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[WIP] Coup D'etat
Coup D'etat
Introduction
Coup d'etat is somewhat like an AoS-style map. However, the key it isn't a battle between 2 sides and destroying a key structure. This will be explained later on. What I'm hoping to accomplish by creating this map is to provide players with a more competitive game-play compared to an AoS map. Here's a short introduction on the setting of the game.
War is rampant in these dark hours. Nations are struggling to maintain their power balance in the vast continent of Narshax. The nation of Kiryos is said to be the most prosperous among others. However, prosperity comes with consequences. Two great Kiryos factions, The Celestial Faction and The Royalist Faction, are hungry for power and seek to rule Kiryos itself. Thus, an internal war is triggered between 3 forces.
The setting of Coup d'etat takes place in the final stage of the internal conflict. The war is brought upon to the Holy Castle where the Lord Marshall's ceremony is held. If one successfully fulfills the Lord Marshall's Ceremony, he or she would be deem fit to rule the nation. The original Government of Kiryos or known as Kiryos Forces are taking a last stand at the Holy Castle.
Gameplay
Objective
The players will be playing either as the Celestial Faction or the Royalist Faction. It would be 5 players on each side. The Kiryos Forces will be a computer-controlled force. When the game starts, the teammates will then vote for a player to be the commander for each side. Each player will control a hero. Reinforcements will spawn for the commanding player periodically. However, these units are uncontrollable and their kills do not provide bounty. Their main objective is to successfully hold the Lord Marshall's Ceremony. Here are the requirements for a successful Ceremony.
Lord Marshall's Ceremony
1) In the inner part of the Holy Castle, there are 5 Relics. Two relics are required to be constantly activated, therefore meaning a hero has to "Channel" on a single relic.
2) With two Relics activated, the Commanding Hero has to approach the Sacred Relic to perform the Ceremony. When the Ceremony is started, a countdown timer of 2 minutes will start. During this time, the Commanding Hero is not able to use any abilities.
3) During the countdown, failure to protect the Commanding Hero or the 2 channeling heroes will result in a failure. Thus, the Ceremony will have to be re-done from the start. If the Commanding Hero leaves the ground within this time frame, it will also result in a failure.
Thus, the main objective gives the game a more competitive feel than normal AoS maps. This would require good coordination and team work.
Features
Towers
These towers are situated inside the Holy Castle, near the inner grounds. By default, the Kiryos Forces are in possession of these towers. These towers serve as spawn points. By default, the Celestial and Royalist Factions' spawn points are located at opposite ends of outside of the Holy Castle. By capturing these towers, it will make it easier for the Factions to continue their assault on the Holy Castle. To capture a Tower, all you have to do is to destroy it.
Defenses
The Kiryos Forces will not just lay down their arms and go down lightly. They will resist against the Factions. Their defenses will be formidable with strong towers and powerful spawns.
Upgrade System
The spawns for the two Factions will not upgrade automatically over time like most AoS style maps. Each Factions will have to upgrade their own forces with funding of course. The Kiryos Forces are an exception. These Computer-controlled spawns are automatically upgraded over-time. These are the main factors that can be upgraded.
-Armor
-Damage
-Health
-Ability
Some of these things are self-explanatory. Ability upgrades will allow units to possess certain passive abilities such as Critical Strike and Evasion. Consecutive upgrades would further enhance these effects.
Stats System
In Coup d'etat, there are certain stats that effect your attack and defense.
There are 6 damage types: Physical, Ice, Lightning, Fire, Mind and Chaos.
There are 15 factors that makes the game more dynamic: Attack, Attack Rating, Accuracy, Penetration, Critical, Double Damage, Defense, Defense Rating, Evasion, Block , Immunity, Ice Resistance, Lightning Resistance, Fire Resistance and Mind Resistance.
Attack - This is the normal damage displayed on the Hero. This damage type is physical. The higher the attack, the more damage the hero deals.
Attack Rating - Attack Rating increases the chance to successfully hit the target by 10% and increases damage dealt by 10% per attack rating.
Accuracy - Accuracy determines the stability of the damage dealt, alike for physical and magical damage. A lower accuracy causes a greater damage range.
Penetration - Each point in Penetration deals full damage to the target and increases chance to ignore Block by 0.5%. Penetration damage is not accounted in Critical damage. (Ex. A unit with 20 Penetration deals the full 20 damage on physical attacks, no matter the defense. Can miss or be blocked.)
