I look forward to it when it comes out. My favorite maps are footmen wars map. But I hate that the tiers and spawns are usually the same. Be great to finally play a game with a theme and different spawns.
Because they're always good ideas, but they always seem to involve completely redoing the gameplay. Right now I have a good gameplay working, and people like it. But having alternate modes makes the map more enjoyable for a wider audience.
Those who misplace trust in gods learn their fate.
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Well, on the idea of balancing and alternate modes:
Why not make a mode where you get extra bonuses for your handling of heroes, unit kills, or money management:
For example:
If (Player's Hero) kills-> 25+ units w/o dieing.
Then -> Give player 100 gold.
If (Player's Hero) kills-> 50+ units w/o dieing.
Then -> Give player 100 gold.
If (Player's Hero) dies-> Reset variable.
If (Player) loses <5% HP (units total) within -> 60 seconds in battle -> Give Player 25 Gold.
If (Player) loses <2% HP (units total) within -> 120 seconds in battle -> Give Player 50 Gold.
If (Player) loses <90% HP (units total) -> Reset Variables.
If (Player) unit tier > average playing players tiers, and Gold > 1500 -> Research (_____) ONCE
Turn off for player.
It's a sort of reward mode.
That might be pretty hard or unbalanced.
You can also do a "Rank" mode, which increases unit's power as the player does better in combat.
I.E. Private gets only 1 tier of upgrading weapons,
Lt. gets 2 tiers.
Cpl. gets 3 tiers.
Cpt. gets 4 tiers.
Major gets 5 tiers.
etc.
Players still have to research the upgrades.
You can get de-ranked if you are doing badly, I.E. you lose 20+ units in a minute.
Then all units, unless you are a private/haven't researched anything, get de-ranked. You wasted gold.
Plus, since the title of the game is Bandit Brawl...
Why not add some mercenary heroes?
They won't be too strong.
Each can only upgrade to level 5.
Each level improves their stats/abilities.
For Example:
Tank would have high HP and defense (but be, on average, as powerful as 2 normal units), and have Endurance Aura, Command Aura, and Bash.
Offensive Mage would have a weak Flame Strike, weak Blizzard, and weak Chain Lightning. Low attack, low defense, high MP and medium HP.
Defensive Mage would have a weak Bloodlust, a weak Inner Fire, and a weak Faerie Fire. Low attack, low defense, very high MP and low HP.
Each level increases their power, like the tiers.
(Faerie Fire deals -1 Armor -> -2 Armor -> -3 Armor -> -4 Armor -> -5 Armor)
(Bash has 5% -> 10% -> 15% -> 20% -> 25%).
Too even it out, the mercenary heroes reduce the player's hero's MP regeneration to 0, and upgrade as your units do. Instead of MP, they can drain gold.
how bout tears, instead of the conventional sence of increasing dmg and def, go into elements like fire (extra dmg), ice (slows attack speed), poison (obvius) and ect. Would decrease the boringness of upgrading single tears.
Ghan has said he has fixed this. Monovertex please confirm this fix. This was only a problem with people that had signatures in the upper levels like not the special members but the respected members.