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Fixing the Honor System.
5 posters
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Page 1 of 2 • 1, 2
Fixing the Honor System.
Honor should be an accumulative resource, representing the achievements or worth of an individual in a particular game. Yet, this stands at odds with the hireable system, which is being changed anyway.
First, a noticeable bug. If you try to buy an item that costs honor with a leaver, it'll take honor away.
Simple Steps:
It's common sense stuff, but it just needs to be elucidated.
Here are some ideas to chew on for a bit.
- Should base buildings house upgrades? Base outposts should be impregnable to most assaults until both middle and lane outposts are down and defenses throughout both bases need to be upgraded to prevent blinking characters from crippling your advancements too soon.
- Should outposts house upgrades for their barricades, guardians, towers, and abilities? What happens if an outpost is captured? Does the upgrade level transfer in that case?
- Every 1500 gold an item costs adds 1 honor to the cost of the item. A tiered system for items needs to be developed further.
- If you get above 10 honor, what can you do with it? 10 is the highest amount needed by anything at the moment.
For upgrades:
Stats:
To buy a stat, one must have the honor prerequisite to unlock it. One can only increase their strength by as much honor they have. So if I have 1 honor, I can get a total of 1 strength, but if I have 9 honor, I can get a total of nine strength.
The gold cost for stats should be exponential to a degree. First is 50, then 100/150/200/250/300/350/400 and so on.
To buy upgrades, the same system can be used. Each upgrade costs a certain amount of honor to unlock, and upgrade proportionally. If I have 1 honor, I can increase troops' health by 15 points, but 10 honor allows you to increase their health by 150 points total. The gold cost would follow as noted above.
To buy hireables, 1 honor is required. For each following honor, the following upgrades will be cycled through:
1 honor: Unlocks
2 honor: Increases damage
3 honor: Increases movement speed
4 honor: Unlocks an ability
5 honor: Decreases attack speed
6 honor: Increases armor
7 honor: Unlocks an ability
8 honor: Upgrades the unit itself to a better counterpart
9 honor: Increases range of ranged units/other abilities of melee units
10 honor: Upgrades abilities
11 honor: Increases # of units spawned by 1.
If no more abilities can be unlocked, they will be upgraded on those honor intervals. The gold cost is dependent on how the numbers should be tweaked.
First, a noticeable bug. If you try to buy an item that costs honor with a leaver, it'll take honor away.
Simple Steps:
- As a resource, honor should always remain and never be spent or used up.
- As is with items, honor should serve as a key to unlocking more advancements and abilities.
- Honor needs to be standardized across the board in terms of items and hireables.
- Gold is the currency of the game, and most anything that costs honor will cost gold as well.
- If you help in the capturing of an outpost, that should count as an assist and 1/3 honor. It would help alleviate the problem of creeps stealing outposts out of the blue.
- Any achievements unlocked by honor do not go away, under normal conditions. If you unlock a high level hireable, it will remain at that level for the rest of the game.
It's common sense stuff, but it just needs to be elucidated.
Here are some ideas to chew on for a bit.
- Should base buildings house upgrades? Base outposts should be impregnable to most assaults until both middle and lane outposts are down and defenses throughout both bases need to be upgraded to prevent blinking characters from crippling your advancements too soon.
- Should outposts house upgrades for their barricades, guardians, towers, and abilities? What happens if an outpost is captured? Does the upgrade level transfer in that case?
- Every 1500 gold an item costs adds 1 honor to the cost of the item. A tiered system for items needs to be developed further.
- If you get above 10 honor, what can you do with it? 10 is the highest amount needed by anything at the moment.
For upgrades:
Stats:
To buy a stat, one must have the honor prerequisite to unlock it. One can only increase their strength by as much honor they have. So if I have 1 honor, I can get a total of 1 strength, but if I have 9 honor, I can get a total of nine strength.
The gold cost for stats should be exponential to a degree. First is 50, then 100/150/200/250/300/350/400 and so on.
To buy upgrades, the same system can be used. Each upgrade costs a certain amount of honor to unlock, and upgrade proportionally. If I have 1 honor, I can increase troops' health by 15 points, but 10 honor allows you to increase their health by 150 points total. The gold cost would follow as noted above.
To buy hireables, 1 honor is required. For each following honor, the following upgrades will be cycled through:
1 honor: Unlocks
2 honor: Increases damage
3 honor: Increases movement speed
4 honor: Unlocks an ability
5 honor: Decreases attack speed
6 honor: Increases armor
7 honor: Unlocks an ability
8 honor: Upgrades the unit itself to a better counterpart
9 honor: Increases range of ranged units/other abilities of melee units
10 honor: Upgrades abilities
11 honor: Increases # of units spawned by 1.
If no more abilities can be unlocked, they will be upgraded on those honor intervals. The gold cost is dependent on how the numbers should be tweaked.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
Do you have a life other than trying to fix issues with this map? >.>
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
Oh and gly that hireable-honour upgrade would depend on the unit. Agreed that items should be rearranged, and shops should be closer to where you respawn after death, streamlining getting back into the battle.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Fixing the Honor System.