Critical - Critical only works for Physical Damage. By default, Critical deals twice the damage to the target. However, Critical damage can be increased by items or certain abilities. The maximum rate for Critical to occur is 100.
Double Damage - Double Damage only works for Ice, Lightning, Fire and Mind damage. Double Damage only deals twice the damage and this damage factor cannot be upgraded any further. The maximum rate for Double Damage to occur is 100.
Defense - This is the armor displayed on the Hero. Defense reduces damage taken from Physical Damage.
Defense Rating - Defense Rating increases the chance to successfully parry a blow by 10% and increases damage reduction by 10% per defense rating.
Evasion - Evasion is the rate to dodge any physical attacks. The maximum rate for Evasion is 100.
Block - Block is the rate to nullify physical damage type. The maximum rate for Block is 100.
Immunity - Immunity is the rate to nullify Magical damage types. The maximum rate for Immunity is 100.
Ice Resistance - Each point decreases damage taken from Ice Damage by 1.
Lightning Resistance - Each point decreases damage taken from Lightning Damage by 1.
Fire Resistance - Each point decreases damage taken from Fire Damage by 1.
Mind Resistance - Each point decreases damage taken from Mind Damage by 1 and chance to ignore de-buff by 0.5%.
Details of ATK and DEF Ratings
ATK Rating and DEF Rating is always compared to each other. When the hero and the target has equal ATK and DEF Ratings, there is no change in their other stats. Thus, for the ATK Rating bonuses to occur, it must be higher than the target's DEF Rating. For example, the hero has 35 ATK Rating and the target has 33 DEF Rating. The hero would get a bonus worth of 2 ATK Rating points. It's also true for the opposite, where the target's DEF Rating is higher. In this situation, the target would receive defensive bonuses.
ATK Rating Bonus per Point - Not finalized
-Increases damage dealt on the target by 10%.
-Increases hit rate by 10%.
DEF Rating Bonus per Point - Not finalized
-Reduces damage received by 10%.
-Increases negate rate by 10%.
At equal ATK and DEF Rating, there wouldn't be a case where a damage dealt will be negated. Thus, it is important to ensure that your ATK and DEF Ratings are maintained along with your other important stats.
Strength, Agility and Intelligence
Strength, Agility and Intelligence will still be used. Strength would provide health, health regeneration, block rate and physical damage. Agility would provide attack speed, armor, critical rate and accuracy. Intelligence would provide mana, mana regeneration, double damage rate, elemental damage and mind.
Stance System
Heroes will have up to 4 skills. However, different heroes will have different possible stances that they can use. A stance contains a set of spells, 4 spells. When the stance is changed, the 4 main abilities will change to the new stance's abilities. Stances provide default stat bonuses. For example, let's say we have 2 stances, Stance A and Stance B. Stance A provides attack speed and attack damage. Thus, when the hero is using Stance A, these bonuses come in play. Stance B provides enhanced mana regeneration and bonus ice damage. Thus, when the hero changes into Stance B, these effects will come into play along with the abilities from Stance A being replaced with abilities from Stance B. Stances can be leveled up to 20. Stance provide better bonuses if the Stance Level is higher. Hero levels are up to 25. Every Stance level provides ability level ups by default. The intervals for the abilities to be learned are dependent on the stance. Some stances may have abilities learned at Stance Levels 1, 4, 8 and 12. It differs for every stance. The abilities have a maximum of 4 levels and each Stance Level upgrades the abilities by 1 level. Every Hero Level, the player is able to allocate primary stats: Strength, Agility or Intelligence.
Orb-effect Free
Notice that Warcraft has the annoying orb effects which doesn't allow orb effects to stack? This game has no such things. A custom damage system will be used, most likely J4L's Damage, and all orb effects will be triggered. This also allows "orb effects" to be applied on spells, making it more dynamic rather than "on attack".
Heroes
Heroes will be generic in terms of what damage they deal. For example, an Elemental magic user would most likely use Elemental type damage rather than a Physical damage. However, hybrids heroes will also be added to further enhance customization.
Items
Items will focus on providing Stat benefits for the heroes. Items will be necessary for your heroes to maintain their Stats, importantly the ATK and DEF Ratings. Only some classes will be able to wear certain types of armor and weapons. For example, a Caster would not be able to use a Bow and Arrow. The inventory would be classified into 6 slots. Armor, Hand, Hand, Gloves, Boots and Accessory.
