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Spellbook Summons Idea

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Level 6
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Apr 14, 2017
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I had trouble deciding which hero would get which summon, after some thinking and going back and forth I realized that summons could be allocated to a spellbook instead and whichever hero currently held the spellbook would be able to summon the various beasts. Also there was the problem of unlocking summons but this could be solved by first disabling the ability of the summon via trigger then unlocking the ability again (via trigger) once a summon is unlocked. The summons could have a shared cooldown thus preventing abuse and if the spellbook is just acquired there would be a certain period the player has to wait before being able to use the summons. In order to insure that only high ranking heroes would be able to summon a particular beast the mana cost of a particular summon could be set to a particular amount, for instance only high level intelligence based heroes would have over 600 mana, whereas heroes of all type and levels would likely have 100-200.

What do you guys think about this?
 
Level 10
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Oct 5, 2008
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For as far as i have understand your text, you want to give each hero some unique summoning skill based on spellbooks by disabling the corresppnding spell, depending on which hero is carrying the tome.
For now, i just can tell if it is a good idea, simply because there is no context for the system. How nany heroes should each player have? Is the map an AOS, an arena or altered melle?
Simply put, a mechanic doesnt make sense/is a good idea for itself, we need to look at the map at all to see if it turns out to be a good idea.

Tl;dr: Please add a description of your map so we can look at the mechanic in the context
 
Level 6
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This was intended for is a campaign I'm helping my friend with: Tales of Silventria

However you misunderstood the concept; a player is given one spellbook (or similar item) and whichever hero holds it can summon beasts, the ability is unique because it allow any hero who currently possesses the item to use summons, some of the beasts have to be unlocked first, and some have such a high mana cost that only certain heroes can summon them.

Hope that clears things up.
 
Level 10
Joined
Oct 5, 2008
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Ah, now i understood.

Well, instead of diabling/enabiling the abilities via triggers i would go for a different aproach:
Instead of disabling/enabling the summons, i would go with unclickable (no ingame model/shadow/minimap icon) dummies which are removed/added to thg player, depending which hero carries the item. These dummies are the requirement fore the spell (the same way you need a tree of eternity to build the chimera roost). On the one hand, it just looks more professional, on the other hand, a player can directly see which heroes he needs to carry the book to summon the specific units.
Overall, the idea could turn our quite well when used properly, since it gives fighting heroes more to do with their mana and brings a new micro/recource management mechanic into the heroes.
 
Level 6
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Apr 14, 2017
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That's a great idea, however in certain instances we don't want the player to know a certain summons exist before he unlocks it, otherwise it would be a major spoiler(because the player will have to fight and defeat the summon before he is able to call upon it), thats why if I use this system atleast certain summons will be disabled via trigger and enabled only when unlocked.
 
Level 11
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Mar 9, 2017
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Really interesting ideas guys, could be real useful. If I ever create that AOS map I can see myself implementing this concept
 
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