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"Captain" spawns
Posted: August 31st, 2006, 3:32 am
by The_White_Crane
I don't know how well this would work, but what if one spawn in every wave was given an Aura that boosted the damage of all nearby allies by... Let's say ten.
It would add a bit more strategy for heroes, since you'd need to take them down quickly so that your spawns could steamroller them, and you'd want to try and heal your own Captain. What do you think?
Posted: August 31st, 2006, 4:40 am
by ashwa
yeah that sounds interesting, add some elite options for the creeps
Posted: August 31st, 2006, 4:43 am
by Elle
Sounds interesting.. would like to see it more on Mercenaries though. A different Aura with each set or Mercs.
And maybe, if possible, randomly spawn a "Captain" in normal waves.. like a medium % chance of it spawning.
Posted: August 31st, 2006, 5:21 am
by The_White_Crane
Hmmm. Yeah, it might be better if sometimes one wave had a captain and the other teams' didn't. Then you'd have to make sure to defend that lane personally, since the creeps would be stronger...
Posted: August 31st, 2006, 1:46 pm
by CryptLord1234
Hm, Elle, on the mercs. Perhaps the 1st level mercs can give a small attack speed bonus, the second would give a Brilliance Aura effect, and the third level would be a damage bonus of, say, 20? (Subject to modifcation on how much attack speed, mana regen, and damage bonus.)
On the idea itself, I like the idea of elite spawns. Maybe have a % chance to replace a regular unit with an Elite spawn? (If that's not what you said, I got the impression yours would add to the wave, not replace a unit.) Heck, the Elves' units would already exist, just act as though the unit had been Promoted. (Random Swordsman turns into Squire, Archer to Hunter, etc.)
Posted: August 31st, 2006, 2:10 pm
by mianmian
Random spawns arnt a good idea, it can really fuck someone over, bad.
Spawns dont really need mana regen, and most heroes its a non-issue too.
So, something different for the tier 2 mercs?

Posted: August 31st, 2006, 3:32 pm
by Furion
maybe add something similar to the mercs
you buy it a castle (sth like the promote spell) and the next wave that spawns gets a commander or even stronger units..maybe
Posted: August 31st, 2006, 3:48 pm
by CryptLord1234
Mian, yea, you're right, mana regen wouldn't help much. Maybe an increased spell damage then, by a slight percent? I know the tier 2s tend to cast Chain Lightning...
As for the random spawn thing, I'd suggest a trigger that starts it off at, say, 10 (I'm just using this number as an example) minutes into the game or something. Rethinking my 'Promoted Units' idea earlier, just add a Critical Strike ability to the unit and a small damage increase aura affecting creeps only? It'd be better, but not insurmountably so. And 10 min into the game would make it so that the teams are relatively well established.
Furion, I can see that being a huge make-or-break. IE, the Infiltrator's mine farms. She gets a bunch of money from 'em, saves it, then does the 'commander/stronger unit' at every base. That'd be really nasty.
Posted: August 31st, 2006, 4:14 pm
by The_White_Crane
That's why it needs to be a random thing. Or one with every wave.
Posted: August 31st, 2006, 4:25 pm
by Furion
well she could do that with the current mercs as well ...
and to prevent it from sending troops with commanders at all lanes at once you could limit them
maybe send them only from your main castle to a choosen lane
while max 2 or 3 at once are allowed
Posted: September 1st, 2006, 2:55 am
by The_White_Crane
Better idea: They automatically come with every tenth wave from a top-tier town hall.
Posted: September 1st, 2006, 4:30 am
by Furion
that would be good, so its not to random and it still cant overwhelm since its only all ten waves, what would (despite the spawn timer is set to 5 secs) take some time
but how strong would you suggest the commander to be?
i mean a single unit can be taken out easy normaly
Posted: September 1st, 2006, 9:22 am
by ashwa
what about making it so that it spawn from tier 2 or 3 TH's so that you get more reason to upgrade them.
