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)

Hireables feedback - Page 2 I_vote_lcap63%Hireables feedback - Page 2 I_vote_rcap 63% [ 5 ]
Hireables feedback - Page 2 I_vote_lcap38%Hireables feedback - Page 2 I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
Hireables feedback - Page 2 I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
Hireables feedback - Page 2 I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Hireables feedback - Page 2 I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Hireables feedback - Page 2 I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Hireables feedback - Page 2 I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Hireables feedback - Page 2 I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Hireables feedback - Page 2 I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Hireables feedback - Page 2 I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Hireables feedback - Page 2 I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Hireables feedback - Page 2 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 feedback

+4
Betrayer_kharn
DarkWanderer
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Grass Hopper
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Hireables feedback - Page 2 Empty Re: Hireables feedback

Post by Grass Hopper Mon Aug 31, 2009 11:07 pm

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)
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Post by DarkWanderer Mon Aug 31, 2009 11:15 pm

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.

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Post by Grass Hopper Mon Aug 31, 2009 11:17 pm

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
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Post by Fromundaman Tue Sep 01, 2009 11:40 am

Sounds awesome! Can't wait.
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Post by DarkWanderer Sat Sep 05, 2009 10:52 am

Well, I think we all know, after last night, that hireables need to be made exponentially stronger.

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Post by Grass Hopper Sat Sep 05, 2009 10:55 am

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
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Post by DarkWanderer Sat Sep 05, 2009 10:57 am

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.

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Post by Grass Hopper Sat Sep 05, 2009 10:58 am

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
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Post by DarkWanderer Sat Sep 05, 2009 11:04 am

Hang on a minute, What ever happened to the buyable creep upgrades?

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Post by Glycine Sat Sep 05, 2009 11:09 am

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?
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Post by Grass Hopper Sat Sep 05, 2009 11:12 am

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 Razz
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Post by DarkWanderer Sat Sep 05, 2009 11:13 am

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.

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Post by Grass Hopper Sat Sep 05, 2009 11:15 am

well, first, they dont die that fast Razz 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
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Post by DarkWanderer Sat Sep 05, 2009 11:16 am

That is why I said to use buyable creep upgrades. This has been done before and it ,to be succinct, just plain works.

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Post by Grass Hopper Sat Sep 05, 2009 11:20 am

which i can do Razz
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Post by DarkWanderer Sat Sep 05, 2009 11:26 am

That's awesome; thanks Hopper. I'm sure it will work out just fine once we get the numbers right. Razz

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Post by Fromundaman Mon Sep 07, 2009 3:41 pm

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.
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Post by Grass Hopper Mon Sep 07, 2009 4:12 pm

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
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Post by ChangerOfWays Mon Sep 14, 2009 6:10 pm

You could do demons for chaos,
bloodletters-strength melee
horrors- int long ranged
demonettes- agil melee
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Post by Grass Hopper Mon Sep 14, 2009 7:16 pm

now give me stats and abilities, and we might haave something Very Happy
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Post by ChangerOfWays Mon Sep 14, 2009 8:26 pm

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
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