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Current Version: v0.0.01A

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

63% 63% [ 5 ]
38% 38% [ 3 ]

Total Votes : 8

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Version Progress
Changes for v0.02.0A
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||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

Hireables mechanics change

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Hireables mechanics change

Post by Grass Hopper on Sun Mar 21, 2010 2:17 am

so, new hireables:
summons a *single* hireable per use. now on a 20 second cooldown instead of 45.
honor increases the stat of the unit, and it no longer increases spawn count (this might change for certain units => IG squad etc)
hireables only costs honor when you have 10 or more honor

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Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Hireables mechanics change

Post by Glycine on Sun Mar 21, 2010 6:15 am

So it's a mini hero in a way?

and Hireables need to cost honor at all levels with this change. Otherwise one can just spam them.
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Re: Hireables mechanics change

Post by Grass Hopper on Sun Mar 21, 2010 11:59 am

as opposed to now? Razz
and thats kind of the intention... ish XD

and yeah i guess they are a mini hero... but not nearly as powerful, and it would still be one per lane.

so, random example:
Eldar Fire Dragon
400 hp, 1 armor, 310 ms; 350 range, 32-39 normal damage, 1.4 atkcd. Deals 1.7x damage to buildings
for every 2 honor, the dragon gains 30 hp, +4 damage, and .5 armor

at 10 honor, it becomes an exarch.
Exarch: 550hp, 4 armor, 315 ms; 600 range, 61-73 damage, 1.6 atkcd. deals 2.1x damage to buildings, has a 25 dps immolation.
gains 5 hp for every honor over 10

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Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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About Hireables

Post by darthg10 on Mon Mar 22, 2010 2:59 pm

from every game that ive been in, nobody really bothers to use hireables till end game. Most people are too busy building their heros. Without the masses of hireables endgame, there would be no way to push back the assaults near the end. So i suggest keeping the amount of creeps spawned.

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Re: Hireables mechanics change

Post by Grass Hopper on Mon Mar 22, 2010 5:12 pm

have you seen a 3-hireable-spawn push down the entire map? even against a full enemy team of heroes? i have. its too much

and the power of hireables early without honor is laughable at best, so this will kind of have a happy medium between the two. buff the individual hireable, but cut the numbers

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Heroes:
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Re: Hireables mechanics change

Post by Kiba[dok] on Tue Mar 23, 2010 6:41 pm

lol ur both missing the power of massed hireables. If some1 (like i have) buys the hireables everytime they get a change it can push whole sides and the other team couldnt stop it because of the numbers. The hireables may not be much alone but if u get them with sm/orks they destroy
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Re: Hireables mechanics change

Post by Grass Hopper on Tue Mar 23, 2010 6:43 pm

Kiba[dok] wrote: If some1 (like i have) buys the hireables everytime they get a change it can push whole sides and the other team couldnt stop it because of the numbers.

that is precisely why they are getting changed

noted here:
Grass Hopper wrote:have you seen a 3-hireable-spawn push down the entire map? even against a full enemy team of heroes? i have. its too much

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Re: Hireables mechanics change

Post by cellrawr on Tue Mar 23, 2010 6:47 pm

<.< I'd like to say I was a part of that game, and we would of countered Kiba's push and won (were at his base), if his teammate didnt leave and I got switched over, making me and him win the game!

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Re: Hireables mechanics change

Post by Grass Hopper on Tue Mar 23, 2010 7:07 pm

lmao XD
im sure you've never been pushed to your base, having lost both base outposts, then had hrieables win the game for you.

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Heroes:
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Re: Hireables mechanics change

Post by darthg10 on Wed Mar 24, 2010 3:22 pm

I suggest making it to where they are like unit upgrades that cost a lot of gold and some honor, so after u buy them they always spawn 1 per lane with the normal orks or space marines. If you have ever played aotz u know what im talking about, just dont do it with heros.

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Re: Hireables mechanics change

Post by Grass Hopper on Wed Mar 24, 2010 5:46 pm

thats not a bad idea, but if they are too much, you know no one's gonna save enough money to do that when there are "uber items" to buy

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Heroes:
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Re: Hireables mechanics change

Post by Glycine on Sun Apr 18, 2010 8:37 pm

How about this? Every time you buy a hireable, 1 or 2 honor is taken from you and put into a "bank" of sorts for that hireable. Once the amount of honor in the bank reaches 10, the hireable upgrades to its next form.

Also, we need to edit the new suggestions of hireables to fit this restructuring.
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Re: Hireables mechanics change

Post by Grass Hopper on Sun Apr 18, 2010 11:43 pm

that is a great idea imo.

hmm... altho i think that should be a different options from the actual hireable purchase.
the hireable should be one thing, and the hireable upgrades shoiuld be another.

do you agree? if so, should it be a global hireable upgrade, a type upgrade, or an individual upgrade?
(like, upgrade fire dragons, upgrade siege hireables, upgrade hireables)

and ill eventually get to converting the current + suggestion hireables to this new mechanic.
(and the hireable upgrade method allows for a bit more controlled additional spawn in the case of the tau and IG)

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Heroes:
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Re: Hireables mechanics change

Post by Glycine on Sun Apr 18, 2010 11:51 pm

In this case, should we make the actual hireables cost only gold and the hireable upgrades cost honor? I would prefer it be an individual upgrade.
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Re: Hireables mechanics change

Post by Grass Hopper on Sun Apr 18, 2010 11:54 pm

thats what i was thinking. the units only cost gold, but the upgrades costs honor.

maby a 100 gold costs for the hireable? or incrase the price and make it more than a limit of 1? like max of 4 in a tavern, but keep the same restock cooldown? just ideas.

then the upgrade would be like 2 honor, and still increase the level by 1, since any hero can do it now, they will cap off at 20 honor.

and an individual upgrade will take up a lot of space...

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Heroes:
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Re: Hireables mechanics change

Post by Dynasty on Mon Apr 19, 2010 1:58 pm

I'm just putting this out there probably off topic ,but the hireables don't seem to go down the middle lane they just split up and push the 2 sides. I'm not sure if this was intentional.

Oh and with the new hireables your chatting about, if only one spawns how do you decide which lane it will travel down? Random, or just go left to right or something?
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Re: Hireables mechanics change

Post by Grass Hopper on Mon Apr 19, 2010 5:31 pm

1 per lane actually.

and the middle problem is noted

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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