- Joined
- Feb 20, 2013
- Messages
- 136
Hi,
I'm remaking a team v team map that I didn't release, but I had like 20 test playthroughs and I wasn't satisfied.
The overview of gameplay is this: Two teams of 1-5 player heroes stand at each side of arena, spawning units and trying to kill the opposing heroes. It sounds awfully like Summoner wars probably, but each hero has unique mechanics and lots of large scale spells to choose from.
My problem lies in how to realize the unit spawn and how to balance their stats ehp/dps so that there isn't too much of them on the screen, but still enough of them for larger scale spells (like 4-5 unit buff) to take effect.
Previous map: Max players per team was 3, and each had 1 or 2 summon skills with 15 seconds cooldown. regardless of number of skills, number of spawned units was almost always 2 every 15 seconds, and units of same level could kill each other in 20 seconds. It was good balance.
I am planning to introduce an "action point" system where heroes would usually have 3 max mana, and each action would be balanced cost of 1, but there would be no cooldown on the summon skill. Mana regen could regen 1/10 seconds. Spells and other things would also cost mana, so you could at most do 3 actions at once, but need to pool. Adding more intelligence stat would increase this maximum and grant a tiny bonus regeneration.
Reason why I don't like this system is because you don't really know how much it takes for you to regen 1 mana. But that's also a good thing, because numbers you deal with are very easy. 1-3. If you have 2 points, you can do 2 actions, and you don't really think whether you will wait for 0.3 seconds to regen that 1 more point.
The biggest question I need to answer is what are the values to make this work?
Cooldownless summons, based only on mana cost/regen. How would a pro tug of war maker approach the balancing issue of this design? It's only an idea and I can easily trash it, but I want to give it a chance and see if it works. If anyone has other ideas, I'm very open to them.
I'm remaking a team v team map that I didn't release, but I had like 20 test playthroughs and I wasn't satisfied.
The overview of gameplay is this: Two teams of 1-5 player heroes stand at each side of arena, spawning units and trying to kill the opposing heroes. It sounds awfully like Summoner wars probably, but each hero has unique mechanics and lots of large scale spells to choose from.
My problem lies in how to realize the unit spawn and how to balance their stats ehp/dps so that there isn't too much of them on the screen, but still enough of them for larger scale spells (like 4-5 unit buff) to take effect.
Previous map: Max players per team was 3, and each had 1 or 2 summon skills with 15 seconds cooldown. regardless of number of skills, number of spawned units was almost always 2 every 15 seconds, and units of same level could kill each other in 20 seconds. It was good balance.
I am planning to introduce an "action point" system where heroes would usually have 3 max mana, and each action would be balanced cost of 1, but there would be no cooldown on the summon skill. Mana regen could regen 1/10 seconds. Spells and other things would also cost mana, so you could at most do 3 actions at once, but need to pool. Adding more intelligence stat would increase this maximum and grant a tiny bonus regeneration.
Reason why I don't like this system is because you don't really know how much it takes for you to regen 1 mana. But that's also a good thing, because numbers you deal with are very easy. 1-3. If you have 2 points, you can do 2 actions, and you don't really think whether you will wait for 0.3 seconds to regen that 1 more point.
The biggest question I need to answer is what are the values to make this work?
Cooldownless summons, based only on mana cost/regen. How would a pro tug of war maker approach the balancing issue of this design? It's only an idea and I can easily trash it, but I want to give it a chance and see if it works. If anyone has other ideas, I'm very open to them.