Hi all, I'm making an Outland Risk map (main link is http://www.hiveworkshop.com/forums/map-development-202/outland-risk-180342/#post1726114) and I need ideas to make it original, to a degree. It will be heavily based on WoW Risk in that it will:
1) Be based on the same countering system (unnarmored >> heavy >> piercing >> unarmored...)
2) Will have no SS ships or anything similar (like an SS space ship...)
3) Units will be based on Outland factions
4) Function just like every other risk (circle of powers make up a region, control a region get more income per turn)
5) Have a wide variety of modes
6) Use perks (a specific unit bonus that makes it unique, ex. "Offensive - 15% dps, -5% health)
What I'm looking for is ways to make the gameplay unique but still based on the WoW Risk format. So, possible suggestions could include - a new mode that works for my kind of map (if you've played WoW Risk you know that there are many optional modes), unique perks - some ability (preferably passive, risk does not include a lot of user controlled spells typically) that makes the unit different, a way to make each race useful for different strategies (not using user controlled spells), or any other idea that you think would be good for a WoW Risk-esque map.
I've already thought of some ideas and different perks, some good some not so good. I've listed them below.
Ideas
Race and balancing ideas
What I'm looking for here is units and races that are balanced but also unique with their own strengths and weaknesses that will encourage different strategies and playing styles."]
If anyone was wondering, Priwin has allowed me to borrow a lot from his map and will be helping with triggers.
Thank you!
1) Be based on the same countering system (unnarmored >> heavy >> piercing >> unarmored...)
2) Will have no SS ships or anything similar (like an SS space ship...)
3) Units will be based on Outland factions
4) Function just like every other risk (circle of powers make up a region, control a region get more income per turn)
5) Have a wide variety of modes
6) Use perks (a specific unit bonus that makes it unique, ex. "Offensive - 15% dps, -5% health)
What I'm looking for is ways to make the gameplay unique but still based on the WoW Risk format. So, possible suggestions could include - a new mode that works for my kind of map (if you've played WoW Risk you know that there are many optional modes), unique perks - some ability (preferably passive, risk does not include a lot of user controlled spells typically) that makes the unit different, a way to make each race useful for different strategies (not using user controlled spells), or any other idea that you think would be good for a WoW Risk-esque map.
I've already thought of some ideas and different perks, some good some not so good. I've listed them below.
Ideas
Good Ideas
Draenie space ships and Zepplin ships could act as space transports that could only move through space. They would not be able to land anywhere, but only thought out places that made sense strategically. For instance, Blade's Edge and Hellfire would have large incomes and be easily defendable, thus they would have open areas that were landable for space transports.
Graduated Bounty Mode - This is kind of like the Tax mode (but not really cause everyone hated it) in WoW Risk and is inspired by this post about the z-factor and snowballing in games http://www.thehelper.net/forums/showthread.php?t=151322&highlight=z-factor. At turn 10, players bounty recieved from killing enemy units is effected by their income. This mode would give weaker players a better chance of defeating high-income players. The low-income player would still be at a greater disadvantage, but by skill, experience and expert use of the map they would still have a chance of winning. Players would no longer win by income a lone, but would actually have to use skill against lower income players. The income and bounty brackets would be:
- 15g Income: 1/2 bounty
- 16-25g Income: 2/5 bounty
- 26-35g Income: 1/3 bounty
- 36-45g Income: 1/4 bounty
- 46g+ Income: 1/5 bounty
Pirate Island - An island for dead or defeated players (ideally people who have been teamed and need a place to retreat to). Reachable only by a space transporter. Would have multiple ports and could be a country or just a landable floating meteor with ports.
Keep the income fairly low, not like the current WoW Risk map. This is because a high income results in massive armies and lots of unit spamming. With huge armies, not so much micro-managing skills are involved and battles are usually won by sheer numbers. There is a time and place for high income fights, but not till very late game when only 2-3 players remain.
PvP Objectives - Locations - Terrokar Forest, Nagrand, Zangarmarsh and Hellfire. These would be the same as the WoW PvP objectives, if you own all of the PvP bases, it gives you a buff that only works in that region, like in WoW. This could be optional, if turned on, the PvP bases would give no income in and of themselves, but if it was off, it would be it's own country and a player would receive income for owning it.
(Not sure how this would work, but I like the concept)
Different races will curtail different strategies and situations - I don't know how this would work yet, I could use some ideas with this one.
