MateoSoetsu
New Member
- Reaction score
- 9
I have been working on a map based on OgreBattle64 for a long time, but I haven't done much with the Generals yet. Every player will have one General which has a specific name and abilities that no other player will be able to have. Its stats move up faster than other heroes and it has more abilities and more powerful abilities than other units. The question I have is how should I style their abilities. All units in my map are heroes, not all heroes are Generals.
Normal unit heroes have 1 unit ability (usually passive,auto-cast, aura) and another hero ability that gains a level every 7 unit levels. The hero ability can be anything from another passive to a heal or targeted nuke. Each hero has varying amounts of micro'ing required (favoring very little) and uses different gear.
The question is how should I do the Generals abilities?
1. Footman Frenzy style - 3 skills, 1 ultimate, default wc3 spells (some triggers)
2. DOTA style - all triggered spells (not the best option, don't know JASS)
3. Ogrebattle64 spells - keep it simple, just a passive and an active, maybe and ultimate. Try to maintain the lore of the game and make them slightly more powerful than regular units.
4. some other style, plz explain I haven't played every map out there.
And for those of you that don't know how OB64 works, you have a General and anywhere from 5-40 or more units (my game will have less). The Generals aren't much stronger than normal units and they all have a limited number of different attacks. All units level and become stronger and can transform into new units (except the Generals). You use your units to take over towns, and in my map towns mean more shops, more food, and more income for more and stronger units. I've modified the play style to fit an RTS style of wc3. OB64 is more of a turn-based-strategy game. And I've added a lot of new abilities while trying to stay true to the original.
Normal unit heroes have 1 unit ability (usually passive,auto-cast, aura) and another hero ability that gains a level every 7 unit levels. The hero ability can be anything from another passive to a heal or targeted nuke. Each hero has varying amounts of micro'ing required (favoring very little) and uses different gear.
The question is how should I do the Generals abilities?
1. Footman Frenzy style - 3 skills, 1 ultimate, default wc3 spells (some triggers)
2. DOTA style - all triggered spells (not the best option, don't know JASS)
3. Ogrebattle64 spells - keep it simple, just a passive and an active, maybe and ultimate. Try to maintain the lore of the game and make them slightly more powerful than regular units.
4. some other style, plz explain I haven't played every map out there.
And for those of you that don't know how OB64 works, you have a General and anywhere from 5-40 or more units (my game will have less). The Generals aren't much stronger than normal units and they all have a limited number of different attacks. All units level and become stronger and can transform into new units (except the Generals). You use your units to take over towns, and in my map towns mean more shops, more food, and more income for more and stronger units. I've modified the play style to fit an RTS style of wc3. OB64 is more of a turn-based-strategy game. And I've added a lot of new abilities while trying to stay true to the original.