Required Members
Terrain Designer - Map terrain in progress by mapguy
A terrainer would be my priority for the recruiting list. This position does not require you to be an epic terrainer. But it does require you to know terraining basics and be quite experienced in this field. I do not want a first-timer to be taking up this post.
Counselor
Since this game involves many systems such as Stat System and Stance System that can directly greatly impact the game-play, it can cause a great imbalance. I need at least 2 Counselors to help me think of ideas and constantly help me balance the game as it develops. This position would be necessary to upkeep the balance between heroes, items, etc.
Triggerer
This game will involve a lot of work, especially with all the spells needed for various stances. Thus, I'll require people who can code spells. The minimum requirement is that you have an advanced knowledge of GUI and some JASS. Spells must be made MUI.
If you're interested in joining Project Coup D'etat, please inform me by a Personal Message. Please be sure to post example(s) of your work on that certain field.
Updates
14/07/10
19/07/10
25/07/10
31/07/10
Introduction
Coup d'etat is somewhat like an AoS-style map. However, the key it isn't a battle between 2 sides and destroying a key structure. This will be explained later on. What I'm hoping to accomplish by creating this map is to provide players with a more competitive game-play compared to an AoS map. Here's a short introduction on the setting of the game.
War is rampant in these dark hours. Nations are struggling to maintain their power balance in the vast continent of Narshax. The nation of Kiryos is said to be the most prosperous among others. However, prosperity comes with consequences. Two great Kiryos factions, The Celestial Faction and The Royalist Faction, are hungry for power and seek to rule Kiryos itself. Thus, an internal war is triggered between 3 forces.
The setting of Coup d'etat takes place in the final stage of the internal conflict. The war is brought upon to the Holy Castle where the Lord Marshall's ceremony is held. If one successfully fulfills the Lord Marshall's Ceremony, he or she would be deem fit to rule the nation. The original Government of Kiryos or known as Kiryos Forces are taking a last stand at the Holy Castle.
Gameplay
Objective
The players will be playing either as the Celestial Faction or the Royalist Faction. It would be 5 players on each side. The Kiryos Forces will be a computer-controlled force. When the game starts, the teammates will then vote for a player to be the commander for each side. Each player will control a hero. Reinforcements will spawn for the commanding player periodically. However, these units are uncontrollable and their kills do not provide bounty. Their main objective is to successfully hold the Lord Marshall's Ceremony. Here are the requirements for a successful Ceremony.
Lord Marshall's Ceremony
1) In the inner part of the Holy Castle, there are 5 Relics. Two relics are required to be constantly activated, therefore meaning a hero has to "Channel" on a single relic.
2) With two Relics activated, the Commanding Hero has to approach the Sacred Relic to perform the Ceremony. When the Ceremony is started, a countdown timer of 2 minutes will start. During this time, the Commanding Hero is not able to use any abilities.
3) During the countdown, failure to protect the Commanding Hero or the 2 channeling heroes will result in a failure. Thus, the Ceremony will have to be re-done from the start. If the Commanding Hero leaves the ground within this time frame, it will also result in a failure.
Thus, the main objective gives the game a more competitive feel than normal AoS maps. This would require good coordination and team work.
Features
Towers
These towers are situated inside the Holy Castle, near the inner grounds. By default, the Kiryos Forces are in possession of these towers. These towers serve as spawn points. By default, the Celestial and Royalist Factions' spawn points are located at opposite ends of outside of the Holy Castle. By capturing these towers, it will make it easier for the Factions to continue their assault on the Holy Castle. To capture a Tower, all you have to do is to destroy it.
Defenses
The Kiryos Forces will not just lay down their arms and go down lightly. They will resist against the Factions. Their defenses will be formidable with strong towers and powerful spawns.
Upgrade System
The spawns for the two Factions will not upgrade automatically over time like most AoS style maps. Each Factions will have to upgrade their own forces with funding of course. The Kiryos Forces are an exception. These Computer-controlled spawns are automatically upgraded over-time. These are the main factors that can be upgraded.
-Armor
-Damage
-Health
-Ability
Some of these things are self-explanatory. Ability upgrades will allow units to possess certain passive abilities such as Critical Strike and Evasion. Consecutive upgrades would further enhance these effects.
