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Someone in for warcraft 4?

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Level 26
Joined
Dec 3, 2018
Messages
871
So um... we ll like take every race rediscuss the purpose of all units, add some more, add some more mechanics and upgrades, make the game look prettier etc etc.
Some main ideas:
-2 early game units the player has to choose from: ex: wolf/archer, footman/swordsman etc etc
-Units will have new very specific abilities, that can be turned off depending on which hero you ve trained ex: Archer give +1 bonus armor only to air units, if you have PotM they ll lose it, Footmen will have at when the keep is done bonus dmg if your team doesn t have an Archmage
-New units that can be trained from the main structure: for human rogue (can cloack), for night elves sentinels (boost attack speed) etc etc
-Utility for heroes: Far seer can enter a watch tower, giving it bouncing attacks, if KotG has max mana, can heal structures, Archmage can turn a scout tower into a Mini scout tower
-Random creeps for every team (only for the aestetic) , spawning when a supply building is done (villagers for humans, animals for night elves, zombies/spirit for the undead

I'm oppened to anymore sugestions. The only thing that matter is the final product
 
Level 11
Joined
May 9, 2021
Messages
189
Maybe instead of units having an ability that gets removed once a hero is recruited, it should be changed to units gaining an ability for the first hero recruited (this hero automatically becomes appointed as "primary command"). Only the first units (Footmen, Grunts, Ghouls, and Archers) would have these abilities.

Some ideas:

Humans:
  • Light's Vigour: Regenerate health with every hit (Requires Paladin).
  • Magic Resistance: Reduces damage of magic attacks and spells (requires Archmage).
  • Mountain Strength: Something like Bash or Pulverise (Requires Mountain King).

Orcs:
  • Blademastery: Critical strike (Requires Blademaster).
  • Far Seer: Far Sight (Gives True Sight).
  • Tauren Chieftain: Chief Might (Pulverize, Cleaving Attack, or Damage Resistance).
  • Shadow Hunter: Voodoo Curse Reduces armour of hit enemies.

Undead:
  • Lich: Northrend Chill. Attacks slow enemies.
  • Crypt Lord: Carapace. Deals damage back to melee attackers.

Night Elves:
  • Priestess of the Moon: Elune's Grace.
  • Demon Hunter: Evasion.

The second hero wouldn't give any abilities, or else the units would quickly become overpowered.
 
Level 14
Joined
Sep 28, 2011
Messages
968
Night elf is so centred around the archer as a polyvalent long ranged unit that I am not sure you can slot in an optional replacement unit in easily.(you would have to either make it have a similar role or consider two entirely different ways of playing night elf)
Maybe an optional replacement for a less core unit could be fine.
 
Level 4
Joined
May 30, 2022
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9
What ideas do I have. 1) Alliance units: Archer - Spearman, for the beginning of the game, Knight of Light - Bishop, as late units.
Horde units: Assassin - Fighter, Battle Ram - "Titan".
Undead units: Mutant - Herald of Death, Servant of Death - Dark Golem.
Elven units: Spirit of the forest - Protector of the forest (she), Warrior of Elune - "Eternal".
2) Abilities (for the above units): Archer - (originally available) Poison Arrow, description: The archer shoots a poisoned arrow, which slows the enemy by 15% and reduces attack speed by 5%. (under research) Evasion, description: The archer gains a 10% or 15% chance to dodge enemy attacks.
Perhaps I will add a separate message.
 
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