I am not 100% sure this is the right forum, but it did say "...everything regarding the development of Maps."
Anyways, I am working on a map called Squadron Arena/Tactics (Working Title). Which is what this topic is for, the Project Exposition can be found here; I suggest you read it, it may look long, but the content is light. Squadron Arena (Working Title)
Most of the information here is clarification to help you understand what sort of abilities I need. If you don't want to read it you can skip straight to Classes, and see what abilities I need. __
Contents
Overview
Abilities
Categories
Classes
Links
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Overview
For this map I am eventually going to need quite a few, hopefully, unique abilities, and furthermore they need to help gear the game towards teamwork.
Possible Abilities per Class: 18
Classes per Race: 5
Races: 3
Total Abilities Needed: 270
Which as you can see is quite a large task. No worries though, I plan to start off with a few abilities and work my way up to that over time.
Abilities
To start with I think 6 abilities per class is a reasonable amount. 2 Offensive, 2 Defensive, and 2 Support Abilities.
What I am trying to do with this map is create a very team intensive gameplay, where you will work together with 3 other players in your squad, hopefully even to the point where people develop set teams that could be ranked together. Read the Project Exposition for more info on that, but my point is that the abilities need to work towards that goal.
Categories
There are 3 categories of abilities that each class can choose from, as can bee seen in this screenshot; Squad Creation Screen
Offensive
Offensive abilities are obviously geared towards dealing damage. However, in the interest or teamwork, they could be dependant on allies casting certain abilities, or do bonuses when you have certain buffs, or perhaps leave you vulnerable and in need of healing, or something else.
Defensive
Defensive abilities would buff yourself or provide a shield. Generally speaking defensive abilities would probably help you, but perhaps a shield could extend beyond you like the Sentry Shield, or as with offensive they could be influenced by buffs
Support
These would generally deal with buffing and healing allies. For example one idea I have for a Queen ability, makes her spread creep around here (Much faster than in melee of course), which will give healing and perhaps movement or other bonuses to your allied zerg squad members.
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These are mainly suggestions to keep people from going way off with there suggestions, but the interests of teamwork overrule any of this, so if you have an ability that doesn't work in a way I have suggested thats even better!
Classes
I wont neccesarily need all the classes to be available from the start, if I did that would still be 90 abilities needed. So lets start as small as is reasonable; These are the classes, and the ones that need abilities, I will update this as people come up with abilities
Although ultimately each class will be able to be played in a variety of ways, for the time being since there are so few classes I am going to try and gear them towards certain roles, and that is reflected in the ability types I am asking for.
If you have an idea for a class feel free to suggest it even if I don't need one there, you might replace an old one, or yours might be held for a later release.
this would probably fit better in the brainstorming section, but w/e
how about an 2 separate abilities that 2 different classes can cast, but when they cast them at the same time, it creates a new effect
for example:
High Templar has ability A, that buffs nearby allies, and has a cast time of 5 seconds
Shadow Templar has ability B, that debuffs enemies, and has a cast time of 5 seconds
if a Shadow Templar casts ability B while a High Templar is casting Ability A(or vice-versa) instead of each of those abilities doing what they originally were supposed to do they would create an aoe damaging effect to all enemies for a lot of damage
Hmm, certainly something like that could probably work, seems like it needs a little something more though. :/
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Psionic Cloak
Shadow Templar - Defensive Activated
The Shadow Templar weaves a cloak of psionic energy around himself, shielding his presence from the eyes of his enemies. Attacking or using abilities breaks the Templar's concentration and thus dissipates the cloak.
- - - -
Phase Shift
Zealot - Defensive Activated
The Zealot shifts out of phase for a maximum of [Psionics x 1.0] seconds, avoiding incoming damage. While phased out the zealot: Cannot use any physical attacks
Can move through objects
Takes double effects from Psionic abilities (Healing or Damaging)
- - - -
Generate Creep
Queen - Support Active/Passive
The queen will constantly generate a medium-sized trail of creep as she walks. When used, this ability causes the creep to grow rapidly to a large radius around her current location. The creep provides bonuses to zerg units.
- - - -
Accelerate Metabolism
Queen - Support Active
The queen accelerates the metabolism of a target unit, causing their regeneration to increase by [Control x 10]%. However this causes the unit to lose some energy. There is still a regular energy cost for the queen.
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These abilities are kind of just to get a few of the obvious ones out there. They don't quite help the teamwork so much (Which is why I made this topic).
But please feel free to comment on other peoples ability suggestions, especially mine, to help improve them.
Queen ideas
maybe you could make it so that when ever a unit is on creep thats generated by her, spells cast by her on that unit would have greater effects
corruption(offensive,activated)
puts a DoT on an enemy unit, if it dies while under the effects of the DoT a unit is spawned
(couldn't think of a name for this 1)(defensive/support,activated)
Target unit gets a temporary bonus to health, armor, and is now the target of all nearby enemies.