Faire, I would ask the same question of whatever it is that you do with the majority of your time. (I don't know, roleplaying?)
Ever heard of devotion? Or an interest in something? Or doing something that you like because it's fun?
If you're going to question my overdevotion, then am I at the least allowed to question your complete absence?
(It's been a long week at work. >>)
Ever heard of devotion? Or an interest in something? Or doing something that you like because it's fun?
If you're going to question my overdevotion, then am I at the least allowed to question your complete absence?
(It's been a long week at work. >>)
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
Back onto topic?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Fixing the Honor System.
I am a professional musician. I have a life!
Spend maybe 1% of my time a day roleplaying. Primarily it is spent writing, reading, practicing music, or playing games until college starts when I add studying and homework in there. >.>
And I have not been COMPLETELY absent, I was at a camp for two weeks. >.> I was checking the site periodically but there wasn't much worth commenting on.
Spend maybe 1% of my time a day roleplaying. Primarily it is spent writing, reading, practicing music, or playing games until college starts when I add studying and homework in there. >.>
And I have not been COMPLETELY absent, I was at a camp for two weeks. >.> I was checking the site periodically but there wasn't much worth commenting on.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
Anyway I think outposts should have upgrades. At the outpost, not at base. So when it gets captured, all upgrades are removed, ready for the other side to pour gold and honour into it. Also the more upgraded an outpost is, the more default creeps should spawn from it.
Perhaps move this idea to a different topic mods?
Perhaps move this idea to a different topic mods?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Fixing the Honor System.
Lol, that's actually very cool, Faire. But it would be nice if you told us of such things so we wouldn't have to make stupid assumptions. ^^;
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
Glycine wrote:
First Post
i agree with most of that, except the hireables.
what gets upgraded at what honor level should be specific to each hireable, not a global upgrade chart.
edit:
also, just to nitpick, this is not expenetial itsThe gold cost for stats should be exponential to a degree. First is 50, then 100/150/200/250/300/350/400 and so on.
Last edited by Grass Hopper on Fri Oct 15, 2010 11:23 pm; edited 1 time in total
Re: Fixing the Honor System.
Hmm, exponential growth does seem a little pricey near the high end.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
I like my idea.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
Except for the fact you didn't suggest anything, I would believe you. ^^;
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
Yes I did... someone must have deleted it. Or maybe it was in the hireable section.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
Spending honor to hire direct hero attacking mercenaries.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
Oh, that idea in the other topic. I see.
Hmm. Do you want your mercenaries to be able to solo a hero, one on one? Exactly how effective should they be without being too effective or uneffective? How much gold and honor should they cost, what kinds of assassins do you want, how will they be represented on both sides?
These are all details that have to be supplied if your idea is to become a reality.
Hmm. Do you want your mercenaries to be able to solo a hero, one on one? Exactly how effective should they be without being too effective or uneffective? How much gold and honor should they cost, what kinds of assassins do you want, how will they be represented on both sides?
These are all details that have to be supplied if your idea is to become a reality.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
I suppose you'd probably get like Ork Kommandos for the orks, or maybe some sort of Chaos assassin depending on how you want to go for the Orkish team, with various other types of assassins for the Imperium. I suppose you could do a tiered system, so you get like some for 1 honor, 3 honor, 5 honor etc, spending it on them respectively. I don't think they'd need to be like, super powerful, just like maybe an ambush type thing. So, you could like hire them, run with them, gank the hero with a bit of support. I suppose you'd have to have like a system like...
-pick the assassin
-pick the target
-pick insertion (Maybe have tactical insertion for a gold bonus so they attack right away as opposed to run all the way there?)
Dunno. It could be worked out, but if you want to do something useful with stockpiles of honor, it could work out.
-pick the assassin
-pick the target
-pick insertion (Maybe have tactical insertion for a gold bonus so they attack right away as opposed to run all the way there?)
Dunno. It could be worked out, but if you want to do something useful with stockpiles of honor, it could work out.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
People don't often have stockpiles of honor and happen to be losing at the same time, though. It only makes the strong stronger, which is not a good idea.
Assassins should be a way for a losing team to get more support such that they might have time to mount a comeback.
Assassins should be a way for a losing team to get more support such that they might have time to mount a comeback.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
Idk. I always had a hearty stack of honor chillin around.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
When you were losing and could have needed an assassin?
To put it in perspective, a winning team could keep spawning assassins at will, because losing teams don't have any honor in excess of what they need, mostly.
And about an ambush. If your assassins aren't any good, the hero can simply run away from them into outposts, and the assassins die 100% of the time. So what will be done about that?
To put it in perspective, a winning team could keep spawning assassins at will, because losing teams don't have any honor in excess of what they need, mostly.
And about an ambush. If your assassins aren't any good, the hero can simply run away from them into outposts, and the assassins die 100% of the time. So what will be done about that?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
Dunno, it was just an idea.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Fixing the Honor System.
And if it's an idea, you should seek to defend it and innovate it, unless you have given up on it so soon.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Honor System.
I was merely brainstorming... Calm thyself.
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
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