Posted: September 1st, 2006, 6:30 pm
by CryptLord1234
Furion, take a Footman/Furbolg, add, say, 5 damage, an ability that reduces damage, and an ability that incraeses all nearby allies' damage by 5. (Doesn't target heros.) This way, the unit can be killed by hero spells, but the creep waves get a substantial bonus from keeping the Captain alive.
Posted: September 1st, 2006, 6:40 pm
by Furion
what about making it so that it spawn from tier 2 or 3 TH's so that you get more reason to upgrade them.
that was mentioned in a post right befor, but where did it went ?_?
Posted: September 1st, 2006, 9:03 pm
by AlienFromBeyond
ashwa wrote:what about making it so that it spawn from tier 2 or 3 TH's so that you get more reason to upgrade them.
That might be possible. I mean, I've never seen anyone upgrade bases, and doing that might make people more willing to do so.
Posted: September 2nd, 2006, 3:57 am
by Hammel
When the commander has as much hp as a normal unit, DW, AM and many other things would own them away, no matter what, and the system would be useless, especially when they only spawn every tenth wave. Making them too strong however could screw a whole team when they just arrive with a huge push.
What about implementing them on upgrade basis? For 700 mana (or somehing) another one spawns every X waves from a (random?) outpost. That would also enable different kinds of commanders, like a caster commander with +evoc dam aura and stronger spells, like a Tact promo sorc. Footman gives +armor, Archer commander gives +dmg to anyone, supply-commander (magical cart) gives healing (like a weak FotD), such things...
-Ham
Posted: September 3rd, 2006, 7:54 am
by CryptLord1234
Alien, that'd just turn it into a race to upgrade Town Halls.
Hammel, I like the idea of different 'Captains' but where does this 700 mana come from, the Unit Upgrader? Or the hero? Or what...?
Posted: September 3rd, 2006, 10:19 am
by Hammel
Unit upgrade building, right. As I mentioned ^^. Since it is an overall upgrade for your army, it would fit.
Btw: Different captain types via upgrades might also lead to further specialization of upgrades used. Atm you can go for this melee up and that ranged and a caster one, with captain spawns focusing on a single type might give an advantage... depending on which upgrades they captains use and stuff and dunno ^^
-Ham
Posted: September 3rd, 2006, 5:12 pm
by CryptLord1234
"On upgrade basis" Made me think that it came when you did X researches.
Posted: September 9th, 2006, 3:29 am
by Konnar
I like the idea of spawning stronger units every x wave. Anyone played 11th hour? every 3rd wave, the spawns would get a strong ranged unit and 5th wave 2 big bad tanks, then it would be reset.
That kind of thing would be cool and break the monotony of regular waves.
I'm thoroughly against the idea of a % chance though, as it would be based on unfair luck. I'm also against the upgrade thing, as you have enough things to do with upgrade mana as it is.
Posted: September 9th, 2006, 7:02 am
by SeasonsOfLove
Konnar wrote:I like the idea of spawning stronger units every x wave. Anyone played 11th hour? every 3rd wave, the spawns would get a strong ranged unit and 5th wave 2 big bad tanks, then it would be reset.
That kind of thing would be cool and break the monotony of regular waves.
I'm thoroughly against the idea of a % chance though, as it would be based on unfair luck. I'm also against the upgrade thing, as you have enough things to do with upgrade mana as it is.
Konnar, they all hate 11H. A % chance way isn't good, as Konnar said, because of luck (unless it's a % chance for corresponding bases/lanes to spawn them)
Posted: October 29th, 2006, 10:16 pm
by Tehw00tz
If that tank spawns per every X wave it'd look like the map maker were doing it because DotA did it. I'm not saying thats the reason, thats how the public thinks.
Posted: November 4th, 2006, 12:00 pm
by Fishin4pigeon
Tehw00tz wrote:If that tank spawns per every X wave it'd look like the map maker were doing it because DotA did it. I'm not saying thats the reason, thats how the public thinks.
Yeah...unfortunate but true...
Still, it's a cool idea, it'd add more variety to the map.
Posted: November 23rd, 2006, 12:22 pm
by StealthOfKing
Make captains look like this!
Its not finished yet :S