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Unlockable features needed

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Level 9
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Apr 6, 2008
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Most of the maps have unloackable content, I mean things that you unlock over time, like hero levels and abilities, or researchable upgrades.
These features make you keep playing the map only to see them. Making your hero more powerful is fun, as it's fun to upgrade your units as you wish.

I have made a Risk-like map, where you can choose what kind of units to make (46 very different units) and every territory is important, so you don't go around with all your units but divide your army in groups to defend your empire. The goal is controlling the very center of the map for 10 minutes.

I tested it many times, and people were always enthusiastic for the first five minutes due to the great choice of units. However later on the game became repetitive.
I need some ideas for unoackable content, things that you discover over time.

Keep in mind that I don't want to make the units upgradable in any way: all of them are supposed to be always balanced.
 
Level 7
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I need some ideas for unoackable content, things that you discover over time

things over time ? :O
-well dunno stronger structures (e.g. human castle, gryphon structure)
-better units (troll hunter ===> troll berseker)
-upgrades (lvl 1-2-3)
-hmm maybe gold when you reach at, let's say, minute 30 of the game

dunno what to say. kinda wierd :O give more details :O
 
Level 9
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You can find the map in my signature. 10 seconds of a pointless game alone could make you understand the game better.

I need something that keeps the players interested, like for example something that "grows", like a hero. Though I don't like having heroes in my map because people would focus on them rather than on conquering bases.
Techs would umbalance the game, some players would be left behind, and I don't want that to happen.
By now the first minutes playing it are a lot like the last minutes playing it.

I simply don't know what to put in this damn map that would make the players say:"Hey! Five minutes more and I'll be able to do X ! Cool!"
 
Level 7
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Jul 29, 2009
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make that every territory you control allows you to buy diffrent units (but keep it balanced).

also make it that people will need to control a territory for a certain amount of time to get more units/make the units stronger.

the thing is to not let the players see all the options in the game to soon, ultimatly have them choises that locks certain content while allowing another, so they'll replay the map to see the other stuff (like races).

but all of these will not help you much if your gameplay sucks.
 
Level 9
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Apr 6, 2008
Messages
436
make that every territory you control allows you to buy diffrent units (but keep it balanced).
The map is already like that
also make it that people will need to control a territory for a certain amount of time to get more units/make the units stronger.
units are trained like in Warcraft, then I'm afraid there's no way to change the quantity. And I don't like to have different "levels" of power for the same kind of unit.
so they'll replay the map to see the other stuff (like races).
Races are actually kind of a good idea, but I should invent at least 38 kinds of units for every race, then it would take a long time to make (anyway someday I will). Also it's something that makes people play the map again, I need something to keep them in for 30 minutes :p
but all of these will not help you much if your gameplay sucks.
Do you actually dislike the gameplay? :p
Tell me what's wrong and I'll try to improve it.
 
Level 7
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i didnt played the map so i dont really know S:

when a players gets a territory/building/whatever, that lets say allows you to buy grunts, start a timer that after 4 minutes the player still controls that building it upgrades and allows you to also buy Archers (which dont have to be stronger, just diffrent).

make combos! :D color\mark servel territorys the same and allow players that control them all to recruit a unique unit\have some bonuses.

Make *some* way to advance with tech or levels or somthing, that's pretty much the only way to make diffrence between start time and end time.

have global spells (like the ability to give a unit a aura or shoot fireballs from the sky).

give every one diffrent objectives like in risk.
change objectives randomly in the middle of the game XD
 
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