Shadow Templar ideas
mark(offensive/support,actvated)
marks a target enemy, and the next hit done by any ally does extra damage
High Templar Ideas
Mind Link(support,activated/passive)
Nearby Allies share a mana pool (similar to how spirit link worked in wc3 except with energy instead of mana)
or
Nearby allies are able to use the high templars energy if they are out of energy(i'v never seen something like this done before i think, but with the GE why not)
Zergling Ideas
Adrenaline rush (Offensive,passive)
every time the zergling attacks, its attack speed is increased, has a limit on how much it can stack and bonus goes away after not fighting for a set amount of time
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thats all i could think up for now, maybe what you should do is give a description of what kind of role you want each class to fill and/or what you envisioned them to be, might help some people with ideas
Good idea, although I wish to allow people to play each of the classes in a variety of roles, I suppose I do have some ideas on what sort of roles they should fulfill, for now at least.
I'll also list their primary (left click) and secondary (right click) weapon.
Marine
I have been thinking of the marine as sort of a leadership, party buff, offensive role. He would probably be the most balanced, allowing him to fulfill a number of roles. Primary Weapon: Gauss Rifle Secondary Weapon: Grenades
Marauder
For now the tank, but also perhaps the heavy hitter, good for taking out big enemy units. Primary Weapon: Concussion Rocket Secondary Weapon: Flamethrower
SCV
Support unit, good for buffing allies. Additionally I believe that I am going to give the SCV the ability to obtain vehicles for the team, a tank and perhaps a viking (Assault Mode). Primary Weapon: Fusion Cutter (Attack) Secondary Weapon: Fusion Cutter (Repair)
Zealot
Similiar to the role of the marine, however also serving the role of a tank. Primary Weapon: Psi Blade Secondary Weapon: None Yet
Shadow Templar
DPS, the shadow templar will fulfill the more traditional stealth infiltrator role of the Dark Templar, as opposed to the actual Dark Templar in this game. However this does not mean that they shouldn't mesh with the other classes for teamwork. Primary Weapon: Warp Blade Secondary Weapon: None Yet
High Templar
Support Caster. Bothing for buffing but also more offensive abiities. Primary Weapon: Psionic Pulse Secondary Weapon: None Yet
Zergling
Fast moving DPS. Perhaps an ability involving the wings might be in order. Primary Weapon: Claws Secondary Weapon: None Yet
Hydralisk
Very versatile unit, most abilities would work for them. Primary Weapon: Needle Spines Secondary Weapon: Claws
Queen
Support Unit. Has an ability for generating creep. Primary Weapon: Needle Spines Secondary Weapon: Claws
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I rewrote some of your ideas and put them here, what do you think? Corruption is just like Parasite was in the original though. :/
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Corruption
Queen - Offensive Active
The Queen infects an enemy unit with a parasite. It eats away at the unit dealing [Control x 0.2] damage per second. If the unit dies while under the effects of this ability, it spawns a swarm of broodlings relative to the unit's size. The broodlings will then escort the Queen until death. Whenever the Queen has broodlings escorting her she gains an ability that allows here to send some of them to escort an allied unit instead. Can only target organic units.
- - - -
Mind Link
High Templar - Support Activated
When active, this allows nearby allied units to draw on the High Templar's energy reserves if they do not have any.
- - - -
Adrenaline Rush
Zergling - Offensive or Defensive Active
Deals [Strength x 1.5] bonus damage. If this attack kills the target, the zergling gets a 5% bonus to attack speed. For every kill the zergling makes within [Control x 1] seconds of the previous kill, it gets an additional 5%, up to a maximum of 50%.
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Perhaps the ability to send broodlings might replace the Queen's secondary weapon.
I don't really want to use passive abilities, so you may have noticed I changed those abilities that were.
I don't really like the mark one, it doesn't really seem to make sense either :( and the one that you couldn't think of a name for is basically taunt, I don't like how that ability forces the players' hand.
Didn't like those two, but the others were great. Thanks a lot :D
Power of the Khala(support/defensive,activated/passive)(can just make it so that bonus has a duration so its not a passive, i just envisioned better/cooler as a passive)
Nearby protoss units get a bonus to shields/energy/damage, all units get a bonus including the Hightemplar, the more units the better the boost and depends on the unit type. for example Archon gives more then High Templar, and High Templar gives more then Zealot, and Shadow/Dark Templar would add damage.(The unit type thing is because im fairly sure that different protoss units vary in how good they are with psionic stuff, and Dark Templars follow the Void so they give a separate bonus)
Psi Bolt (offensive, Activated)
Deals Damage and stuns (pretty much like fire or frost bolt from wc3)
Shadow Templar
Assassinate(offensive,activated)
Deals damage, also has a chance to Crit/insta kill the target depending on several things. Could depend on Targets health, targets type, Shadow Templars attributes, and position of target(ex. better chance if shadow templar is behind a target than infront)
Zealot
For the Horde!!...err i mean Aiur(you can change the name if you want lol xD)(support/defensive,activated)
After its used, for a certain duration if a nearby ally dies it will instantly revive with a low % of its health and energy
Queen
Organ Donor (support,activated)
Transfers x amount of health from one ally unit, and gives another 2x
Zergling
secondary weapon: bite, with a % to cause some sort of effect like stun or DoT
Unleash(best name i could think up for this, i dont rly like the name tho)(offensive, activated)
jumps onto a target and deals constant, the target is stunned and the zergling cant accept any command for the duration of this ability (i kinda just imagine this being the zergling jumping onto someones face and going at them)
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I like the changes to the queen ability, esp the letting it send the broodlings to another ally. also for this ability when i made it up i was thinking of the parasite ability that the naga seawitch had from wc3, i just forgot the name lol
For the Zergling ability, idk how well the speed bonus would be during a boss or pvp because during fights like those there arn't too many things that would die easily enough for the bonus to last long enough to stack up even twice, but versus regular creeps i assume it would be just fine.
