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Town Conquest - an idea

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So, basically I wanted an arena styled map which revolves around team fights, micro, and environment rather than items, levels and individual heroes.


So, I thought of this :


- Players fight in 2 teams of 6. This is subject to change but Imo it's a good distribution. I may reduce it to 2 teams of 5, but I'm not changing the number of teams.


- The players choose squads. Not individual heroes. Each squad is consisted of 5 units. There would be something like : Bandit squad, Royal squad, Mage squad, Peasant squad, Demon squad etc. Each squad has 5 units.

Right now I'm thinking - Melee unit (tough to kill and deals a lot of damage but is, well, melee), Ranged unit (deals damage at range, obviously :p ), Assault unit (great mobility and decent damage), Support unit (heals/buffs/does supporting stuff) and a Unique unit which is different for each squad.


- The battle is fought in a destroyed town environment... or something similar. Basically, the "story" is that the 2 teams are fighting over the control of the city, which is the reason for it's downfall. This is the decisive battle.

The city contains various buildings which are of vital importance for a successful battle. There are hospitals, weapon shops, grocery shops, basically places where you can get items.

Weapon shops, for instance, may contain something like old-fashioned explosives which can be used by Assault units to deal a lot of damage before they get out. Then there can be medicine, food, etc etc which will help you outlast the enemy. So a big part of the gameplay will be securing a few of those buildings so you have a steady supply of whatever it provides.


- Units don't level up. You don't gain bounty. You don't buy items. Basically, at any point of the game, the chances for the victory of each team is purely dependent on how well they control the map, how well they micro and stuff like that.




So, what do you think of it? Would it be a fun thing to play? Anything you might change or add to it?
Post them ideas and comments :)
 
Level 27
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About the sqaud units, what about:
-Melee tank
-ranged damager
-healer
-buffer (Positive magic support)
-debuffer (Negative magic support)

This way all units would have more clear roles.
And all units should probably have a very similar movement speed (But there could be some things that could increase the movement speed of an entire group for some time, like consumeable items), but different HP, MP, damage and radius. and abilities, obviously.
 
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Well I was thinking about redesigning the unit thing. 5 units seem a bit too much as people often struggle to control even 3 units (talking about dota players) while I want this to be an easy-to-pick-up map where. If you're just starting to play it, with simple tips from a fellow player you should be able to easily do *something* of value unlike in popular maps/games, you simply can't because there's so much content. The problem here is that if you're new, you can't micro as well and might have trouble starting off.

Maybe a mode where you can choose how many units each player gets?

For example, 3 unit, 5 unit and 7 unit mode. 3 unit can have melee-ranged-misc, 5 unit can have melee-ranged-something-something-misc and 7 can have melee-ranged-something-something-something-something-misc.

About buffers and debuffers, it seems like a good idea which I'll probably try out. But the movement speed will be different to make for different unit roles.
 
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Well still, all the units should have the "Formation" ability that decrases their movement speed to the slowest one's in group.

Hmmm, I also got an idea of, well, having one character that is more of a caster/commander type, while all those damagers/tanks are pretty much somewhat like trained/summoned units, you know, you pretty much have one character that casts spells and doed stuff, and others just follow him.
 
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