• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Naga Projects

Status
Not open for further replies.
Level 12
Joined
Dec 13, 2008
Messages
1,049
But if the change is minimal, there really is no point to using them >.<
since the anomalies are the 'tier 3 melee', the myrmidon/royal guard out live their usefulness once the anomalies come into play
but i suppose the rg can be seen as a backup
 
Level 10
Joined
Dec 13, 2007
Messages
4,175
Misha, you don't seem to understand the anomaly idea. The point is to have three special Hero models that are different from each other in every way, and are set randomly. You only get one Anomaly, otherwise the game play will be too predictable and everyone will go for a specific one depending on thier strategy. We want them to have to adapt to the anomaly they recieved.

Again, three different heros, randomized when spawned after summoning, and forces the player to adjust their strategy. The battlefield is always changing. That's the point of an RTS game, too.
 
Level 21
Joined
Jul 27, 2008
Messages
14,361
Problem about surprises is that in real melee game you don't want any. Player always has a plan and you can't make a plan with random chances.

And sacrid that is your anomaly idea. Original anomaly idea was to be random unit. Yours is better for lore but random hero can be bigger problem then random unit since gameplay goes around hero. Since we can't have two trier 3 melee units nor random hero we can only give it some other role.
 
Level 9
Joined
May 23, 2009
Messages
1,741
Agree with veljkom. that is only sacrids idea. but. it is indeed hard to keep it as melee as possible and add luck. we have to think of something. or just so small changes that it doesn't matter. for example. small thins as ( critical strike. stun. poison) (Just example) if for the rest the units are the same. then it doesn't matter that much.
 
Level 10
Joined
Dec 13, 2007
Messages
4,175
Without luck, matches would be pretty one sided. Even with a randomly generated hero, a good player will be able to change strategies in an instant; Whether it's moving units to a different spot, replacing a few, or just fighting in a different way. The matches are always growing, always changing, and you have to adapt your strategy depending on what they have and what you have. Very rarely will your strategy work all the way to the end.
 
Level 15
Joined
Jul 19, 2008
Messages
1,791
Simple solution:
1-Anomaly having a random form with a different ability.
2-Have a druid type ability in which you control what form you want.
3-Something else, (please elaborate)

My vote goes for 2.
 
Level 10
Joined
Dec 13, 2007
Messages
4,175
Now hold on, what are we doing now? It looks like you have the first as a yes vote and the second as an against vote. So anyone who picks the second one is against it and anyone who picks the first one is for it. Make it a fairer voting system.

I'd say people are voting for the second option, but that "against it" thing is getting in the way.

Also, why can't we have both? If we have the naga seawitch with the bow, a druid naga, and randomised anomalies, it would work just fine. Heck, you could even put a time delay on form changing for the druid. I wouldn't mind. Heck, it'd make it a very unique hero.
 
Level 15
Joined
Jul 19, 2008
Messages
1,791
Chill Misha, this is taking a bit longer then the others but it still needs to be discussed. It is a good idea and I'm not just going to drop it. It's not like we have a time limit for making this. However if you another idea for a unit/building then post it and we will discuss it, coming back to this later.

I said druid type. Not a druid. An actual naga druid would be rediculous, imo. More like Mutation or something along those lines.

Btw yay birthday wishes XD
 
Level 10
Joined
Dec 13, 2007
Messages
4,175
Misha, part of the reason mods and campaigns die is because people are impatient, and want to get to the fun parts as soon as possible. Now, I see nothing wrong with that, but one needs to take the time to set up everything before that. If you expect this us to do well, let us go at our own pace. Rome wasn't built in a day, you know.
 
Level 12
Joined
Dec 13, 2008
Messages
1,049
Yeah, lets come back to the Anomaly deal later.

So, Sirens. I agree. We should use the 'Summoner' model. It is cooler looking, more unique, etc.
Now...we need some cool abilities. Some unique stuff. Here are some of my ideas:

1) Forced Mutation
It would be similar to that one dreadlord's final ability, Doom, in which a DoT is placed and when the unit dies, a unit will appear in its place. An underwater creature, naga, etc, could be used instead. By the way, this is not on an activate/deactivate buttom. You have to use it as a normal spell.

2) Summon Abyss Creature
If atleast 3 Sirens are within 50 yards of eachother, they can activate a spell that summons a creature from the deep oceanic Abyss. Costs no food, gold, etc, but requires a lot of mana. 25 second cast and 3-4 minute cooldown (to avoid abuse).

3) Fury of the Maelstrom
Increases the attack rate of nearby allied units by 15% and reduces magic damage taken by 15%
Watcha guys think?
 
Level 10
Joined
Dec 13, 2007
Messages
4,175
Velj, I did say "part of the reason". lol And yes, swamp warrior, you can.

1) Silverfish, there's alreadya spell just like that. It's called Parasite. Upon death, a unit with the parasite in it will spawn the weakest mur'gul unit. As weak as they are, they are great for distracting enemies, and in larger numbers, can do some erious damage. XD

2) One problem, you won't always be over water.

3) Well, sounds like a combination of Command Aura and Brilliance Aura. Now, I don't know those buffs, as I rarely get them in Warcraft 3, but I know they at least increase attack power, attack speed, and mana restoration. If I'm missing anything, please tell me.
 
Level 21
Joined
Jul 27, 2008
Messages
14,361
The first one is different from regular parasite because its not auto cast. Besides that its nothing special.

Reminds me from armies of exigo concept really. Just the spawned unit did cost food and kills its summoners.

Command aura increases damage and brilliance mana regeneration. I just don't know by attack rate he means speed or damage. And magic reduction well that would be mountain giants ability "resistant skin" or more close item ruined bracers.

That's all very nice put I duno isn't it kinda random? Shouldn't caster have a role like support, offensive etc?
 
Level 12
Joined
Jun 1, 2010
Messages
748
Im making a AoS Abyssal Maw It's about lady nazja and neptulon naga as opponent teams. I want to know how to make a underwater and surface level in one map. With the naga as heroes, I need to make submerge for them, the underwater and surface level I saw in Water Wars- Submerged.
 
Level 3
Joined
Mar 25, 2009
Messages
49
one could be a bonus for defense (something like a "water shield")

and the other a disenchant ability
 
Level 12
Joined
Dec 13, 2008
Messages
1,049
Lets make the Siren have a unique healing ability:

Relentless Water Shield Aura (or some other name)
When nearby friendly units reach 40% of their total health, they gain a 'Relentless Water Shield', which grants +3 armor and increases health regeneration by 3hp/sec.
~Yet, I think this Aura should be a pulse or something. So it is applied every 4 seconds. In that way, the shield can atleast be dispelled for a short period of time (as a counter to this spell)

Also, I think there should be 2 or 3 naga spellcasters. Humans have 3. Orcs have 3. Night Elves have 3-4. Undead have 2-3.
 
Status
Not open for further replies.
Top