Eye of the Storm - 2 people would enter Eye of the Storm with like 24 units that are given to them. Would be 2 minutes long and the person with the most circles of power by the end wins. The winner would receive like 8 gold or something. This would mostly be for fun and would be here to highlight micro-ing skills. Not sure how the mechanics would work though, could use ideas on this.
Keep in mind most of these would be optional.
Not So Good Ideas
Unlockables could also be added. Example: if Kael'thas brings the Skull of Gul'dan (could be an item in SMV) to Tempest Keep he could unlock Archimonde as a hero. This kind of things could be fun, but limited, justifiable and would have to be really good ideas. Mine was just an example. I don't know much about Outland lore so I'm not sure what might work.
Getting high kills rewards players, one way you could do this is by giving the player's hero a PvP armor set then weapon after so many kills. They might even upgrade as the player gets more kills.
(I like the idea of rewarding high kills outside of 1/2 bounty, but I don't like the idea of PvP Items)
This map would share a lot similarities with the map WoW Risk, but also be its own unique map. One similarity would be how you attain items. All vendors would just have 1 unique item, maybe 2 if you include trinkets, and only 1 of those items could be bought during the game.
Trinkets - Items bought throughout Outland that have a unique spell. The spell would share a CD with all other trinkets so it could not be abused. Below is an example. It mirrors the item in WoW called Death Ray... and its also called Death Ray.
- Death Ray: Instantly kills an enemy hero. CAUTION: this weapon is untested and unsafe, has a 50% of backfiring. Essentially, there's a 50% chance of killing the enemy hero and 50% chance of killing your own hero.
- Net Bazuka: Nets all enemy units in the spells radius for 2-3 seconds.
Here's a couple ideas for abilities that could either be hero spells or item spells. If these were item spells, they could only be used once and then disappear from the Hero's inventory. There would still only be one of these items available in a game.
- Light Feather (like Priest's ability in WoW): Hero can walk on water for a limited time.
- Bridge Builder: Creates a bridge on the river. Bridge is permanent.
- Summon Base Camp: Creates a base with a thousand health.
In teams of 2 or free ally, different races would benefit differently from their alliance. For example, if Naga and the evil Blood Elves (I forget their name) were allies they would get an aura buff called "Servants of Illidan". The alliance buffs would be lore based.
Include an instanced Shattrath City. It would be located in Terrokar and have exits leading into Terrokar and Nagrand, like the game. It would be a four region zone, Lower City, Terrace of Light, Aldor Rise and Scyer's Rise. http://www.pooh.cz/upload/img/1000/the_burning_crusade_map_shattrath_city.jpg
Host is able to select which regions (eg Blade's Edge Mountain, Hellfire, Shattrath City) that will be playable in game. This is inspired by WoW Risk as the host can turn off Outland, choose small map, or even do a Northrend only mode (in the newest version). Each mode of map size makes for a much different game with a different strategies. So, allowing the host to select which regions that would be playable would be like putting multiple maps into one game. To compensate for this, portals could be added if the only playable regions were not connected by land, but they would not be active during a regular game. Unless Zepplin and Draenie ships were made, then portals could be left off.
(I like this idea, but I don't think its possible from a triggering perspective. If someone could simplify this, it would be nice.)"]
Draenie space ships and Zepplin ships could act as space transports that could only move through space. They would not be able to land anywhere, but only thought out places that made sense strategically. For instance, Blade's Edge and Hellfire would have large incomes and be easily defendable, thus they would have open areas that were landable for space transports.
Graduated Bounty Mode - This is kind of like the Tax mode (but not really cause everyone hated it) in WoW Risk and is inspired by this post about the z-factor and snowballing in games http://www.thehelper.net/forums/showthread.php?t=151322&highlight=z-factor. At turn 10, players bounty recieved from killing enemy units is effected by their income. This mode would give weaker players a better chance of defeating high-income players. The low-income player would still be at a greater disadvantage, but by skill, experience and expert use of the map they would still have a chance of winning. Players would no longer win by income a lone, but would actually have to use skill against lower income players. The income and bounty brackets would be:
- 15g Income: 1/2 bounty
- 16-25g Income: 2/5 bounty
- 26-35g Income: 1/3 bounty
- 36-45g Income: 1/4 bounty
- 46g+ Income: 1/5 bounty
Pirate Island - An island for dead or defeated players (ideally people who have been teamed and need a place to retreat to). Reachable only by a space transporter. Would have multiple ports and could be a country or just a landable floating meteor with ports.
