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)

[hero][SCII][the imperium]Company commander I_vote_lcap63%[hero][SCII][the imperium]Company commander I_vote_rcap 63% [ 5 ]
[hero][SCII][the imperium]Company commander I_vote_lcap38%[hero][SCII][the imperium]Company commander I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
[hero][SCII][the imperium]Company commander I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[hero][SCII][the imperium]Company commander I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[hero][SCII][the imperium]Company commander I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[hero][SCII][the imperium]Company commander I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[hero][SCII][the imperium]Company commander I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[hero][SCII][the imperium]Company commander I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[hero][SCII][the imperium]Company commander I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[hero][SCII][the imperium]Company commander I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[hero][SCII][the imperium]Company commander I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[hero][SCII][the imperium]Company commander I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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[hero][SCII][the imperium]Company commander

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[hero][SCII][the imperium]Company commander Empty [hero][SCII][the imperium]Company commander

Post by Grass Hopper Sat Mar 08, 2014 2:33 am

Ursakar E. Creed - Lord Castellan of Cadia
"fluff"

toughness: 4
initiative: 4
intellect: 7

armor: 4 + 0.75/lvl
movespeed: 2.35
resistance: 25%

physical power: 27 + 3/lvl
ability power: 10 + 1/lvl


Innate: Lord Castellan of Cadia
"fluff"
Creed has access to his regimental advisors.
Officer of the Fleet
Spoiler:
Master of Ordinance
Spoiler:
Astropath
Spoiler:

one: Supreme Commander
"fluff"
Creed can issue a number of orders
Bring it Down!
Spoiler:
Fire on my Target!
Spoiler:
Get Back in the Fight!
Spoiler:
First Rank, FIRE! Second Rank, FIRE!
Spoiler:

two: Colors of Cadia
"fluff" Summons Color Sergeant Kell, who follows Creed. Kell has the Sworn Protector and Regimental Standard abilities.

manacost: 100
cooldown: 30
Color Sergeant Kell
Spoiler:

Three: Glorious Intervention
"fluff"
Whenever creed takes damage, there is a 10/14/18/22/26/30% chance that a nearby creep will take the damage instead.

area: 2

Ult: For the Glory of Cadia!
"fluff"
All nearby creeps attack the target point, gaining +15/30/45% attack speed and 10/15/20% movement speed
Nearby heroes gain the same bonus for 10 seconds.

Targets: ground; allied units
range: 30
area: 6
cooldown: 120
manacost: 175


Last edited by Grass Hopper on Thu May 01, 2014 5:42 pm; edited 4 times in total
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by DeusMechanicus Sat Mar 08, 2014 10:04 pm

Solar Macharius

Racial:

Innate: Lord Commander of the Imperial Guard
Command Squad and/or Imperial Guard?

First: Master Strategist
Spellbook of orders.

Second: Helm of Macharius
Force field... something to do with that.

or

Second: Mancharian Cross
Award for innovative tactics / intelligence named after him. Buff.

Third: Commanding Presence
Some AoE passive buff.

Ultimate: Orbital Bombardment
Macharius' Emperor Class Battleship 'Lord of Light' makes it rain.
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by ZebioLizard Sun Mar 09, 2014 7:35 am

Not Solar Macharius, because he's been out of sight for a long while and isn't much of a SC anymore.

Maybe CREED or someone else amongst the Imperiums finest.
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by Grass Hopper Sun Mar 09, 2014 12:29 pm

My second set was for creed. It kinda sucked tho
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by DeusMechanicus Sun Mar 09, 2014 3:03 pm

Ursarkar E. Creed

Racial:

Innate: Lord Castellan of Cadia (Spellbook)
Officer of the Fleet (Cast): Summons X/X/... Militarum Tempestus.
Master of Ordinance (Cast): Calls down X/X/... bombardments on the area dealing X damage.
Astropath (Toggle): Marks position of all unseen enemy units within X/X/... distance, drains mana.

First: Supreme Commander (Cast, Spellbook)
Bring it Down! - Designated target takes X% additional damage for X seconds.
Fire on my Target! - Designated target is targeted by all allied creeps in area for X seconds.
Get Back in the Fight! - Allied creeps in X distance regain X health and gain X MS for X seconds.
First Rank, FIRE! Second Rank, FIRE! - Allied creeps in X distance gain AS for X seconds.

Second: Colours of Cadia (Cast)
Summons Colour Sergeant Jarran Kell to follow Creed.
Kell possesses the "Regimental Standard" aura and "Look Out - Arghh!" ability.
Regimental Standard - Allied units in X distance passively gain armor, dmg, and capture objectives faster.
Look Out - Arghh! - Any killing blow dealt to Lord Castellan instead kills Kell.

