sentrywiz
S
sentrywiz
Hi all.
I had an idea for an AoS with weapons (really unique) that would allow any player to play with whatever weapon they want and thus pick spells and the weapons. It would also feature something like recipes, enchanting, durability... concepts are endless.
But the thing is, besides using default names like: axe, blade, sword, bow etc... I'm getting stuck on names for weapons. Like some cool ones like idk Demon Cleaver, Bloody Chainsaw... something along those lines. But I get stuck after about 4-5 weapons and I plan to have around 20-30 or more.
Some of the map mechanics, gameplay features etc..
Weapon Idea Table
Examples:
I had an idea for an AoS with weapons (really unique) that would allow any player to play with whatever weapon they want and thus pick spells and the weapons. It would also feature something like recipes, enchanting, durability... concepts are endless.
But the thing is, besides using default names like: axe, blade, sword, bow etc... I'm getting stuck on names for weapons. Like some cool ones like idk Demon Cleaver, Bloody Chainsaw... something along those lines. But I get stuck after about 4-5 weapons and I plan to have around 20-30 or more.
Some of the map mechanics, gameplay features etc..
Mechanics: The game will be an AoS (Aeon of Strife). It will feature knocking down towers, barracks and the main team structures (nexus or whatever). You will not pick a unique hero with unique abilities. Each player will have the same hero with the same set of skills. Here is the game's specific mechanic. You will buy items that will show on your model (like in most RPG maps) and by getting the armor/weapon you will get an attack skill (melee or ranged). You will then be able to spend gold buying spells (most of which will have a requirement) for you wielding specific weapon classes or types. So in other words, if for example you pick dual daggers, you will be able to pick the spells Backstab and Eviscerate and you will be able to use those as long as you fit the requirement. Spells learned can be unlearned or leveled up. Leveling up will be the same as buying the spell, only you will increase its level. Your hero will still feature up to 4 spells, and atm I think that there won't be any ultimate spells. Weapons bought will have their own cooldown on the attack they give you. Some of them will require ammo for them to be used. For the most part, weapons and other items will have their own durability, and using them will reduce that durability. Once an item reaches 0 durability, it is considered broken and needs to be repaired. Until repaired, you cannot use it nor can you use any of the spells that require that weapon class or type. Recipes and enchanting will be bonus features in the map. Recipes will work the same way as in any map, by combining multiple items + a recipe to create another powerful item for you to use. Enchanting will be a leveling up for weapons, and you will be able to buy specific items that will increase the weapon's stats and effects permanently or temporarily. Gold will most likely be the only currency in the game and it will be used for everything. This means that in most games, you will never get a surplus of gold, because you will need it for everything and better yet because items you use will have a durability, you will always need to repair them thus creating a closed economy where player's gold cannot reach certain extreme values. Most of the weapon attacks and spells will be skillshots and won't be autocast-able. This means that gameplay will be rather difficult but will grant great power because of their difficulty and skillful execution. Melee weapons will most likely be no target skills that will hit one - more enemies infront of your hero, thus they will have limited range and a cone of execution. They will be the most powerful weapons, able to take down enemy heroes who aren't decently armored with 1 - 2 swings. Because the combat will be brutal and unforgiving, so will the gameplay. Heroes will deal ton of damage that will be to some degree difficult to land. The harder it is to land a hit with a weapon, the more damage it will deal and the better effects it will have. Take that into account when designing weapons for the map. Statistics: None of this is permanent and can be changed. Just so that you have a basic idea of the statistics and attributes in-game I'll write down a couple of stats that you can base your weapons and armors against. Level 1 Hero Health/Mana: 200 HP / 50 MP Level 1 Hero Movespeed: 300 Level 1 Hero Armor: 0 Level 1 Hero Damage (unarmed): 5 - 10 (Melee) Level 1 Hero Attack Speed: 1 attack per second Starting Gold: 100 - 250 Gold Earned by Killing a Lane Creep: 25 - 50 Gold Earned by Killing a Hero: 100 - 250 Gold Earned by Killing a Tower: All Allies get 250 - 500 Gold Lost by Dying: 5% Total Gold (10 - 20% if on a killing spree) Passive Gold Income: 1 - 3 Gold every 5 Seconds Lane Creeps Health: 120 - 150 Lane Creeps Damage: 24 - 35 (Physical, Melee or Ranged) Lane Creeps Attack Speed: 1.2 - 1.5 attacks per second Tower Health: 1000 (+250 per level of tower) Tower Damage: 55 to lane creeps OR 13% - 18% Max HP to heroes Tower Attack Speed: 2.5 - 3.2 attacks per second |
Weapon Idea Table
Required: Weapon Icon (Link to icon) Weapon Name (Ex. Cactus Sword) Weapon Type (Ranged/Melee/Magic) Weapon Class (Bow/Crossbow/Wand/Axe..) Weapon Tier (Normal/Unique/Epic/Legendary) Weapon Size (1Handed, 2Handed, Off-Hand) Optional: Ingame Model (Link to model) Cost (Buy/Repair) (Ex. 20 Gold / 12 Gold) Damage (Ex. Deals 5 - 12 physical damage) Use Speed (Ex. 1 Sec Cooldown) Durability (X swings/uses or infinite) Special Effect (Ex. 25% chance to slow) Ammo Use (Ex. arrows/bullets/magic dust/skulls) |
Examples:
Name: Mercenary Blade Type: Melee Class: Axe Tier: Normal Size: 1H Cost/Repair: 125 / 100 Gold Damage: 20 - 45 (Physical) Use Speed: 1.8 Sec Cooldown Durability: 65 Swings/Uses Special Effect: Hero Kills award +15% Bounty Ammo Use: None |
Name: Rod of Redemption Type: Melee Class: Staff Tier: Normal Size: 2H Cost/Repair: 175 / 150 Gold Damage: 10 - 20 (Physical) Use Speed: 2.2 Sec Cooldown Durability: 75 Swings/Uses Special Effect: Hitting an enemy heals you and a nearby ally for 10 + 5% Max Health. Effect has a 6 second cooldown Ammo Use: None |
Name: Aegis of the Mind Type: Melee Class: Shield Tier: Legendary Size: OH Cost/Repair: 3250 Gold Damage: None Use Speed: None Durability: Infinite Special Effect: Reduces Physical and Magic damage dealt to you by 35% of the original damage. Every 4th time you take damage from a physical or magic source, you ignore that damage. Ammo Use: None |
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