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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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» With everyone dead
Tue Nov 20, 2018 3:24 pm by DeusMechanicus

» Faction creeps
Sun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Thu Dec 18, 2014 9:06 am by Grass Hopper

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Changes for v0.02.0A
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Buildings within the base

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Buildings within the base

Post by ZebioLizard on Wed Dec 22, 2010 6:17 pm

Come on, let's get into the EOTA style a little more then DOTA. So zeb is suggesting for some new uses for the plain and (stupidly arranged) buildings within the cities. Seriously now. I know this games more DOTA but zeb would like to see the outer buildings have some use. For the center healing area has All of the stuff in base. (All of it, yeah)

So here's some suggestions for some buildings to let some Light shine down upon them in use! (And new names, seriously)

Rundown: Most buildings will be centered around specific things. You won't have psykers in a devoted chapal and the like. There will be Team Leaders as well. (Space Marine Chapter master "blue" And Ork Warboss "Green") Who will have access to special abilities for the team.

Example 1 is space marine, 2 is ork. Make sure not to confuse the two. Razz

Battle Brother Chapal/Ork WAAAAGH! Pole
Basic rundown: This will be for various buffing things, such as a temporary bonus to infantry. Some will be on long cooldown, and can be used by the team leader, and other will be purchasable by the team for a buff. Possible units are able to be spawned here.

Example 1: Chapter Tactics: Gives "Fearless" To the troops temporarily, gives + 150 hp to all allied infantry for XX seconds
Example 2: STOMP EM FLAT! Gives "Furious charge" Melee troops have 20% movement speed, and 30% more damage.

Machine Cult/Mekshop
Basic rundown: This will be where the team leader and various armeties can buy various Vehicle based upgrades, such as improvements to dreadnaught, purchasing things like deffdreads/vulnerable dreadnaughts, and even artillary firing.

Example 1: Vulnerable Dreadnaught upgrade: Replaces dreadnaughts with Vulnerable Dreadnaughts. Which give a small bonus to nearby units fighting near such a holy relic, and is stronger then the basic dreadnaught
Example 2: OI, FIRE THE BIG GUNZ!: A targettable cursor appears, and allows you to target a location across the map. Soon after, a large bombing happens within the area.

Imperial Ally Quarter/Allied Gits Hut
Rundown: Where the Xeno's and Other gits (mercs) For the team are purchased. Rather a seperate place to buy things non space marine/orky.

Example 1: Eldar Units/Imperium overall/Tau
Example 2: Dark Eldar units/Chaos.

Nids/Necrons = ??? maybe..not these, lets leave these as map spawn type things. Really unsure about em in general.

Chapel Barracks/ Ork Boyz Hut
Rundown: This is the basic location for general upgrades to infantry, and purchasing additional types of space marine/ork related troops.

Example 1: Tactical versatility: Adds a heavy bolter wielder into ranged marines.
Example 2: Nobz comin up!: Adds a melee Nob to the group spawns with powerklaw

Librarians Quarters/Weirdboyz Hut
Rundown: Basic psyker stuff and spawns, generally allows for pysker abilities to be affected onto the battlefield in hostile/debuffing manner, protection and various spawns related to psykers.

Example 1: Might of the ancients: A unit is given 1.5X damage against buildings, and is given +6 strength for XX seconds
Example 2: Weirdboyz: Adds a weirdboyz spawn (Spawns like walkers), Weirdboyz aren't as good as warpheads, so explode more often. They have the ability Zzap (level1) And 'EadBanger
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Re: Buildings within the base

Post by Grass Hopper on Wed Dec 22, 2010 6:24 pm

while i like the idea of useful base buildings, i dont like the idea of a 'team leader' slot.

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Re: Buildings within the base

Post by ZebioLizard on Wed Dec 22, 2010 6:28 pm

That's fine, Wasn't to settled on the idea.
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Re: Buildings within the base

Post by Fairemont on Wed Dec 22, 2010 8:03 pm

Im supposed to be making an entirely new terrain set for the map, so bases will probably change drastically. =\

Gotta get my computer fixed first. xD

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Re: Buildings within the base

Post by Grass Hopper on Wed Dec 22, 2010 9:49 pm

ok. just for clarification on your ideas.

there would be certain buildings in the base that would serve actual purposes, instead of looking pretty?

at these buildings, there are certain... support (for lack of a better term) powers available to heroes to ... purchase?

these options would range from global, temporary and perminatnt, buffs to creeps, creep spawn upgrade, adding creeps to spawns, targeted abilities, hireables, etc.?

these buildings are destroyable once the enemy gets into the base?

if thats the case... that works for me

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Re: Buildings within the base

Post by Grass Hopper on Wed Dec 22, 2010 9:56 pm

Also... the main issues i have with base buildings doing something is that bases arent large enough to really mean much in the way of defense... once they outpots are down, they are in your base, and its only aout 1k range till they are at your stronghold.

which doesnt leave much room for defensable buildings, and it wouldnt be much of an effort for the enemy to destroy them once they are in the base.

I did just however have an idea, and im really not to sure how well this would work in an aos map.. but w/e:
the situation where 'key' base buildings would work is if the base was more like... well, for lack of better words... a city.
If it was very crowded, and much larger... it could be set up where there were 'lanes' of movement that enemy creeps have to move down, with key buildings set up inside the base. it would make defending key buildings easier, and make it less "oh, they are in our base, now everything destroyable inside it is dead".
it would also slow down the enemy creeps alot once they get inside if the buildings in the base were destroyable, or... 'sack'able, where once they are damaged by x amount, they become invince and 'destroyed' to keep the cluttered feel for the base'

i dont know if this would fit too well tho, because, in my mind, its like a citiy fight scenario, with key buildings (like what zebio is suggesting) scatter throughout that the defenders need to... defend.

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Re: Buildings within the base

Post by ZebioLizard on Wed Dec 22, 2010 10:34 pm

Both works in general.
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Re: Buildings within the base

Post by Grass Hopper on Wed Dec 22, 2010 10:36 pm

both as in?

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Re: Buildings within the base

Post by ZebioLizard on Wed Dec 22, 2010 11:32 pm

The city type thing, and the BUildings actually mattering
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Re: Buildings within the base

Post by Arvay6 on Sat Dec 25, 2010 10:47 pm

I like this thread Very Happy the buildings in the bases do seem a bit useless and this would make defending more interesting
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Re: Buildings within the base

Post by Glycine on Thu Dec 30, 2010 2:12 am

Here's an idea, Grass.

You know the burrows and towers inside each base? Maybe, you know, they could actually DEFEND something instead of just sitting there as free gold?
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