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There Goes the Neighborhood

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Level 10
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Jun 10, 2007
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557
I've had an idea brewing for a looong time. Each player gets a small plot of land, containing, say, a House, a Tool Shed, a Well, and a Lantern Post. They'd also get a Father (a main fighter), a Mother (healer/buffer), a Son (miscellaneous tinker), a Daughter (scout), and a choice of a pet, from, say, a dog, cat, bird, or something which would fulfill different roles. The plots of land would be at the edges of the map, and there's a huge maze-like city/forest in the middle of the map.

The main point is that using the units given to you, you try to be the last family standing. Each unit would have 6 inventory slots, as well as the House and Tool Shed. The main thing is that there would be a huge amount of items to make an intricate item-system. Like, stick + string + stone = axe. Or plastic + metal + metal pin = scissors. Or axe + axe + string = double-bladed axe. Every unit can make the basic things, like axes, matches, or what have you, but more advanced stuff like guns and scissors would have to be made by the Son (Tinker). There would be NO respawning, but a fair amount of healing abilities and items.

And each unit would be unique in their use. Like, the Father, as a fighter, would have high hit points and damage, and, say, Critical Strike, Bash, or something along those lines, while the Daughter might have really low hit points and damage, but Windwalk, Shadowmeld, and such.

Thoughts?
 
Level 6
Joined
Apr 28, 2005
Messages
155
I like the whole family & neighborhood idea, but controlling 4 different main units that play different roles sounds messy. I've never liked item-systems/receips, though I know many do.
Also I'm wondering the same thing as raging. Is it just a FFA?
 
Level 34
Joined
Jul 4, 2007
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5,552
I think you should do a anti-rush/noob system in it, like they did in Forest Troll Tribes? There's a timer like erh 1-5 minutes which gives you time NOT to rush but erh live? Don't know how to exactly explain it. :ugly:
 
Level 6
Joined
Apr 28, 2005
Messages
155
I think you should do a anti-rush/noob system in it, like they did in Forest Troll Tribes? There's a timer like erh 1-5 minutes which gives you time NOT to rush but erh live? Don't know how to exactly explain it. :ugly:

Seeing the only element is killing the opponents, invulnerability or respawning would be plain useless. Grace-time is used when you need time to familiarize yourself with the game, and/or to make people build(or whatever other elements there are) instead or just rushing. The latter is easily prevented in most maps by adding some sort of equalizing/balancing factor. (for example towers in aos)
 
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