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Outland RISK - Need Ideas

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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
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.)"]


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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Level 8
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Well for turning regions off I know how it could work,

You would have 2 host options, one for modes, alliances, bounty etc. and the other for regions. There would be 7 (Or w.e the region count is) spells each stating the name of the region i.e Hellfire Citadel [ON], Nagrad [ON] and if you click on it, it goes off. If a player selects Nagrad to be [Off] you would make a trigger that removes or kills every unit inside Nagrad region. A way to make people stop going into that region is to make pathing blocker both DEAD across the borders, then make a region called Nagrad Path 1, Nagrad Path 2 and when you active Nagrad [Off] it would revive, ressurect those dead pathing blockers so people can't go in.

Hope this helped ? :D

ON another note I'm really looking forwards to this, it seems really cool and I love a risk game :D Perhaps make a mixable domination with free allies mode so you can get slaves but also ally, additionally improve the alliance system to -ally red, -ally blue, or -ally 1, -ally 2 and perhaps make the host be able to select a mode which grants a 30 second grace period if an ally declares war on you, just so you can't get bitched and betrayed as this is the most annoying thing (besides people spamming units in the same region as you in turn 1) in wow risk.
 
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Hey thanks a lot man ! :) plus rep.

Yeah for allying I think that's a must, people are just so used to -ally blue -ally red etc that normal allying confuses them...

Also fixed ally is kind of bugged.

For domination I was considering this... Add an option to Domination called "Slave Rebellion". A slave can rebel against the master but at a great price. Half of their gold and units and probably even land are given to their slave master if they rebel. This would greatly discourage rebelling, but still make it possible for a cool twist if they're willing to make the sacrifice. Do you think this would be possible? From a trigger point of view.

A simpler idea would be, if they rebel, their income is halved for the rest of the game, also a serious consequence for rebelling. But then if a person rebels again, is the incomed halved once more? I could use a little feedback :).

And yeah I've never had that problem, where someone allied me then unallied me while all their units were in my land, but a grace period should be added.

Also... maybe an ability to trade slaves? Both owners would have to agree, but it might be fun.

People in Risk games like to truce a lot. Maybe add a mode for this? If you both agree to a truce... you won't be able to attack that player for two turns after you type -war. I could see this being a bit problematic though, as people could then move through each others territory and easily team people, so I'm not sure, but maybe just as a mode. Though if people are going to go that far, they'd probably rather just ally?

Anyways thanks for your help and feedback :)

And your new map looks very cool!! I'll keep checking back on it.

Edit: Oh aaaaand... A mode called Peace/Treaty. In this side option, two players can agree to a formal peace. To break the peace with no consequences they would have to declare -war 3 turns before attacking, otherwise, they lose 100gold from there next income and following incomes until the price is paid. This is my idea of how the trigger would work in theory, but no idea how to make it happen. If the players kills a unit of the person he is peaced with without declaring war and waiting 3 turns, then he will lose the 100 gold from his future income. But if the enemy unit is in his territory, then it won't be activated. This way, a person cannot peace someone then send in a unit to cause the other player to lose 100 gold. Also, if the territory is contested then the player has to kill at least 20 units of the person he is peaced with before war is declared and he loses his 100gold. This way, if 2 people are invading the same area and run into each other, they won't be forced into war by accidentally killing a unit or 2. Do you think this would be possible with triggers?
 
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Well you could have places where people conquered, but as soon as they conquer or take over the land people can help or take back the land and keep it until the forces are destroyed.
Oh and have some battles between some people that will make it fun to play.
 
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Okay,

Slave rebellion would be a great idea, although perhaps make it a spell in the F1 hero, so it has a cooldown and all that. Yes it is possible from a triggering perspective but units is kinda imba, perhaps they lose 3/4 of their gold instead... of course that might mean they just spam units to rid themselves of gold, maybe an income loss factor? So for (x) turns they lose 1/2 or 3/4 of their income? So yeah your income loss factor is much better just to avoid imbalances or the master gaining a hell loada gold. Also what I found stupid was if the master becomes a slave himself, his slaves are still slaves. I find it better if when a master dies, loses his capital, becomes a slave himself, his slaves either 1) Become free again or, 2) Become part of the person who killed his master, of course that would cause issues because theres only a max of 2 slaves per master.

Trading slaves would be fun but from triggering perspective that might be a tad bit difficult.

A truce would be pretty good with a turn based you cannot attack them idea but then again they could just sneak units into your lands xD Maybe every turn the person who you are truced with all his units are pinged on the map?

For your peace/treaty mode it might work but I'm guessing you'd need a lot of regions and you'd need triggers always calulating who's territory is whos. Additionally you could simplify it by making it when a region is contested it does not matter if you attack them there. That would leave it to 7-10 regions only and whoever controls all bases in that area would have control of the region. Then if an enemy unit steps into the region for more then (x) seconds, or attacks they would gain that penalty.
 
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Hmm... alright thanks levdragon.
Though as far as I know, in the current WoW Risk, when the master becomes a slave himself his slaves are set free.

Also with slave rebellion, 1/2 gold and 1/2 units is pretty harsh, but yeah I suggested this because if it was just gold then the person would just spam units and then rebel. Also, if a slave rebels to team their former master, as would most often be the best chance to rebel, it would help the master to defend himself if the slave's state was in a kind of 'civil war' and he had to gain control of his own lands before he could start ganking his former master. It also sounds kind of cool from a gameplay perspective, like half the state will revolt while the other half will not.

However, I think your idea of having a halved income for so many turns is a perfect and probably more sensible solution. It would just really steam me if I pooled money to a slave and he rebelled with my cash, but I guess that's the risk you'd be taking, and then again it would discourage pooling which can detract from a cooperative strategy.

So yeah I'll give that one some thought and talk to Priwin before we decide.

As for the ally/truce thing, yeah that idea definetely needs work but I really like your solution to it. Also, maybe, in combination with your idea of making contested areas kind of 'free zones' make it so that the truced players cannot enter into the truced persons territory? Would that even work?

Edit: I had another idea to make terrain more vital. Could be something like, if your units have a terrain height advantage, they do more damage. Kind of hard to explain, but like in real war, when they say the high ground has the advantage. Make it so the player who has the "high ground" deals more damage or has better defense or something. Though I'm not sure it is possible from a trigger perspective.
 
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Yeah that sounds pretty good. I like the height advantage idea but it might be a bit annoying for some players, additionally since outland is really messed up with heights and stuff :p You could give it a try or make it a game mode so you can turn in on/off. Yeah the rest seems pretty good I'm keen to see what Priwin thinks about it :)
 
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