Custom Hero series (need an appropiate model for this one)
This is more of a basic standard that could be used for a number of games (preferably arena or RPG)
1) The unit will have the attribut bonus system in the spells section]
Agility- Raises speed (not armor or attack speed)
Strength- Raises health (no health regen)
Intelligence- Raises Mana cap (no mana regen)
Primary attribut i would like to be the able to be changed (not sure if possible though) (incase not, make it strength)
4) the unit has learnable skills of three different types (magic, wild, combat) upgraded only by items or upgrades (item engineering upgrade)
Magic
-Attack magic (i.e. Blizzard, Breath of fire)
-Enhance magic (i.e. Frost armor, inner fire)
-Defense magic (i.e. phase change, invisibility)
Wild
-Diversion Skills (i.e. burrow/submerge*, tame beast)
-Natures attack skills (i.e. Earthquake/crushing wave*, Storm [monsoon and tranquility at the same time])
-Natures heal skills (i.e. Eat tree, cannabalism)
*these skills are different for water and land
Earthquake when walking, Crushing wave while swimming
Burrow when on land, submerge when in water
Combat
-Melee defense techniques (i.e. Avatar, Defend)
-Ranged combat techniques (i.e. tri arrow shot, impale [shockwave with a spear model])
-Melee attack techniques (i.e. bladestrom, warstomp)
I don't know what to do about passive abilities though
3) the unit will have 2 types of inventories
- one for items
- second for new system called "genes"
Items- The better the item the better the engineering upgrade for your combat abilities
Edged weapons- has edged attack
-Axe- Raises attack more then any other weapon
-Sword- Raises attack and attack speed
Ranged weapons- has peircing attack
-Bow- auto attacks with ranged arrows (need arrows item)
-Spear- melee until you throw it, raises attack
Enhancing weapons- does not upgrade any abilities
-Hammer- changes attack to seige, raises attack
-staff- makes attack weaponless, raises mana cap
-knife- makes unit edged, raises attack alot but low range
Sheild
-depending on which you have, it will upgrade your defend ability more or less (no armor increase effect)
Armor
-Small- for defense against peircing, bad for siege
-Medium- for defense against edged and a little magic, bad for peircing and seige
-large- for defense agains edged, magic and peircing, bad agianst seige
4) the unit can "add" "genes" which are permenent (four diffent races [fairies, Newt, human, hero])
-Movement
- Fairies- unit is flying (has butterfly wings)
- Newt- unit is amphibious (develops gills)
- Human- described later (item inventory)
- Hero- unit is hovering (amphibious but does not swim)(will have yellow glow on leges)
-Attack
- Fairies- unit has magic attack but lowers attack as well (blue glowing hands)
- Newts- units attack changes to seige and large attack bonus (crab claws)
- Human- described later (item inventory)
- Hero- Increases attack, has hero attack (yellow glow on arms)
-Defense
- fairies- Passive non ability mana sheild
- Newt- Raises armor and changes armor type to scales (new) (changes skin to a scaley orange and green)
- Human- described later (item inventory)
- Hero- Increase defense, changes defense type to hero (yellow glow on chest)
-Special 1
- Fairy- Has mana regeneration (blue sphere ability)
- Newt- has health regeneration (tail)
- Human- has attack speed increase (no art)
- Hero- adds all of these (very transparent yellow spherical glow
Special 2
- Fairy- Spells upgraded to level 3 (engineering upgrade) (blue glowing eyes maybe?)
- Newt- Hypervision (green glowing eyes?)
- Combat techniques upgraded to level three (no art)
- Hero- attributes uped by 20 (yellow glowing eyes and head)
You will start to see patterns emerge
fairy>Newt>Human>fairy
Magic<Wild<combat<magic
Hero owns all
This is pretty balanced i believe and should be used
Two other races that i cant quite get in the mix:
Angel- Strong defense, healing magic, anti Demon magic
High mana regen
Demon- Strong attack, Attack magic, pro demon magic
High health regen