Map Idea

L

leetslay

Guest
HI! I have been thinking of this map I wanna make and I'd like to see it really big and lots of possibilities in it, so lots of players will like it and add a touch of personality to it.

The background to the map is this:

Theres two empires in one land, both wanting each others lands. So they have declared war on each other.

The kingdoms are equally powerful in the beginning, but as the game develops, the two kingdoms will become more powerful and eventually, one will win the game by killing the enemy's king.

I thought the players would have control of units depending on which color they have. Red (Player 1) for example will be the Western kingdom's King. There will also be an Architect, who will construct the buildings for the kingdom (although i dont think it will be much fun but any ideas how to make the architect role more fun, maybe something to buy?), there will be a Commander who is in charge of the army. And there will be Heroes (more than one) who will aid the armies and who can go and quest in some dungeon for some artifact(that will benefit the Heroes Only, not for the kingdoms sake).

Of course, as the players are humans playing behind a keyboard they can choose to do whatever they want, thats why ive implented the jailiing system for the King to use against misbehaving players (although if the King is too tough on them he might be loosing his allies).

So, any ideas how to make this more fun??
 
Thats a good idea. For the builder he could have multipule types. Such as Mana Towers. Guard towers. Summoner Towrs, ect...
 
Map Ideas

I like the idea.

Dungeon quest sounds good, but you could have 4+ dungeons and spawn different quests inside after one is completed (maybe wait 3-5 min), you might want to limit the number of units that each team can have in a dungeon and teleport those units back to the town hall automatically once the quest is complete.

The arcitects could be building towers as well as buildings and the Commanders could also be incharge of building creeps in a staging area that when released attack the opposing king and ignore every thing else. It would be up to the Commander as to when to release them. Making the arcitects a last line of defence.

Take em or leave em.

I look forward to playing, what are you going to call it?
 
Hey thx for the ideas.

War of the Empires (not a very good name but i dont have any imagination :p)
 
Hey you guysd got any ideas for my game.

Robots Revinge
You start as a Mechanic and bulid a robot. Cold. Dark. Or Speed.
Fight through 4 levels to turn of the power to a Electrical Gate. You enter and attack the boss to win.
 
Helper please create your own thread for this, cuz i wnat this thread to show ideas for my game. no offence but, they might post both ideas for your game and mine and it would be confusing :( so plz make ur own thread and ill post my idea there :)
 
The Epic War of Sagaraia (Saga-Ray-uh)

How's that for a name? I would suggest something better, but I came up with those names and used them on different RPGs already :D

The Architect is charged with, besides building defenses and buildings, but also upkeeping them. Make buildings relatively fragile (by adding serious sieging weapons), so the architect has to constantly go and fix them or risk losing that particular side. To make matters worse, dungeons will constantly spawn neutral hostiles that attack both sides until a hero puts them in their place.

The King should be able to control the nations workers. He has to allocate them to gather enough gold and labor (customized wood) to give the Commander what he needs to make an army. The King has the Architect on shared units, so if the King doesn't like what the Architect is doing, he can force him to build what the King wants.

The Hero can level up to level 50 with 4 level 5 abilities, one ultimate level 3 ability, and then the other 17 levels upgrade stats. Dungeons help the kingdom by not spawning so many attackers, but they also help the Hero, who gets a kick butt item rarer than what you can find in the marketplaces.

The Commander takes control of every military building (built by the Architect) as soon as it is built. He is in charge of commanding the armies as well as what goes in them.

And those are my suggestions/restatements.
 
Some of what you say i have already implented, like the commander is in charge of military buildings. But the income is based on the peoples number(tax income) so im counting that every peasant earns 10 gold, and the king taxes them with 40% standard. The king can however change this value but the peoples "happiness" is affected by this, and if the "happiness" is going below a certain amount, people will start emigrate frmo the kingdom, making the king loose trainable soldiers and tax income. And to explain how the map works further to not make any more confusíon, the Hom Castle in which the King lives and all start out, is surrounded by tall walls which cant be raised(these walls are actually terrain-based, going higher than normal ground) so eventual raids from creeps would be on nearby villages (villages will be able to be controlled by the kingdoms)... there will be villages around the land for the kingdoms to take over(by destroying the Town Hall within the Village, and raise a new immediatly for the new kingdom). The villages will include lots of buildings to increase trainable soliders and tax income for the kingdom.
 
