HG-Bonfire
New Member
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I've been working on this map for awhile now, and I'm afraid I've quickly been running out of ideas for original heroes and abilities.
Basically, the game works like this: You have a large castle surrounded by woodlands on all sides. At the center of this castle sits a king, heavily guarded by Elite Archers and Footmen. Also assisting in his defense are 4 User-Controlled Heroes named "Advisors". I would like to have 8 different Advisor heroes for the Players to choose from, and they should all fill certain niche's for the game. In the woodlands outside of the castle, we have a camp with six User-Controlled Assassin Heroes. I would like 10-12 Assassin hero classes, but that might be unrealistic... The Assassin hero classes would also fill necessary niche's to the Assassin's game plan, either by being able to get to places easily or have other nice moves that would help them out. In the town itself, there are various Peasants and Guards stationed at specific spots. I made a (very obnoxious to set-up) Peasant trigger that makes it so when a Peasant sees an assassin, they run off and get a guard.
The problem I'm having is thinking of abilities that work in this setup for the game. The Advisor Heroes abilities should be focused around gathering information, but the ability shouldn't get so powerful that it becomes impossible for the Assassins to acomplish anything.
Just for an example, here's one of the Advisors I've put together.
Blood Elf Advisor (I'll name him better later)
Ability 1 - Mana Seekers: Based on Locusts, but has a much much higher range, the Locusts cover a large part of the map and whenever they bite an enemy unit, the Advisor gets a ping on the minimap for that spot.
This is a good example of an information gathering ability.
Ability 2 - Overload: The advisor targets a unit for a set period of time. A lightning effect is created between the two and a buncha other special effects happen (Mostly for Show). While the ability casts, the targetted unit is slowed to 1/2 it's speed. If the unit can get out of range of the spell before it finishes, then it has no effect. But, if the unit is still in range at the end, then He is both hit with a 5 second stun and has all of his mana drained.
This is an example of an "Anti-Escape" Move, and also as a nice finishing move should an assassin come into range.
Ability 3 - Etherial Marking: The Advisor marks a unit, either friendly or enemy. For a (rather long) period of time, the advisor is able to see what that unit is able to see.
This move is good for information gathering and as an anti-escape. The advisor can mark guards or peasants and be alerted when they see an assassin, or he can put a mark on an assassin (if he can get close enough, the range of the move is rather short) and make sure that the assassin can't escape.
I would really appreciate it if somebody could think of some more heroes that could work like this.
There's also the assassins, and they are more specifically set up. An assassin hero should be really good at accomplishing 1-2 tasks. I have a sniper assassin with the ability to instant kill only one unit as an ability. I have an assassin with the ability Midnight, which disables the Peasant trigger and sets the visibility of all units except for the Assassin to next to nothing. I've got an assassin that is good at destroying destructables like doors and rock chunks, and also has an ability that can render him immune to magic, which allows him to travel through a section of the city without triggering the magic-based alarm system. I have an assassin that has a very short range blink ability that allows him to jump through doors and over walls, but is unable to attack.
The point is that I'm running short on ideas, and if anybody can think of a hero or ability that would fit this theme I've got going, it would be very helpful.
Basically, the game works like this: You have a large castle surrounded by woodlands on all sides. At the center of this castle sits a king, heavily guarded by Elite Archers and Footmen. Also assisting in his defense are 4 User-Controlled Heroes named "Advisors". I would like to have 8 different Advisor heroes for the Players to choose from, and they should all fill certain niche's for the game. In the woodlands outside of the castle, we have a camp with six User-Controlled Assassin Heroes. I would like 10-12 Assassin hero classes, but that might be unrealistic... The Assassin hero classes would also fill necessary niche's to the Assassin's game plan, either by being able to get to places easily or have other nice moves that would help them out. In the town itself, there are various Peasants and Guards stationed at specific spots. I made a (very obnoxious to set-up) Peasant trigger that makes it so when a Peasant sees an assassin, they run off and get a guard.
The problem I'm having is thinking of abilities that work in this setup for the game. The Advisor Heroes abilities should be focused around gathering information, but the ability shouldn't get so powerful that it becomes impossible for the Assassins to acomplish anything.
Just for an example, here's one of the Advisors I've put together.
Blood Elf Advisor (I'll name him better later)
Ability 1 - Mana Seekers: Based on Locusts, but has a much much higher range, the Locusts cover a large part of the map and whenever they bite an enemy unit, the Advisor gets a ping on the minimap for that spot.
This is a good example of an information gathering ability.
Ability 2 - Overload: The advisor targets a unit for a set period of time. A lightning effect is created between the two and a buncha other special effects happen (Mostly for Show). While the ability casts, the targetted unit is slowed to 1/2 it's speed. If the unit can get out of range of the spell before it finishes, then it has no effect. But, if the unit is still in range at the end, then He is both hit with a 5 second stun and has all of his mana drained.
This is an example of an "Anti-Escape" Move, and also as a nice finishing move should an assassin come into range.
Ability 3 - Etherial Marking: The Advisor marks a unit, either friendly or enemy. For a (rather long) period of time, the advisor is able to see what that unit is able to see.
This move is good for information gathering and as an anti-escape. The advisor can mark guards or peasants and be alerted when they see an assassin, or he can put a mark on an assassin (if he can get close enough, the range of the move is rather short) and make sure that the assassin can't escape.
I would really appreciate it if somebody could think of some more heroes that could work like this.
There's also the assassins, and they are more specifically set up. An assassin hero should be really good at accomplishing 1-2 tasks. I have a sniper assassin with the ability to instant kill only one unit as an ability. I have an assassin with the ability Midnight, which disables the Peasant trigger and sets the visibility of all units except for the Assassin to next to nothing. I've got an assassin that is good at destroying destructables like doors and rock chunks, and also has an ability that can render him immune to magic, which allows him to travel through a section of the city without triggering the magic-based alarm system. I have an assassin that has a very short range blink ability that allows him to jump through doors and over walls, but is unable to attack.
The point is that I'm running short on ideas, and if anybody can think of a hero or ability that would fit this theme I've got going, it would be very helpful.