- Joined
- May 7, 2006
- Messages
- 181
I'm working on a map based around a civil war in a ruined/flooded/bombed 18th century port city. There are no bases, just buildings and when a building is destroyed it is captured, units spawn automatically from buildings but can also be trained. The game is organised into 3 stages. First stage is only a couple of basic units spawning in fairly small groups, Second stage unlocks siege units, Third stage unlocks ultimate powerful units along with larger spawning group sizes.
I'd like the game to be micro intensive so units survive a while in combat, counters and positioning matters and at least some units having abilities.
The map has a circular layout with 6 different factions, such that each faction will encounter it's 2 neighbours before encountering other teams. 3 of the teams are "human", 3 of the teams are "monsters". 5 of the teams I have a fairly good idea about theme, units and abilities but the last team I'm struggling with.
For context here is a rundown of the teams:
I would like the final team to be a human team (like the militia and army) with their main base being a tavern hidden in a cave near a dockyard area. I've gone through several different theme ideas. The original map I'm basing this off of (made by me and my brother years ago) had some Pirate rebels using bandit models, which were terribly imbalanced, both being minmaxed and having ridiculous buffs. I'd like to make it fairer balance but perhaps keep the minmaxed theme, perhaps throwing in elements of ambushing or scavenging equipment from killed enemies.
Potential flavours for final team:
One issue I'm having is with units, I'd like each team to have at least 6-7 different units.
Going with the Pirate/Rebel theme I have the following units:
So you see the theme is a little incoherent, I'm looking for more units to add to this - specifically a basic unit with melee attack and perhaps some sort of supportive caster - a pirate captain unit if I could find one with decay anims. Along with something to cement the theme - perhaps some reward for the unit fulfilling it's given role (like the cannon team buffing nearby units when it destroys a building) or perhaps a gold bounty for killed units.
Any ideas for my 6th team?
I'd like the game to be micro intensive so units survive a while in combat, counters and positioning matters and at least some units having abilities.
The map has a circular layout with 6 different factions, such that each faction will encounter it's 2 neighbours before encountering other teams. 3 of the teams are "human", 3 of the teams are "monsters". 5 of the teams I have a fairly good idea about theme, units and abilities but the last team I'm struggling with.
For context here is a rundown of the teams:
- Cultists - Basic, weak cultist units buffed by "lovecraftian" powerful monsters. Lots of AOE buffs.
- Militia - Start out owning most of the map, out numbered, have to fall back to the centre of the city to make a come back. Based on 19th century german army with "prussian values" eg stoic, honourable fighters. 2 key mechanics are defensive auras which interact with other abilities and officers who give orders to units.
- Demons - Powerful demon units which can buff hordes of disposable zombie like units. Zombies are also sacrificed to empower/buff the demons. Main base is in a desecrated church, all the areas nearby have been bombed heavily by the army.
- Army - WW1 themed army with a small number of powerful units, came to save the city but turned bad/cynical and decided it couldn't be saved so seek to burn it all down. Tactically they're designed for quick hard strikes - they don't have the numbers for drawn out conflict.
- Rats - Similar to skaven from warhammer. Lots of weak rat units accompanied by powerful special units. Basic rat units don't count toward food limit so they have the potential to boom out of control.
I would like the final team to be a human team (like the militia and army) with their main base being a tavern hidden in a cave near a dockyard area. I've gone through several different theme ideas. The original map I'm basing this off of (made by me and my brother years ago) had some Pirate rebels using bandit models, which were terribly imbalanced, both being minmaxed and having ridiculous buffs. I'd like to make it fairer balance but perhaps keep the minmaxed theme, perhaps throwing in elements of ambushing or scavenging equipment from killed enemies.
Potential flavours for final team:
- Pirates
- Rebels
- Criminal Gang
- Workers Rebellions
- Inventors
- Ambushers
One issue I'm having is with units, I'd like each team to have at least 6-7 different units.
Going with the Pirate/Rebel theme I have the following units:
- Rebel - Ranged unit with medium armour type and AOE attack with hide. (minmaxed for being a backline ranged unit)
- Duellist - Melee unit with large armour type, increased damage resistance against melee units (like parry) and a bash type ability. (minmaxed for fighting powerful enemies in melee combat)
- Cannon Team - Like a mortar team but with pirate flavour. Siege attack damaging stuff in a line. When they kill a building they give friendly units nearby a buff.
- Brute - An ogre type unit with high HP and cleaving attack.
- Ironclad - A siege golem-like unit themed off a walking 19th century ironclad battle ship. Has good armour, has an ability called broadside which fires lots of cannon balls, while it has less than 50% hp it's speed and attack speed is greatly reduced.
So you see the theme is a little incoherent, I'm looking for more units to add to this - specifically a basic unit with melee attack and perhaps some sort of supportive caster - a pirate captain unit if I could find one with decay anims. Along with something to cement the theme - perhaps some reward for the unit fulfilling it's given role (like the cannon team buffing nearby units when it destroys a building) or perhaps a gold bounty for killed units.
Any ideas for my 6th team?