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Hireables feedback
+4
Betrayer_kharn
DarkWanderer
Fromundaman
Grass Hopper
8 posters
Page 2 of 2
Page 2 of 2 • 1, 2
Re: Hireables feedback
ok, update on how hireables currently work...
There is one button for each hireable, when clicked, a number of the hireables will spawn at the main building, then walk down each lane. generally, hireables start with 1 unit per lane (meaning 3 spawn at the base, allowing for easier base defence if your missing a base outpsot)
hirebles are made better the more honor the hiring player has... for example, if a player has 7 honor, the hireables will (generally) get 3 upgrades in stats (armor, damage, attackspeed, movespeed, their special ability etc) and 2 upgrades in spawn count (3 spawn per lane)
at 10 honor, they recieve a '10 honor bonus' in the case of some, it means a extra, special unit spawns in the lane (like an exarch for eldar units), or all the hrieables get some sort of benefit (like, getting a passive bash)
hireables currently cost 800 gold, and have a 120 second cooldown, as well as *costing* 1/5 of your current honor (remebering that the wc3 engin always rounds down when doing division, so it wont cost you honor untill you have 5)
There is one button for each hireable, when clicked, a number of the hireables will spawn at the main building, then walk down each lane. generally, hireables start with 1 unit per lane (meaning 3 spawn at the base, allowing for easier base defence if your missing a base outpsot)
hirebles are made better the more honor the hiring player has... for example, if a player has 7 honor, the hireables will (generally) get 3 upgrades in stats (armor, damage, attackspeed, movespeed, their special ability etc) and 2 upgrades in spawn count (3 spawn per lane)
at 10 honor, they recieve a '10 honor bonus' in the case of some, it means a extra, special unit spawns in the lane (like an exarch for eldar units), or all the hrieables get some sort of benefit (like, getting a passive bash)
hireables currently cost 800 gold, and have a 120 second cooldown, as well as *costing* 1/5 of your current honor (remebering that the wc3 engin always rounds down when doing division, so it wont cost you honor untill you have 5)
Re: Hireables feedback
Your hireable system sounds awesome Hopper! I can't wait to play with this; it's going to add so much more depth to the gameplay it will seem like a new game.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
im hoping it makes it that much better XD ill get some play tests going soon, when i get some free time... so prolly next week XD
Re: Hireables feedback
Sounds awesome! Can't wait.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Hireables feedback
Well, I think we all know, after last night, that hireables need to be made exponentially stronger.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
yep, or at least alot cheaper... the thing is, heroes are owning creep waves in 2-3 seconds already at that point in the game, so its not the hireables' fault really, i will however make them cheaper, and increase hp by 10 per honor point
Re: Hireables feedback
You'd better give them armor too because heroes will cut through them like butter if you don't. Why don't you just scale hp, armor, and damage for every point of honor up to say 25 honor? That's easy to code and it would work.
edit - And do abilities every 5 points.
edit - And do abilities every 5 points.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
because you have to think of the other creeps too. huge hp/armor hireables, being suymmoned 3-5 in a lane, would *completly* dominate anything cept heroes
Re: Hireables feedback
Hang on a minute, What ever happened to the buyable creep upgrades?
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
There's a balance to be struck between being good enough to help a struggling team get back and being too good so that a team who's winning can summon them and win the game easily.
Just a cent or two.
Perhaps reduce the damage they do on all heroes except those at level 25?
Just a cent or two.
Perhaps reduce the damage they do on all heroes except those at level 25?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Hireables feedback
thats not possible... easily
also: the reason why they are so expensive right now, cause i was testing in singleplayer, and without herores there, they *rape* creep waves as is (with the possible exception of the nobs, cause i havnt tested them a whole bunch)
so im worried about buffing their survivability ontop of that...
and yeah, buyable creep upgrades... about that XD i forgot
also: the reason why they are so expensive right now, cause i was testing in singleplayer, and without herores there, they *rape* creep waves as is (with the possible exception of the nobs, cause i havnt tested them a whole bunch)
so im worried about buffing their survivability ontop of that...
and yeah, buyable creep upgrades... about that XD i forgot
Re: Hireables feedback
In most other games you have two options, Buy upgrades for your regular spawned creeps or pay a one time high price for a group of creeps that are much more powerful than the non-upgraded, normal creeps. This system makes the game more tactical; because of the situational advantages involved.
There is no point in buying creeps that will just die in 10 seconds from one heroes nuke. If they're that weak they server no purpose anyway; so why bother paying for them.
There is no point in buying creeps that will just die in 10 seconds from one heroes nuke. If they're that weak they server no purpose anyway; so why bother paying for them.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
well, first, they dont die that fast and at the point of the game that we actually remebered hireables, heores just rampage though any sort of creep in 2-4 seconds. its not the fault of hireables, its the fault of end game mechanics on the map
Re: Hireables feedback
That is why I said to use buyable creep upgrades. This has been done before and it ,to be succinct, just plain works.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
That's awesome; thanks Hopper. I'm sure it will work out just fine once we get the numbers right.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Hireables feedback
That being said, I still think the hireables should be a lot stronger than normal creeps (hence why you're paying so much for them.).
Still... I didn't test it, so going off of reactions.
Still... I didn't test it, so going off of reactions.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Hireables feedback
as of right now, when u get 1 or two hireables, they arent worth it, but once u have the full 4-5 hireables, they are good. so im making cost scale based on how many u have
itll be something like this: 80/160/320/640 gold. that kinda thing going on
itll be something like this: 80/160/320/640 gold. that kinda thing going on
Re: Hireables feedback
You could do demons for chaos,
bloodletters-strength melee
horrors- int long ranged
demonettes- agil melee
bloodletters-strength melee
horrors- int long ranged
demonettes- agil melee
Re: Hireables feedback
could be basic creep stats, just like extra marines, but they base on something.
Blood letters could be slow, but tanks.
Demonettes could be fast but not as strong as Bl's
Horrors could be really ranged, and few hitpoints.
You could upgrade their attack, for extra cash
Blood letters could be slow, but tanks.
Demonettes could be fast but not as strong as Bl's
Horrors could be really ranged, and few hitpoints.
You could upgrade their attack, for extra cash
Page 2 of 2 • 1, 2
Similar topics
» Hireables mechanics change
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» More choices on hireables.
» More hireables! tau, chaos and necrons! (.45+)
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