A Warhammer 40k MOBA by Grasshopper72
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Log in

I forgot my password

Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

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

Hireables mechanics change I_vote_lcap63%Hireables mechanics change I_vote_rcap 63% [ 5 ]
Hireables mechanics change I_vote_lcap38%Hireables mechanics change I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
Hireables mechanics change I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
Hireables mechanics change I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Hireables mechanics change I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Hireables mechanics change I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Hireables mechanics change I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Hireables mechanics change I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Hireables mechanics change I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Hireables mechanics change I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Hireables mechanics change I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Hireables mechanics change I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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

Hireables mechanics change

+2
Glycine
Grass Hopper
6 posters

Go down

Hireables mechanics change Empty Hireables mechanics change

Post by Grass Hopper 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
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Glycine 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.
Glycine
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty About Hireables

Post by darthg10 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.

darthg10
Space Marine
Space Marine

Posts : 20
Join date : 2010-03-13
Age : 31

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Kiba[dok] 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
Kiba[dok]
Kiba[dok]
Space Marine
Space Marine

Posts : 75
Join date : 2009-09-25

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by cellrawr 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!

cellrawr
Moderator

Posts : 460
Join date : 2009-07-21
Age : 35

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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.
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by darthg10 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.

darthg10
Space Marine
Space Marine

Posts : 20
Join date : 2010-03-13
Age : 31

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Glycine 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.
Glycine
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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)
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Glycine 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.
Glycine
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Grass Hopper 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...
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Dynasty 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?
Dynasty
Dynasty
Contributor
Contributor

Posts : 86
Join date : 2009-08-21
Age : 29

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

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

1 per lane actually.

and the middle problem is noted
Grass Hopper
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

https://40kaos.forumotion.com

Back to top Go down

Hireables mechanics change Empty Re: Hireables mechanics change

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum