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Village Arena?

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Level 5
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Aug 8, 2007
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I was thinking of making this about two weeks ago, started it and then gave up... Do you think it is a good idea?:

In the beginning you are prompted to select your Village (namely Dwarf, Necron, Goblin and Ogre), each giving you a special Passive/Active ability alowing certain "traits" to be altered/enhanced.

Here are a few descriptions of gameplay:
- 4 Vilages allowing a max of 2 players on each

- Each village allows an upgrade of traits and a special ability

- Many classes to choose from each having a primary attribute (seperate attribute system): STR is now your "Power" (More power = more damage). AGI is now your "Speed" (More speed = well, more speed!). Intelligence is now your "Luck" (More luck = more chance to dodge, critical blows etc.).

- Seperate attributes which count for class and ability upgrades are:
>Dexterity (Ability to run faster and pace)
>Energy (Ability to have more energy(Mana))
>Strength (Ability to do stronger attacks and knockbacks)
>Charisma (Warcries and provoking enemies/lowering enemy's armour, damage wtc.)
>Haste (Allows you to get boosts of speed when at a low health level etc.)

- Different monetary values:
>Gold - Credit
>Lumber - Skill Points (Allows you to upgrade your abilities)
>Food - Time played in game (in minutes): A little something to see how long you've played...

- Different ways of upgrading abilities:
>Skill Points (Lumber) allows you to purchase upgrades of your abilities and attributes

- Many ways of trading:
>Trading can mean paying, swapping, bartering etc.

Do you think this is a worthwhile idea or another waste of time map that will be played for 2 days and then die out?

Please give useful feedback and criticism as that is what I am looking for...

Also, if you have an idea or something that I should change, POST!

Thank you for your time,
PiCk

PS: I almost forgot, should I implement a Dueling system or should I just make it that you take over other villages?
 
Level 8
Joined
Sep 9, 2007
Messages
395
This is a bit overcomplicated, and the various trading systems would be very hard to implement. I can think of a few ways but they are needlessly complicated.

These new attributes don't seem that good or worth making. Three can cover everything. Also, how would you display them?

It seems like a decent idea but I don't think that many people will play it.

BTW, could you think of a better race than Necrons, like centaurs. Necron weaponry would suck up every other race and their classes would be very limited.

If you need to practice mapping, do this map, do it well and it will help you learn how to map.

Good luck with you idea. I would help you but I have over extended myself as of late.
 
Level 5
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Aug 8, 2007
Messages
112
Ok, this has totally changed... (Thanks for the previous ideas...)

There are now two and only two bases which so far are unnamed. I have finished the terrain and it looks awesome.

Ok, now. The attributes stay: STR, AGI, INT (Oh, BTW if I had used other Attributes I would have put them each in each player's personal MultiBoard) and I have middled with the DMG. per AGI etc.

Heroes each have 5 abilities:
-Spell 1
-Spell 2
-Spell 3
-Ultimate
-Attribute Bonus
-If added, a "unit" spell connected with usually the ultimate or lvl3 spell eg. Spirit Blast (unit spell achieved when started) is connected with Spirit Theft (lvl3 spell). When channeling Spirit Theft, it gains damage and when you cast Spirit Blast, you deal the damage etc.

Gameplay is a bit different to other AoSes:
-Normal, 5v5
-Some towers
-Your main defence is not your towers, it is your town guards which cannot leave an area and respawn once dead after a few minutes (only at the base ones, outer ones die): This is the only difference...

No classes, races, factions etc.
 
Level 8
Joined
Sep 9, 2007
Messages
395
Interesting. The unit ability could instead be used as a characterful ability which really says something about the hero.

The unit towers guys sound really different. I like it quite a lot.

I think you will automatically make classes, unless you only have one hero type. What do you define as a class? It may be different from my idea. I think of a class as "Paladin", "Mage", "Archer", etc. Every hero has a class.
 
Level 5
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Aug 8, 2007
Messages
112
Yes that it what I see as a class. Well, I guess once you have made a hero, it already gets put into a class. eg. If you make a stealth hero it becomes a Rogue. A brutish guy with a huge axe, a Warrior etc.

See the link in the Map Development Forum.
 
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