- Joined
- Sep 10, 2008
- Messages
- 26
Hi Everyone, I've been lurking about the Hive Workshop for years. I've loved the work of your assets creators and map makers and, now that I'm dipping my toes back into map creation, I decided to get a bit more interactive. Perhaps at some point I'll even be able to give something back.
For newcomers to this thread, welcome, and the current version of this techtree is here.
To the topic of this post:
I'm building a custom race, which is designed to represent an alliance of Night Elf and Worgen survivors of the Burning of Teldrassil. These survivors were cut off from Darnassus and its portals, but managed to make it to the roots of the tree and escape by ship. I'm trying to design the race to reflect the costs of the Burning and their nature as a ragtag band. This race is intended for use in a Campaign I've been writing ideas for, for a while.
I'd love to get others' thoughts on this.
So far the race features the following successfully or partially implemented features:
Features that I'm thinking about but haven't tested or implemented yet:
Features that I haven't really developed at all but know I still need to:
Thank you, in advance, for any thoughts you have. I'd love to flesh this out some more.
For newcomers to this thread, welcome, and the current version of this techtree is here.
To the topic of this post:
I'm building a custom race, which is designed to represent an alliance of Night Elf and Worgen survivors of the Burning of Teldrassil. These survivors were cut off from Darnassus and its portals, but managed to make it to the roots of the tree and escape by ship. I'm trying to design the race to reflect the costs of the Burning and their nature as a ragtag band. This race is intended for use in a Campaign I've been writing ideas for, for a while.
I'd love to get others' thoughts on this.
So far the race features the following successfully or partially implemented features:
- Gilnean Architecture: I'm presuming that many of the remaining Ancients were consumed by the fires and so the race uses majority Gilnean building designs. These draw on the excellent models of Ujimasa Hojo.
- Human Construction and Gold/Lumber Collection: Thousands of Wisps sacrificed during the War of Thorns to hold back the attack. Because of this, I'm likely going to use a Night Elf peasant-like unit to show that this group of Night Elves cannot rely on their union with nature as much as they once did.
- Enchantments: This is a new take on unit upgrades, and I've called them "enchantments" to distinguish them. Using the "Charge Gold and Lumber" ability I'm giving units the ability to upgrade on an individual, rather than unit-type, basis. This would not replace the "tiered" traditional weapon/armor/caster level upgrades but would displace most others. The intent is that enchantments are individual because of their potential to make units more unique than upgrades would, but not so much that they should simply be a separate unit.
Example:
I've given the Archer an enchantment that enables them to reduce their armor by 1 and gain a "Thorns" ability that effects only that unit. Other enchantments I considered for the Archer would be a choice of "arrow type" (Fire/Frost/Dark) that doesn't use mana, rather a cooldown so it only triggers on every second or third arrow. This maintains the Archer's role as a basic ranged unit, but tailors it to suit the player's preferences.
I've given the Archer an enchantment that enables them to reduce their armor by 1 and gain a "Thorns" ability that effects only that unit. Other enchantments I considered for the Archer would be a choice of "arrow type" (Fire/Frost/Dark) that doesn't use mana, rather a cooldown so it only triggers on every second or third arrow. This maintains the Archer's role as a basic ranged unit, but tailors it to suit the player's preferences.
Features that I'm thinking about but haven't tested or implemented yet:
- Worgen Curse: I'm thinking trying to link the Worgen curse to the day/night cycle. I'm not sure if the curse works this way in Warcraft lore, but I do like the thematic relation to traditional ideas of werewolves. The mechanical effect would be something like this:
The "Predator", a basic melee Worgen unit, is effectively two units in one. During the day, it is a human-form melee fighter, but when night falls in game, it transforms into a wolf-form melee attacker. Each form has slightly different abilities.
- Static Defence: This race would achieve static defense by granting individual buildings an attack (either an actual attack or an immolation-based one), either permanently or temporarily. It is inspired by the call down ability of Alarak in SC2. I'm not sure yet how mechanically to grant it. I've considered the following options:
Option One:
The race has a "Vengeful Spirit" unit that can go into friendly buildings to grant them an attack and can also be ejected.
Option Two:
The race has a "Call Down" ability (I'm thinking of implementing it with a "hero" to create a button in that part of the screen, and then using triggers so that clicking on that hero immediate re-selects to a dummy unit, and force a UI key press on that ability's hotkey that actually casts the ability). The Call Down ability would have either a gold/lumber cost, likely if its permanent, or be a "rechargeable" ability with a mana cost if it's temporary.
The race has a "Vengeful Spirit" unit that can go into friendly buildings to grant them an attack and can also be ejected.
Option Two:
The race has a "Call Down" ability (I'm thinking of implementing it with a "hero" to create a button in that part of the screen, and then using triggers so that clicking on that hero immediate re-selects to a dummy unit, and force a UI key press on that ability's hotkey that actually casts the ability). The Call Down ability would have either a gold/lumber cost, likely if its permanent, or be a "rechargeable" ability with a mana cost if it's temporary.
- Static Defence (Alternative): Another idea I liked was to make the race have "wild beasts" as a tertiary pseudo-resource. This would involve one of two mechanical options:
Option One:
The race builds "cage" buildings and then has to go out and find certain beasts that they can "tame" (probably an ability). Once the beast is tamed, it can be placed into a cage and the cage building turns into a "caged beast" with an attack like that of the beast that was placed inside.
Option Two:
The race relocates animal dens (creep camps) by destroying the creep camp. The camp yields an item that builds a new "Den" structure and triggers manage creep respawns around the Den. The creeps would not be under the race's control, but whether they'd be friendly or hostile to all, I'm not sure.
The race builds "cage" buildings and then has to go out and find certain beasts that they can "tame" (probably an ability). Once the beast is tamed, it can be placed into a cage and the cage building turns into a "caged beast" with an attack like that of the beast that was placed inside.
Option Two:
The race relocates animal dens (creep camps) by destroying the creep camp. The camp yields an item that builds a new "Den" structure and triggers manage creep respawns around the Den. The creeps would not be under the race's control, but whether they'd be friendly or hostile to all, I'm not sure.
Features that I haven't really developed at all but know I still need to:
- Unit Ideas: Caster Units, Air Units, Siege Units, Ultimate Unit
Thank you, in advance, for any thoughts you have. I'd love to flesh this out some more.
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