Third: Look Out - Arghh! (Passive)
X% chance damage done to Creed is instead dealt to an allied Creep within X distance.

Ultimate: For the Honour of Cadia! (Cast)
Lord Castellan chooses a location/objective.
All allied heroes within X distance of the Lord Castellan gain MS/AS for X seconds.
All allied creeps within X distance head towards the location/objective and gain MS/AS boost until death.


Last edited by DeusMechanicus on Fri Apr 25, 2014 3:55 pm; edited 6 times in total
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by Grass Hopper Sun Mar 09, 2014 6:55 pm

That works.
Pick the command squad over ig summon. The racial already gets guys on the ground.
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by Grass Hopper Wed Mar 12, 2014 12:46 am

Innate:
Astropaths and officers of the fleet id like to make them affect creep pathing. But that has a potential to be either useles or powerful
(And potentially difficult to manage)
So here goes...
(Turns out this skill does nothing like what I was talking about before-)
Astropath: target point of interest. All creeps passing through that point get ms boost
Officer of the fleet: target point of interest. All enemy creeps passing thorough that point get -ms
(Although these seem much more like warlord abilities...)
Master of ordinance: target location to call Down x/x/x artilary strikes in the area.


For the record, I was going to suggest that each of the officers had an active skill with duration. While it was up (astro) allied creeps would always choose the target point of interest instead of randomly choosing and (fleet) enemy creeps always chose a point of interest that is occupied by the enemy (ie, don't move to uncaptured points)
But I decided these are too much of warlord abilities


Other than that your skills look good.
Only thing missing is TACTICAL GENIUS!
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Post by DeusMechanicus Wed Mar 12, 2014 3:34 am

"For the Honour of Cadia!" pretty much does what your Tactical Genius did.

If you want the global effect of sending them straight at the enemy base add a Cast onto De Gloria Macharius. It's the book Creed was found with as a child detailing the life, campaigns and tactics of Macharius.
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Post by Grass Hopper Wed Mar 12, 2014 12:58 pm

Fair enough. Nah it's good as it is.

We should just figure out what the innate does.
Btw: IG racial spawns troops and regen items at every outpost that is captured
(So the innate doesn't really need to summon guardsmen... With the rest of his set he'll be helping capture enough points)


Officers are astropath master of the fleet and master of ordinance and bodyguards right?
Is there also a standard bearer in there? I don't recall seeing one in the codex. We could prolly also toss in a vox caster or something
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by Grass Hopper Wed Mar 12, 2014 2:06 pm

How does this sound:
Anything I can think of for the command squad seems too much like a warlord ability.

So innate: tactical genius
Target aoe. All creeps and max of one hero caught in aoe are teleported to the location of creeds next smart order. (Usually right clicking)
Ranges on everything to be determined
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[hero][SCII][the imperium]Company commander Empty Re: [hero][SCII][the imperium]Company commander

Post by DeusMechanicus Wed Mar 12, 2014 2:59 pm

Regimental Advisors are the Astropath, Officer of the Fleet, Master of Ordinance, and a Bodyguard. They're optional add-ons to a Command Squad. Command Squad itself is the Company Commander (Creed), Veteran (Kell), and a Veteran Weapons Team. Normally Veterans can be upgraded with the regimental standard, but Kell carries it automatically (Colour Sergeant).

Why not just have them do something like the below. Triggers after a set amount of time, maybe triggers more often or for longer duration as it levels up. Things teleporting around doesn't really seem to fit the IG.

Astropath: Telepathic Relay - All new allied creeps (just spawned, global) gain +X% MS for X amount of time.
Master of Ordnance: Artillery Bombardment - Bomb random enemy held outpost for X amount of time.
Officer of the Fleet: Intercept Reserves - All new enemy creeps (just spawned, global) lose -X% MS for X amount of time.
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Post by ZebioLizard Wed Mar 12, 2014 11:01 pm


Why not just have them do something like the below. Triggers after a set amount of time, maybe triggers more often or for longer duration as it levels up. Things teleporting around doesn't really seem to fit the IG.


This is Castallan Creed, the man who can scout move Titans into position that the enemies never thought possible. That used to be able to infiltrate said Titans up to 12" from an opponents forces.

It's not teleporting, IT'S TACTICAL GENIUS, meaning it would give him a mobility based skill that helps reposition things in fights.

Also at the same time, it's just too much otherwise for him to track of already.
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Post by DeusMechanicus Wed Mar 12, 2014 11:09 pm

Good point. Didn't mean for the Command Squad's abilities to be controllable by the player, they would trigger every X seconds or minutes or whatever. Anyway, I'm not the one putting it into the map, so use whatever. Razz

Just here to make suggestions.
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