Stats System
In Coup d'etat, there are certain stats that effect your attack and defense.
There are 6 damage types: Physical, Ice, Lightning, Fire, Mind and Chaos.
There are 15 factors that makes the game more dynamic: Attack, Attack Rating, Accuracy, Penetration, Critical, Double Damage, Defense, Defense Rating, Evasion, Block , Immunity, Ice Resistance, Lightning Resistance, Fire Resistance and Mind Resistance.
Attack - This is the normal damage displayed on the Hero. This damage type is physical. The higher the attack, the more damage the hero deals.
Attack Rating - Attack Rating increases the chance to successfully hit the target by 10% and increases damage dealt by 10% per attack rating.
Accuracy - Accuracy determines the stability of the damage dealt, alike for physical and magical damage. A lower accuracy causes a greater damage range.
Penetration - Each point in Penetration deals full damage to the target and increases chance to ignore Block by 0.5%. Penetration damage is not accounted in Critical damage. (Ex. A unit with 20 Penetration deals the full 20 damage on physical attacks, no matter the defense. Can miss or be blocked.)
Critical - Critical only works for Physical Damage. By default, Critical deals twice the damage to the target. However, Critical damage can be increased by items or certain abilities. The maximum rate for Critical to occur is 100.
Double Damage - Double Damage only works for Ice, Lightning, Fire and Mind damage. Double Damage only deals twice the damage and this damage factor cannot be upgraded any further. The maximum rate for Double Damage to occur is 100.
Defense - This is the armor displayed on the Hero. Defense reduces damage taken from Physical Damage.
Defense Rating - Defense Rating increases the chance to successfully parry a blow by 10% and increases damage reduction by 10% per defense rating.
Evasion - Evasion is the rate to dodge any physical attacks. The maximum rate for Evasion is 100.
Block - Block is the rate to nullify physical damage type. The maximum rate for Block is 100.
Immunity - Immunity is the rate to nullify Magical damage types. The maximum rate for Immunity is 100.
Ice Resistance - Each point decreases damage taken from Ice Damage by 1.
Lightning Resistance - Each point decreases damage taken from Lightning Damage by 1.
Fire Resistance - Each point decreases damage taken from Fire Damage by 1.
Mind Resistance - Each point decreases damage taken from Mind Damage by 1 and chance to ignore de-buff by 0.5%.
Details of ATK and DEF Ratings
ATK Rating and DEF Rating is always compared to each other. When the hero and the target has equal ATK and DEF Ratings, there is no change in their other stats. Thus, for the ATK Rating bonuses to occur, it must be higher than the target's DEF Rating. For example, the hero has 35 ATK Rating and the target has 33 DEF Rating. The hero would get a bonus worth of 2 ATK Rating points. It's also true for the opposite, where the target's DEF Rating is higher. In this situation, the target would receive defensive bonuses.
ATK Rating Bonus per Point - Not finalized
-Increases damage dealt on the target by 10%.
-Increases hit rate by 10%.
DEF Rating Bonus per Point - Not finalized
-Reduces damage received by 10%.
-Increases negate rate by 10%.
At equal ATK and DEF Rating, there wouldn't be a case where a damage dealt will be negated. Thus, it is important to ensure that your ATK and DEF Ratings are maintained along with your other important stats.
Strength, Agility and Intelligence
Strength, Agility and Intelligence will still be used. Strength would provide health, health regeneration, block rate and physical damage. Agility would provide attack speed, armor, critical rate and accuracy. Intelligence would provide mana, mana regeneration, double damage rate, elemental damage and mind.
Stance System
Heroes will have up to 4 skills. However, different heroes will have different possible stances that they can use. A stance contains a set of spells, 4 spells. When the stance is changed, the 4 main abilities will change to the new stance's abilities. Stances provide default stat bonuses. For example, let's say we have 2 stances, Stance A and Stance B. Stance A provides attack speed and attack damage. Thus, when the hero is using Stance A, these bonuses come in play. Stance B provides enhanced mana regeneration and bonus ice damage. Thus, when the hero changes into Stance B, these effects will come into play along with the abilities from Stance A being replaced with abilities from Stance B. Stances can be leveled up to 20. Stance provide better bonuses if the Stance Level is higher. Hero levels are up to 25. Every Stance level provides ability level ups by default. The intervals for the abilities to be learned are dependent on the stance. Some stances may have abilities learned at Stance Levels 1, 4, 8 and 12. It differs for every stance. The abilities have a maximum of 4 levels and each Stance Level upgrades the abilities by 1 level. Every Hero Level, the player is able to allocate primary stats: Strength, Agility or Intelligence.
