The First Assault Information

Ghan

Administrator - Servers are fun
Staff member
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Balance - Our Favorite Task

Hmm....

I have an idea.
What if you were to implement some features that would give the "losing" team an advantage?

Say you're being beat - pretty badly.
You now get some extra reinforcements - preferrably strong.
So you can possibly live to fight another day.

It would probably make the game longer.
And it would make it so that you have to keep fighting hard right up to the end, and the team that's pressing forward won't just gain more and more power as they advance while the losing team stagnates and dies.

Now, I don't know if you want the game to go this direction, but I thought it would be something to consider.
 

Mr.Tutorial

Hard in the Paint.
Reaction score
42
Good idea Ghan, I have a suggestion too.

Maybe when people leave on the team, (if it is like an aos) then create extra units for their side or something so they don't have to start over, or even AI computers to take the leavers place.
 

waaaks!

Zinctified
Reaction score
256
Good idea Ghan, I have a suggestion too.

Maybe when people leave on the team, (if it is like an aos) then create extra units for their side or something so they don't have to start over, or even AI computers to take the leavers place.
its better to share the gold of the leaving players, and players can now control the leaving player
 

waaaks!

Zinctified
Reaction score
256
Sheik
Last Warrior from the different Dimension
Strength


Dimensional Thrust
Quickly slashes the target enemy unit, damaging units in a cone towards the target, weakening them, that any damage that inflicted to them will amplify. Lasts 8 seconds
Level 1: 75 damage, 10% amplify damage
Level 2: 125 damage, 20% amplify damage
Level 3: 200 damage, 30% amplify damage
Level 4: 275 damage, 40% amplify damage

Execute
Executes a target enemy unit by hurling a vicious plasma ball, whenever there's a unit buffed with Dimensional Thrust, the plasma ball bounces to that unit. Each bounce deals damage and stuns.
Level 1: 75 damage, 3 bounces, 1.10 second stun
Level 2: 150 damage, 4 bounces, 1.25 second stun
Level 3: 225 damage, 5 bounces, 1.40 second stun
Level 4: 300 damage, 6 bounces, 1.60 second stun

Heart of the Survivor
Increases Sheik survivability, making his skin more though, that each time Sheik gets damage he has a chance to partially heal himself by a percentage of the received damage, and blocking that damage.
Level 1: 4% chance
Level 2: 8% chance
Level 3: 12% chance
Level 4: 16% chance

Extinction
Sheik channels on where he stands, creating a vortex of plasma in 400 radius, sucking enemy units that enters the vortex, and damaging them per second, while shooting plasma outward from the vortex, dealing damage each plasma created outside the vortex. Lasts 5 seconds
Level 1: 80 damage per second inside the vortex, 100 damage per plasma outside the vortex
Level 2: 100 damage per second inside the vortex, 150 damage per plasma outside the vortex
Level 3: 120 damage per second inside the vortex, 200 damage per plasma outside the vortex

From days to night, Sheik masters any danger from the his dimension, surviving the face of danger. Sheik is the last warrior from his dimension, facing the First Assault on his way to victory. Searching for justice and truth for his fellowmen.
 

Arcane

You can change this now in User CP.
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It would probably make the game longer.
In which case it would have a negative effect instead of a positive one right?

I mean, if one team is losing, then obviously they are less able in some way (or simply unlucky than the other team - why prolong their agony?

If a team is going to lose, and you give them reasonably strong reinforcements, they will still lose.

If a team is going to lose, and you give them very strong reinforcements, it's not fair for the winning team.
 

Ghan

Administrator - Servers are fun
Staff member
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889
> In which case it would have a negative effect instead of a positive one right?

Depends on how much longer compared to how long the game is now, I suppose.

You would probably want two things:

1. The reinforcements are temporary.
2. The reinforcements can't be used offensively to a great extent.

It would require some tinkering to get it correct, at any rate.
 

Rheias

New Helper (I got over 2000 posts)
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I agree, in most games, the winners are the one that played the first 15 minutes the best. However, always, fetures like this cause A) Somewhat unrealistic effect (We are losing. Good, now the super-uber-demons will fight for us) B) Makes the game longer.

My suggest is make the advange a very small one, for example, for each towers that gets destroyed, the rest of the towers of the function gain a little bonus. You can excuse this by saying "The men that enforced the first tower, now run to the other towers", the advange isn't too big, yet, is somewhat balances the gameplay.

