- Joined
- Jun 23, 2009
- Messages
- 299
Mostly harvesting ideas, just throwing them out there, feedback is appreciated.
Kobolds:
Hall = Mine, the mine is already harvested by itself (+10/15 a pop), either like an Entangled gold mine or without units, but still costing some upkeep (let's keep it fair). No wood costs, pretty hefty gold costs.
The racial hero can spawn gold via aura/debuff (death debuff?)/side effect of a spell. (EDIT: I got it! Turn an enemy at low hp (no heroes ofc) into gold (the item) EDITEDIT: Aura of Greed, grants a Pillage-like passive to nearby units... and something else).
Buildings can be created by any unit (not heroes) with a backpack (a specific one?) but that unit has to carry a pick item that can be bought in the Hall/Mine. (3 free picks at the start for the player)
Houses give more food than normal (15-20) and can be used to train the most basic melee unit only, which is also gonna be available in the standard Barracks and Hall/Mine.
(Maybe) They can buy bundles of wood in the Shop or another building just to cover for neutral heroes/mercenaries/zeppelins/whatever.
They can also build tunnels that connect their buildings.
Oh, when the Mine expires the Hall is gone as well. Sounds fun.
Goblins:
Have basic workers + access to an enhanced wood harvester (the mecha thingy they already got) and an enhanced gold harvester (this thing). As far as units go, there's trikes and guns and all sorts of things around.
Gnolls/Creeps:
A sort of frailer than normal basic melee unit, like a looter, with worker (gold) animations, it can attack and when a certain number of enemies around it die, you get a sack of gold with a part of their... bounty value? (right name for that is...?) that you can bring back to your hall.
A hero that can manipulate/convert/revive creep camps? ("Creeplord"?)
Outlaws:
Some units have Corpse Looting, a skill based on Ghoul's devour thingy that gives some gold when the body's been consumed. (too similar to the Creep looter perhaps?)
Corrupted Trees/Satyrs:
Their counterpart to the tree of life blights the terrain. Right. That's a given. Corrupted Tree structures benefit from blight's regen, have mana, can be placed wherever, but they take (small) constant damage (and mana drain?) when rooted in non-blighted terrain. Workers are more or less like wisps. (maybe using this model or something else)
On wood harvesting I got 3 ideas:
1. Standard wisp harvesting but only for blighted trees
2. A Satyr Pyromancer burns the trees, slightly better income than the usual +10
3. An ancient that saps "essence" (wood) from nearby trees
Alliance Remnants: (or "Human Alliance" or "Lordaeron Alliance" or w/e)
(Probably Tier 2 unit) Dalaran Guard, can switch from normal to magic damage with a skill (autocast?)
Blood Elves: (Can't miss them)
Pretty unoriginal, but... make them train dragonhawks, then you can combine the dragonhawks with either the archers (gotta have 'em) or with a melee unit to get a different flyer depending on your needs/what you have around when you panic.
So... yeah, thoughts?
EDIT: Changed stuff with suggestions and new ideas.
Kobolds:
Hall = Mine, the mine is already harvested by itself (+10/15 a pop), either like an Entangled gold mine or without units, but still costing some upkeep (let's keep it fair). No wood costs, pretty hefty gold costs.
The racial hero can spawn gold via aura/debuff (death debuff?)/side effect of a spell. (EDIT: I got it! Turn an enemy at low hp (no heroes ofc) into gold (the item) EDITEDIT: Aura of Greed, grants a Pillage-like passive to nearby units... and something else).
Buildings can be created by any unit (not heroes) with a backpack (a specific one?) but that unit has to carry a pick item that can be bought in the Hall/Mine. (3 free picks at the start for the player)
Houses give more food than normal (15-20) and can be used to train the most basic melee unit only, which is also gonna be available in the standard Barracks and Hall/Mine.
(Maybe) They can buy bundles of wood in the Shop or another building just to cover for neutral heroes/mercenaries/zeppelins/whatever.
They can also build tunnels that connect their buildings.
Oh, when the Mine expires the Hall is gone as well. Sounds fun.
Goblins:
Have basic workers + access to an enhanced wood harvester (the mecha thingy they already got) and an enhanced gold harvester (this thing). As far as units go, there's trikes and guns and all sorts of things around.
Gnolls/Creeps:
A sort of frailer than normal basic melee unit, like a looter, with worker (gold) animations, it can attack and when a certain number of enemies around it die, you get a sack of gold with a part of their... bounty value? (right name for that is...?) that you can bring back to your hall.
A hero that can manipulate/convert/revive creep camps? ("Creeplord"?)
Outlaws:
Some units have Corpse Looting, a skill based on Ghoul's devour thingy that gives some gold when the body's been consumed. (too similar to the Creep looter perhaps?)
Corrupted Trees/Satyrs:
Their counterpart to the tree of life blights the terrain. Right. That's a given. Corrupted Tree structures benefit from blight's regen, have mana, can be placed wherever, but they take (small) constant damage (and mana drain?) when rooted in non-blighted terrain. Workers are more or less like wisps. (maybe using this model or something else)
On wood harvesting I got 3 ideas:
1. Standard wisp harvesting but only for blighted trees
2. A Satyr Pyromancer burns the trees, slightly better income than the usual +10
3. An ancient that saps "essence" (wood) from nearby trees
Alliance Remnants: (or "Human Alliance" or "Lordaeron Alliance" or w/e)
(Probably Tier 2 unit) Dalaran Guard, can switch from normal to magic damage with a skill (autocast?)
Blood Elves: (Can't miss them)
Pretty unoriginal, but... make them train dragonhawks, then you can combine the dragonhawks with either the archers (gotta have 'em) or with a melee unit to get a different flyer depending on your needs/what you have around when you panic.
So... yeah, thoughts?
EDIT: Changed stuff with suggestions and new ideas.
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