A Warhammer 40k MOBA by Grasshopper72
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Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

Changes to the way I release versions? (read the thread)

development of auxiliary waves I_vote_lcap63%development of auxiliary waves I_vote_rcap 63% [ 5 ]
development of auxiliary waves I_vote_lcap38%development of auxiliary waves I_vote_rcap 38% [ 3 ]

Total Votes : 8

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development of auxiliary waves I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

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development of auxiliary waves I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

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development of auxiliary waves I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

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development of auxiliary waves I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

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development of auxiliary waves I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

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development of auxiliary waves I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

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development of auxiliary waves I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

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development of auxiliary waves I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
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development of auxiliary waves

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development of auxiliary waves Empty development of auxiliary waves

Post by Grass Hopper Thu Oct 21, 2010 1:31 pm

Posting from my phone.

So considering how nearly impossible it is to retake base outposts when they are taken.
So heroes need something to help them push back the outpost.
It is my belief that any help that the heroes get should not be able to take an outpost by themselves.
They need to help heroes take an outpost by being a meet shield for creeps and towers.

I propose these stats:
Hp: 700, armor: 2 fortified. Ms: 250.
Damage: 30-37 in 150 aoe, melee, piercing damage, base attack time of 1.5.
(ability) deals 15 damage to melee attackers. Gives +25% spell resistance.

(I'm assuming terminators and mega armored nobs. With storm shields and kustom forcefields.)

One wave would consist of 4 of these.

One wave would spawn when a base oiutpost falls.
One wave would spawn whcih ever comes sooner: the outpost is captured or 15 seconds.
One wave would spawn 20 seconds after that.
Keep going by increasing the interval by 5 seconds each time.
(note) numbers are subject to change - and an arbitrary wave limit might be imposed depending on what is needed)

Edit:
Note: the first wave might be able to deep strike nearer or on the outpost. If needed. Using telepprters or drop pods. As needed.
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Post by Fairemont Thu Oct 21, 2010 5:05 pm

This seems like a fairly necessary function, and I think you have the right way of going about it.
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Post by Grass Hopper Thu Oct 21, 2010 10:35 pm

heh thanks Razz

im debating on making the interval-increas equal to 5*number of times the outpost is captured...

so the first time they down your outpost, they will spawn every 15/20/25 etc seconds.
the second time, itll be 15/25/35 seconds.
third is 15/30/45
and so on.
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Post by Son007 Fri Oct 22, 2010 1:02 pm

It'd be cool if they dropped in.

Do they only attack the outpost or do they also attack the mobs? About how much damage will they be taking if the last outpost gets taken (the one with 2 towers). Will they be able to tank like 10 or so attacks or will it be like 5 for the first one, 3-4 for the rest (cuz of splash). I think you should make a test map and test this out to see how the numbers fit.

Waiting to hear more info, good so far!
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Post by Grass Hopper Fri Oct 22, 2010 1:11 pm

Well they have fortified armor so they take really little damage from towers.
edit: and they will function just like regular creeps, cept they spawn from (the base or deepstrike) and have a different spawn timer.
and their different stats of course /edit


And it'll be really hard to set up a test map for this Razz
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Post by Son007 Fri Oct 22, 2010 8:51 pm

You cant create a blank map and put a single tower and some of the creeps with the armor and hp and see how much damage the tower would do to them?

Anyways, you should make then drop in. Like a 300 AoE around the tower random drop.
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Post by Grass Hopper Fri Oct 22, 2010 10:50 pm

Well, assuming the tower does about 100dps, the towers will instead deal 35 dps. So for only towers, it'll take 20 seconds to kill them.
There are 2 towers, they deal aoe damage, there will be creeps, but they have 2 armour which is roughly 12% reduction.
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Post by Son007 Sun Oct 24, 2010 11:57 pm

Doesn't splash deal pure damage so it's not affected by the 12% reduction?

Could you add another hire able unit type? They'd be this unit that gets summoned at X outpost and pushes that lane. Summons like 3 of them and they last till they die or they get to the enemy's base. Cool down of like 5 minutes as to not have more then one pushing any one lane.

Its just an idea.
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Post by Grass Hopper Sun Oct 24, 2010 11:59 pm

umm, i think splash from the Missle - Splash attack property on units will work like it is attacking each unit in the aoe... with the reductions specified in the splash aoe...

cleave is pure damage based on the damage dealt to the attacked unit
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Post by ZebioLizard Sat Oct 30, 2010 5:35 am

Are you planning to make the auxillary troops the same as lane troops? or specific ones based around retaking the outpost. (rather like Rokkit launchers and Fire dragons)
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Post by Grass Hopper Sat Oct 30, 2010 11:39 am

I don't want the creeps to be able to take the outpost by themselves.
So they will be more focused on holding back and countering the creep push and tower damage.
Which let's the heroes take back the outpost
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Post by ZebioLizard Sun Oct 31, 2010 3:39 am

So more tankish sort.
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Post by Grass Hopper Sun Oct 31, 2010 7:24 pm

yep
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