Orb-effect Free
Notice that Warcraft has the annoying orb effects which doesn't allow orb effects to stack? This game has no such things. A custom damage system will be used, most likely J4L's Damage, and all orb effects will be triggered. This also allows "orb effects" to be applied on spells, making it more dynamic rather than "on attack".
Heroes
Heroes will be generic in terms of what damage they deal. For example, an Elemental magic user would most likely use Elemental type damage rather than a Physical damage. However, hybrids heroes will also be added to further enhance customization.
Items
Items will focus on providing Stat benefits for the heroes. Items will be necessary for your heroes to maintain their Stats, importantly the ATK and DEF Ratings. Only some classes will be able to wear certain types of armor and weapons. For example, a Caster would not be able to use a Bow and Arrow. The inventory would be classified into 6 slots. Armor, Hand, Hand, Gloves, Boots and Accessory.
Required Members
Terrain Designer - Map terrain in progress by mapguy
A terrainer would be my priority for the recruiting list. This position does not require you to be an epic terrainer. But it does require you to know terraining basics and be quite experienced in this field. I do not want a first-timer to be taking up this post.
Counselor
Since this game involves many systems such as Stat System and Stance System that can directly greatly impact the game-play, it can cause a great imbalance. I need at least 2 Counselors to help me think of ideas and constantly help me balance the game as it develops. This position would be necessary to upkeep the balance between heroes, items, etc.
Triggerer
This game will involve a lot of work, especially with all the spells needed for various stances. Thus, I'll require people who can code spells. The minimum requirement is that you have an advanced knowledge of GUI and some JASS. Spells must be made MUI.
If you're interested in joining Project Coup D'etat, please inform me by a Personal Message. Please be sure to post example(s) of your work on that certain field.
Updates
14/07/10
Added a demo map for the incomplete Stance System. Stance level is at max by default in the demo map and only 2 stances with 2 abilities are displayed. Just to show how the Stance System works. Map is protected.
Link
Link
19/07/10
25/07/10
Wrote Damage System code. Fully completed.
31/07/10
Stat System fully completed. Stats description updated.
Attack - This is the normal damage displayed on the Hero. This damage type is physical. The higher the attack, the more damage the hero deals.
Attack Rating - Attack Rating increases the chance to successfully hit the target by 10% and increases damage dealt by 10% per attack rating.
Accuracy - Accuracy determines the stability of the damage dealt, alike for physical and magical damage. A lower accuracy causes a greater damage range.
Penetration - Each point in Penetration deals full damage to the target and increases chance to ignore Block by 0.5%. Penetration damage is not accounted in Critical damage. (Ex. A unit with 20 Penetration deals the full 20 damage on physical attacks, no matter the defense. Can miss or be blocked.)
Critical - Critical only works for Physical Damage. By default, Critical deals twice the damage to the target. However, Critical damage can be increased by items or certain abilities. The maximum rate for Critical to occur is 100.
Double Damage - Double Damage only works for Ice, Lightning, Fire and Mind damage. Double Damage only deals twice the damage and this damage factor cannot be upgraded any further. The maximum rate for Double Damage to occur is 100.
Defense - This is the armor displayed on the Hero. Defense reduces damage taken from Physical Damage.
Defense Rating - Defense Rating increases the chance to successfully parry a blow by 10% and increases damage reduction by 10% per defense rating.
Evasion - Evasion is the rate to dodge any physical attacks. The maximum rate for Evasion is 100.
Block - Block is the rate to nullify physical damage type. The maximum rate for Block is 100.
Immunity - Immunity is the rate to nullify Magical damage types. The maximum rate for Immunity is 100.
Ice Resistance - Each point decreases damage taken from Ice Damage by 1.
Lightning Resistance - Each point decreases damage taken from Lightning Damage by 1.
Fire Resistance - Each point decreases damage taken from Fire Damage by 1.
Mind Resistance - Each point decreases damage taken from Mind Damage by 1 and chance to ignore de-buff by 0.5%.