Keep the income fairly low, not like the current WoW Risk map. This is because a high income results in massive armies and lots of unit spamming. With huge armies, not so much micro-managing skills are involved and battles are usually won by sheer numbers. There is a time and place for high income fights, but not till very late game when only 2-3 players remain.
PvP Objectives - Locations - Terrokar Forest, Nagrand, Zangarmarsh and Hellfire. These would be the same as the WoW PvP objectives, if you own all of the PvP bases, it gives you a buff that only works in that region, like in WoW. This could be optional, if turned on, the PvP bases would give no income in and of themselves, but if it was off, it would be it's own country and a player would receive income for owning it.
(Not sure how this would work, but I like the concept)
Different races will curtail different strategies and situations - I don't know how this would work yet, I could use some ideas with this one.
Eye of the Storm - 2 people would enter Eye of the Storm with like 24 units that are given to them. Would be 2 minutes long and the person with the most circles of power by the end wins. The winner would receive like 8 gold or something. This would mostly be for fun and would be here to highlight micro-ing skills. Not sure how the mechanics would work though, could use ideas on this.
Keep in mind most of these would be optional.
Not So Good Ideas
Unlockables could also be added. Example: if Kael'thas brings the Skull of Gul'dan (could be an item in SMV) to Tempest Keep he could unlock Archimonde as a hero. This kind of things could be fun, but limited, justifiable and would have to be really good ideas. Mine was just an example. I don't know much about Outland lore so I'm not sure what might work.
Getting high kills rewards players, one way you could do this is by giving the player's hero a PvP armor set then weapon after so many kills. They might even upgrade as the player gets more kills.
(I like the idea of rewarding high kills outside of 1/2 bounty, but I don't like the idea of PvP Items)
This map would share a lot similarities with the map WoW Risk, but also be its own unique map. One similarity would be how you attain items. All vendors would just have 1 unique item, maybe 2 if you include trinkets, and only 1 of those items could be bought during the game.
Trinkets - Items bought throughout Outland that have a unique spell. The spell would share a CD with all other trinkets so it could not be abused. Below is an example. It mirrors the item in WoW called Death Ray... and its also called Death Ray.
- Death Ray: Instantly kills an enemy hero. CAUTION: this weapon is untested and unsafe, has a 50% of backfiring. Essentially, there's a 50% chance of killing the enemy hero and 50% chance of killing your own hero.
- Net Bazuka: Nets all enemy units in the spells radius for 2-3 seconds.
Here's a couple ideas for abilities that could either be hero spells or item spells. If these were item spells, they could only be used once and then disappear from the Hero's inventory. There would still only be one of these items available in a game.
- Light Feather (like Priest's ability in WoW): Hero can walk on water for a limited time.
- Bridge Builder: Creates a bridge on the river. Bridge is permanent.
- Summon Base Camp: Creates a base with a thousand health.
In teams of 2 or free ally, different races would benefit differently from their alliance. For example, if Naga and the evil Blood Elves (I forget their name) were allies they would get an aura buff called "Servants of Illidan". The alliance buffs would be lore based.
Include an instanced Shattrath City. It would be located in Terrokar and have exits leading into Terrokar and Nagrand, like the game. It would be a four region zone, Lower City, Terrace of Light, Aldor Rise and Scyer's Rise. http://www.pooh.cz/upload/img/1000/the_burning_crusade_map_shattrath_city.jpg
Host is able to select which regions (eg Blade's Edge Mountain, Hellfire, Shattrath City) that will be playable in game. This is inspired by WoW Risk as the host can turn off Outland, choose small map, or even do a Northrend only mode (in the newest version). Each mode of map size makes for a much different game with a different strategies. So, allowing the host to select which regions that would be playable would be like putting multiple maps into one game. To compensate for this, portals could be added if the only playable regions were not connected by land, but they would not be active during a regular game. Unless Zepplin and Draenie ships were made, then portals could be left off.
(I like this idea, but I don't think its possible from a triggering perspective. If someone could simplify this, it would be nice.)"]
Race and balancing ideas
What I'm looking for here is units and races that are balanced but also unique with their own strengths and weaknesses that will encourage different strategies and playing styles."]
If anyone was wondering, Priwin has allowed me to borrow a lot from his map and will be helping with triggers.
Thank you!
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