The main idea I have behind this map comes into three main ideas. It's going to be based, loosely (and I mean loosely), on the X-Com: UFO Defense game released by Microprose.
First and foremost, I want the largest aspect of gameplay to be squad based, based around lowish HP heroes, fighting against small groups / singles of high powered enemies. Involved in this, I'm looking to implement an ammo system in inventory; IE, the heroes carry items that determine their attack damage, said items have charges which represent their current ammunition, and extra magazines are another charged item that represents, literally, another stack of mags.
Heroes are also going to be wearing armor that needs to be able to change the unit's armor type to reflect their effectiveness against different varieties of ammunition / attacks, as there are a variety of aliens that kill you in a variety of ways.
There's going to be a set of at least six classes (as many as I've outlined thus far), and each of them is going to have two innates; First, an 'Aimed Shot', dealing a set amount of damage (or, preferably, a varying amount of damage at a varying cast time, based on which weapon they have- If I can learn how to do such a thing) with a stun component, to add a little flexibility to the class choices. The second is going to be a spellbook, containing the 'standard' set of secondary abilities; A force reload, a sprint, a dodge****, a description of what rank* the unit is, what traits** a unit has, and any secondary special abilities I decide to include***.
* Rank- I want to include a rank system that is very, very unintrusive; I want there to be a small bonus to gaining rank, but nothing that could be game breaking; No additional skillpoints, possibly just a small increase in health / attack speed / move speed or a decrease in reload speed, among other things. The main point of the system would be to give the repeat players a small advantage, and an easy way to identify themselves as at least somewhat experienced with the map.
** Traits- I want to include a dual trait system, similar to the one found in SWAT, that would allow players to further customize their character to what they like. Again, such would be small; Larger than a rank increase, but nothing game breaking. Small bonuses like increased mana (stamina) capacity / regen, health capacity / regen, movespeed, reloadspeed, damage, sprint duration / cooldown, dodge distance / cooldown, so forth, so on.
*** Secondary Special Abilities- Thus far, I have two ideas for things that would fit into this category; First would be a generalist passive skill called soldiering, which would be a very low increase in movespeed / reloadspeed / a chance on hit for some bonus damage + short duration slow. Second would be a CPR / Medivac button; Instead of having player characters permanently killed in missions, I would like a Medic to be able to fully revive them, and any average player who can reach them to either allow them to move, to retreat from combat, or give the unit a medivac teleport out of combat.
**** Dodge- I want Dodge to be similar in use to sprint, but with a very different implementation; I want Dodge to slide a unit along the ground over a given distance, stopping at any obstacles it may encounter along the way, making the unit invulnerable (possibly) while it does so; Considering heroes are designed to be fragile, I'd like to give them a way to quickly duck out of enemy fire, in order to give them some kind of reactionary protection.
Gameplay is going to take place on a set of map sections that I setup for small areas of combat / representations of alien ships / bases, etc.
Please leave any ideas / suggestions you have thus far, as I'm going to be posting questions that I have relating to mapmaking later on in the day, when I have more time to type. Any feedback would be appreciated. ^^
First and foremost, I want the largest aspect of gameplay to be squad based, based around lowish HP heroes, fighting against small groups / singles of high powered enemies. Involved in this, I'm looking to implement an ammo system in inventory; IE, the heroes carry items that determine their attack damage, said items have charges which represent their current ammunition, and extra magazines are another charged item that represents, literally, another stack of mags.
Heroes are also going to be wearing armor that needs to be able to change the unit's armor type to reflect their effectiveness against different varieties of ammunition / attacks, as there are a variety of aliens that kill you in a variety of ways.
There's going to be a set of at least six classes (as many as I've outlined thus far), and each of them is going to have two innates; First, an 'Aimed Shot', dealing a set amount of damage (or, preferably, a varying amount of damage at a varying cast time, based on which weapon they have- If I can learn how to do such a thing) with a stun component, to add a little flexibility to the class choices. The second is going to be a spellbook, containing the 'standard' set of secondary abilities; A force reload, a sprint, a dodge****, a description of what rank* the unit is, what traits** a unit has, and any secondary special abilities I decide to include***.
* Rank- I want to include a rank system that is very, very unintrusive; I want there to be a small bonus to gaining rank, but nothing that could be game breaking; No additional skillpoints, possibly just a small increase in health / attack speed / move speed or a decrease in reload speed, among other things. The main point of the system would be to give the repeat players a small advantage, and an easy way to identify themselves as at least somewhat experienced with the map.
** Traits- I want to include a dual trait system, similar to the one found in SWAT, that would allow players to further customize their character to what they like. Again, such would be small; Larger than a rank increase, but nothing game breaking. Small bonuses like increased mana (stamina) capacity / regen, health capacity / regen, movespeed, reloadspeed, damage, sprint duration / cooldown, dodge distance / cooldown, so forth, so on.
*** Secondary Special Abilities- Thus far, I have two ideas for things that would fit into this category; First would be a generalist passive skill called soldiering, which would be a very low increase in movespeed / reloadspeed / a chance on hit for some bonus damage + short duration slow. Second would be a CPR / Medivac button; Instead of having player characters permanently killed in missions, I would like a Medic to be able to fully revive them, and any average player who can reach them to either allow them to move, to retreat from combat, or give the unit a medivac teleport out of combat.
**** Dodge- I want Dodge to be similar in use to sprint, but with a very different implementation; I want Dodge to slide a unit along the ground over a given distance, stopping at any obstacles it may encounter along the way, making the unit invulnerable (possibly) while it does so; Considering heroes are designed to be fragile, I'd like to give them a way to quickly duck out of enemy fire, in order to give them some kind of reactionary protection.
Gameplay is going to take place on a set of map sections that I setup for small areas of combat / representations of alien ships / bases, etc.
Please leave any ideas / suggestions you have thus far, as I'm going to be posting questions that I have relating to mapmaking later on in the day, when I have more time to type. Any feedback would be appreciated. ^^