I thought about the questing and difficulty and all and i think its best if i do like this:

the quests in the dungeons will each be as difficult as one another, but the difficulty will change (not during questing tho) as to the power of the combined Hero force. Like if the heroes combined hero level is 3 (all heroes level 1) they will be facing the beginner dungeon(with level 1-3 monsters and level 5 boss or something similar). when they reach a combined hero level of 15 they will be venturing the rookie dungoen (level 5-8 monsters and lvl 10 boss). and so forth.

any ideas on how to spice this up???
 
hm. you could make hostile nutreal units in the middle. =D, you can make cannons that can reach the enemies kindoms because they have insane range, but like a 1min cooldown... hopfully you are making a large variety of units in each kindom's armies, and make each kinddom's army's different. not just like different units, but maybe have 1 army concentrate on like dmg and pslash while the other concentrates on speed and range, ect. you also might want to make different towers for each kindoms, and maybe, if your going to make like... version 2 and that kinda stuff, you could make a 3rd and 4th kingdom if you wanted to make it more... fun simply.
 
On the peasant happiness idea, you should also make which kingdom is winning a part of their happiness factor. If one side has the advantage, some peasants would be afraid to move to the losing side, even if they were being overtaxed.

This would also add depth to the strategy of the teams, as they could take advantage of their temporary victory to overtax their citizens, but if they lose their foothold, they also lose their peasants to the opposing team, causing a very large shift in income for both sides.
 
me. said:
hm. you could make hostile nutreal units in the middle. =D, you can make cannons that can reach the enemies kindoms because they have insane range, but like a 1min cooldown... hopfully you are making a large variety of units in each kindom's armies, and make each kinddom's army's different. not just like different units, but maybe have 1 army concentrate on like dmg and pslash while the other concentrates on speed and range, ect. you also might want to make different towers for each kindoms, and maybe, if your going to make like... version 2 and that kinda stuff, you could make a 3rd and 4th kingdom if you wanted to make it more... fun simply.

No way.

Why? Because this gets into balance issues. If you're going to do the above, leetslay, you should find some way of debugging it and work on it for a week or two for balancing. Nobody likes a game where Humans can stun and Orcs can bloodlust, if you know what I mean.
 
Hey really good ideas keep it up... inspiration... need ... guh

:D
 
In response to the original post, I think it's a great idea and I would definitely play it. I'd have to agree with Rinpun though about the balancing. I think it would be cool if some of the architect's building could auto-spawn like DOTA, but this might interfere with the commander's ability. Also, I think you could select a hero like hero arena. As to the happiness thing, I would watch it as to winning affecting it, because you don't want to make it too one-sided once a player pulls into the lead. Overall, I think it's a really cool idea and I would definitely play it. :D
 
Rinpun said:
No way.

Why? Because this gets into balance issues. If you're going to do the above, leetslay, you should find some way of debugging it and work on it for a week or two for balancing. Nobody likes a game where Humans can stun and Orcs can bloodlust, if you know what I mean.


well it actully wounlnt be to hard to balance it, because like i said, one kingdom would be stronger, but slower, the other would be weaker but faster, each team having their strengths and strategies.

to have the same military for each kingdom would really dull out the game.

and for the stunn and bloodlust part, you dont have to give them certain abilities like that, maybe less extreme abilities, but still 1 strong ability for each side would still balance it out.
 
me. said:
to have the same military for each kingdom would really dull out the game.

This wouldn't be a problem if there were a large variety of units to choose from, but I think something like your idea could work also. It's all a matter of preference. :)
 
SilverHawk said:
This wouldn't be a problem if there were a large variety of units to choose from, but I think something like your idea could work also. It's all a matter of preference. :)


it still wouldnt be the same. as having completely different units for each kingdom. when you think of playing this game, it wouldnt be fun to have you enemy using some of the same units you are. here are a few reasons:

the element of suprise would not be available in many cases. suprise is a big hting to have in a game i htink, it is really part of what makes a game fun and enjoyable to play.

things would be TO equal in the beginning, making it extremely hard to unbalance later in the game. for example, footman ver 1 vs. footman ver 1 = double knockout. and hopfully your starting each player off with same amount of gold. lol. sothey would all have like 5 footmen vs. 5 other footmen. this would make the game based purly on luck instead of strategy to decide who grows their power faster in the beginning. so: 3grunts vs 5 footmen would be a lot more interesting and fun to watch, you agree?

i think ive prooven my point now.

different units for each team would make the game much more interesting, but it is true that it would be a little harder to make it more balanced, but hey, when you think about it: all great games have had extra effort put into them.
 
gush...

even thought the idea is very nice this map is far to complicated.
it could take you years to finish this map.
quests , custom units , custom kingdoms...
:eek:
:)
 
I'm not saying that your idea is bad, I'm just trying to warn him of the important issue of balancing. If the map is balanced, then I think multiple races is a good thing.
 
no, no map would take a year to finish unless it was very large with thousands of regions, and several triggers for each region, thousands of custom units and abilities, ect.

this map might take a month to finish depending on how much quality he puts into it.
 
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