• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Skills kind of map

Status
Not open for further replies.
Level 7
Joined
Oct 14, 2005
Messages
70
Hello- this maybe an utterly naff idea and just sort of wondering other people's thoughts and that.

The kind of premise is a very basic physicalness. Ie: not actual abilities- but physicalities; Run Speed, Regen, Melee Damage, Range Damage etc. The aim is differentiating and specializing players according to this and how much they use each. For instance- a player who casts sprint a lot will naturally become faster than another player who is melee attacking all the time. And both will be sort of become specialists over time- one the speedy kind of agile player and the other the combatty enhanced guy.

The way I was thinking of doing this was having a timer and picking up what skill is used after this and then giving them a skill point to use which they can advance that particular skill. Although this isn't so simple.

Thoughts on the concept, and additional thinking etc?
 
Level 9
Joined
Apr 6, 2008
Messages
436
Even if you make a very strong hero that way (because you're speaking of heroes, right?) without spells, it wouldn't be very fun to play :/
A fast and very offensive kind of hero would be fun, a lot of action,
but
if you max armor and hp regeneration, you'll have a slow and boring hero :(

The auto-evolution system is nice, but without some entertaining, explosive spells I wouldn't like it.
Then with "physicalities" only all "tank" heroes will be the same, all "assassin" heroes will be the same, and "magic" heroes just wouldn't exist
 
Status
Not open for further replies.
Top