I'm assuming that there are towers in your map. :rolleyes:
 

PiCkstix

New Member
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18
Well, in my AoS (Battle of Northrend), as Ghan(?) suggested to me once, I have made it that, if a player leaves and teams are unfair eg. 4v4 and one leaves, 4v3, the team with the losing player will get gold. But, if more than one leaves eg it is now 4v2, it will quickly analyse the teams and make the teams fair by remaking it to 3v3 by moving a player from the team of 4. The player that will be moved will be a player who is doing reasonably well so that he/she can make up for the loss...

This is one idea...
 

Oninuva

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Yes, bonus gold, stronger units will be given to teams with leavers. About helping losing teams, that wouldnt be a good choice as prolonging the game is a bad idea. Wouldnt it be better to, win/lose RM, and get another try? As Rheias noted, the first 15 minutes determines the course of the game most of the time.
 

Oninuva

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You haven't answered all of the questions. :rolleyes:

Can you explain more about the lanes?
What's the function of each one?
And morale, how does that work?
What about the mercenary captains, how do they work?

Sorry about that,

There are 5 lanes, as you can see from the overall screenshot, there is a large lane clearly visible in the center. The second and third lane would be on top and under it. Just above. The 4th lane is the special units where they spawn from the temples which are located on top left (The Order) and top right (Chaos Faction). The temple gives bonus to the team as long as it is standing. If destroyed the team triggering the destruction will gain a temporary bloodlust related buff on creeps. The fifth lane would be the supply or caravan lane located on the bottom. There spawns a caravan which includes the supply wagon, and caravan guards. If the caravan reaches the main base of their respecting faction, that team receives bonus gold and reinforcements. (The caravan spawn location would be located at their base opposite of their main base. Chaos Faction (Bottom Left), The Order (Bottom Right).

Morale affects the attack speed, damage, health, regen, move speed of units. For example, Team A has just destroyed a tower of Team B. Team B's units are in fear and they lose armor and health, but they gain movespeed because of fear. Team A on the other hand gains attack damage, attack speed, and movespeed.

Captains gain EXP as they fight and can be revived. (Hiring a priest mercenary , using revival items). Their corpse will remain relivable for 5 minutes. Giving players the time to revive stronger more valuable captains.
 

Psiblade94122

In need of sleep
Reaction score
138
Will the skills be Stat based, like the skills in Eota?
Are you going to give feedback, or a comment that will say a hero idea will be in a game for your hero ideas thread?
you say in your information that there will be 5 creep lines, i only see one going though the middle and one with the birge... would you mind showing me the other ones? srry my observational skills are kinda bad..... but i really just see those two lanes, the test just looks like grouped up trees
 

Oninuva

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Sorry that two of the lanes are not as clear. The supply routes go through the woods on the bottom and the two secondary lanes have dirt paths but are covered with moss, grass, etc. I will post when I create the hero.
 

Oninuva

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[Hero Preview] Shadow Ninja

shadowninjazs1.jpg

Name: Shadow Ninja
Type: AGI
Base Stats: 17/21/15

Abilities:

Fuuma Shuriken: Throws a fuuma shuriken at target point, hitting enemies it encounters and comes back to owner, hitting enemies yet again.

Shadow Wolf: Summons a companion shadow wolf that gains abilities with each rank. (Shadow, Critical, Poison)

Ninja Arts: Allows critical strike and evasion.

Shadow Grasp (Ultimate): Wraps the target enemy in a dark shadow grasping it for a short period of time dealing massive damage.

Tips: When taking out enemy heroes, summon wolf, then grasp, then use wolf to attack hero. If hero survives the grasp duration, use fuuma to kill fleeing hero.

The Shadow Ninja has excellent starting attributes. Use it well to gain a quick advantage.

Shadow Grasp is not as strong as it is early to mid game. Try to be a few levels higher than enemies by using your early game advantage.
 

Arcane

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Fuuma Shuriken: Throws a fuuma shuriken at target point, hitting enemies it encounters and comes back to owner, hitting enemies yet again.

Shadow Grasp (Ultimate): Wraps the target enemy in a dark shadow grasping it for a short period of time dealing massive damage.

: )

Shadow Wolf: Summons a companion shadow wolf that gains abilities with each rank. (Shadow, Critical, Poison)

Ninja Arts: Allows critical strike and evasion.

: (
 

hell_knight

Playing WoW
Reaction score
126
Honestly no , default pre-set blizzard stuff, evasion crit strike, feral spirit = BORING

Suggest something like chance to dodge a attack then counter it.
 
A

Atreides

Guest
About the wolf-maybe give it more interesting abilities, such as maybe a blink strike "leap" at one of the higher levels.
 
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