of Normal Spells up to 190
Number of Ultimates: up to 20(one defensive and offensive ultimate per element)
Restrictions: All spells should be aligned by those 10 elements:
Air(swift, untouchable)
Fire(devouring, aggressive)
Water(everchanging, uncomprehendable)
Earth(tough, persistent)
Life(Nourishing, empowering)
Death(relentless, suppressive)
Thunder(energetic, destructive)
Shadow(veiled, indirect)
Frost(slow,disarming)
Light(direct,revealing)
Additionally, all of the spells must be active and most of their power should be non-direct and/or balanced out by disadvantages(fireball burning friendlies too when hitting target)
Also, all spells should be similar in power levels, but higher grade ones being better in usefulness(stun gets more and more useful as you meet stronger enemies).
It would be especially useful if every spell was more powerful in it's own element and the power increase would scale with the amount of that element nearby(but mostly not direct power)
Examples:
Fireball:
Hurls a flaming fireball at a target unit, dealing damage to every ENEMY it flies past and upon hitting damages and sets fire to every unit within blast radius(including allies)
Tidal Wave:
Conjures a tidal wave, that gets larger while it moves on water and smaller when on ground. The size decreases especially fast on inpathable(ground) terrain. Deals a constant amount of damage(bigger wave still does the same damage)
This is the master unit that has every spell. It's what the players start with, but their spells need to be trained to be used(level 1 takes endless mana or simply doesn't do anything).
Game Concept:
All players can get all spells, but they would need to be obscenely high level for that, which means that every next spell is harder to get. Hero is generic and attack type depends on weapon. The players are not forced to stay within a class, quite the opposite.