TwoHeadedBoy
New Member
- Reaction score
- 6
I'm having trouble deciding which path to take with my ORPG. I could either:
A) Base all of the champion classes on the Villager model. Then have the items add attachments to the hero (basically weapons, shields, helms, and chest armor)
B) Base each champion class on a different model.
I can't decide which one to do. Right now I'm kinda leaning toward option B, since I would like to have a bow-class hero in my map.
Anyways I was wondering what everyone else's opinions were. Which one would you prefer to play?
Heres my pro/con list:
Basing every hero off of villager:
PROS:
1. The item/equipment system is more fun, since you get to see all of your equipment on your character.
2. I have a 'weapon proficiency' system in place where the more you attack with a sword/axe/mace you become more proficient in that weapon class, and gain bonuses with those weapons.
3. Your character is more customizable. (see 1 and 2)
CONS
1. You are extremely limited by the villager animations: he doesnt have a good spell cast animation, spell channel animation....etc
2. I am limited by the amount of attachments I find online.
>edit: nvm this one>3. No bow-class heroes, since villager doesnt have the proper animations.
4. Bigger map size (from all the extra models)
edit: I found a villager model with more animations, although it still doesnt have animations such as the blademaster's spin
Basing heroes off different unit models:
PROS:
1. There are different models with different animations. i.e. you can find a model with a good channel animation, or the blademaster spin animation...etc
2. The heroes look varied, rather that being based off of 1 model.
3. I could add different races each with it's one racial abilty. i.e. night elves get [x].
CONS
1. You don't get to SEE your items on your character.
2. The weapon proficiency system wouldnt make sense.
3. Less customizable.
A) Base all of the champion classes on the Villager model. Then have the items add attachments to the hero (basically weapons, shields, helms, and chest armor)
B) Base each champion class on a different model.
I can't decide which one to do. Right now I'm kinda leaning toward option B, since I would like to have a bow-class hero in my map.
Anyways I was wondering what everyone else's opinions were. Which one would you prefer to play?
Heres my pro/con list:
Basing every hero off of villager:
PROS:
1. The item/equipment system is more fun, since you get to see all of your equipment on your character.
2. I have a 'weapon proficiency' system in place where the more you attack with a sword/axe/mace you become more proficient in that weapon class, and gain bonuses with those weapons.
3. Your character is more customizable. (see 1 and 2)
CONS
1. You are extremely limited by the villager animations: he doesnt have a good spell cast animation, spell channel animation....etc
2. I am limited by the amount of attachments I find online.
>edit: nvm this one>3. No bow-class heroes, since villager doesnt have the proper animations.
4. Bigger map size (from all the extra models)
edit: I found a villager model with more animations, although it still doesnt have animations such as the blademaster's spin
Basing heroes off different unit models:
PROS:
1. There are different models with different animations. i.e. you can find a model with a good channel animation, or the blademaster spin animation...etc
2. The heroes look varied, rather that being based off of 1 model.
3. I could add different races each with it's one racial abilty. i.e. night elves get [x].
CONS
1. You don't get to SEE your items on your character.
2. The weapon proficiency system wouldnt make sense.
3. Less customizable.