its sorta funny how i just though up all these abilities for your map, but i keep on getting mental blocks for my map xD
That is true about the zergling ability. Hmm perhaps it should be a certain amount of damage. But every attack is just too powerful in my opinion.
Once again I have rewritten and made some changes, tell me what you think. :)
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Power of Khala
High Templar - Defensive Activated
The High Templar enters into a trance. While in this state he is unable to move, and loses energy over time. When active, all nearby protoss units gain bonuses based on the units present in the field. High Templar and Archons increase the energy regeneration of units in the field by [Psionics x 2.5]% per unit. The caster does not get this energy regeneration bonus. Zealots increase shields by [Psionics x 5] per unit. Shadow Templar and Dark Templar increase damage by [Psionics x 3] per unit.
The High Templar can still attack and use abilities.
- - - -
Overrun
Zergling - Offensive Active
The zergling charges at a target unit, knocking him to the ground. The zergling then proceeds to maul the target for 8 seconds. The zergling can do nothing else in the meantime.
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Sorry I don't really like the other ones :(, though these are great.
For the most part some of them are just too simple, and others like "For the Horde" are just not a mechanic I want to have in the game.
Incase you haven't noticed in my descriptions a bunch of times I use [Psionics] or [Strength] in place of numbers. These are attributes. Each race has 3 attributes that all their classes use, you can choose the numbers for these attributes (Between 5 and 20) when you create your character.
yea i noticed how you use different attributes, its just that i didn't know what they were also idk how strong to make them since idk how strong other classes are and how strong bosses/creeps will be, so i just sorta make it vague when it comes to values xD
for the Power of Khala, what would happen if say theres 2 or more High Templar that cast it at the same time, because then they might be able to maintain it forever? maybe should make it so that only one can cast it, or the energy lost decreases the more High Templar are casting it, or just so that High Templar cant get the energy regen effect even if another High Templar casts it
And for Overrun maybe make the damage and time depend on the zergling's strength and/or agility
i probably wont try to think up of anymore abilities tonight, tired xD
Well the attribute range between 5 and 20. Feel free to put them in, they will always be adjusted later. I plan to do a lot of balance testing for this map.
No High Templar will ever get an energy regen bonus from any Power of Khala ability if he himself is casting The Power of Khala
Genetic mutation(support,activated)
Targets an ally and provides a buff for a set duration. i thought up of several ways to what it would it could give a bonus to and how. one way is targets gets a bonus to X attribute, bonus amount would (.3 queen's control + .2 value of targets attribute) and it would be a random attribute, or instead of random if your classes will have primary attributes it could be those. Another way is if the bonus would only depend on the queens attributes, for example target would get (.3 queen's control + .2 queen's strength) to strength.
High Templar
Mind Wreck (offensive, activated)
Target takes damage and loses energy over time based on High Templars Psionics, target also cant cast any spells that cost energy for duration of this debuff.(Instead of preventing it from casting spell can just make it so a % chance based on the High Templars psionics a spell will fail)(basically its a manaburn/feedback DoT and silence put together)
Marine
"Alpha Formation!"(the name would sound like some kind of military tactic thing, idk any real names so this is the best i could come up with lol) (support/offensive,Activated)
All units that attack the same target of the marine, get a boost to the damage dealt.
Marauder
"What the Hell are smithereens anyway"(offensive, Activated)
Shoots a rocket/grenade at a target, if it hits it then creates more smaller grenades/rockets that damage the target and/or surrounding units.(the bigger a target the higher chance that the fragments will hit it just cause its bigger)
Once again I have rewritten and made some changes, tell me what you think. :)
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Mutation
Queen - Support Active
The Queen infects the target with bacteria that mutates, granting the target a bonus to a random attribute. The bonus is dependant on Queen's own attributes.
Strength Bonus: [Strength x 0.3] for [Control x 1.0] seconds
Agility Bonus: [Agility x 0.3] for [Control x 1.0] seconds
Control Bonus: [Control x 0.2] for [Control x 1.0] seconds
- - - -
Alpha Formation
Marine - Offensive Active
The Marine calls out, ordering the squad to focus fire. A graphic will appear over the last target the Marine has fired on (And will change if he attacks something else). Any ally that attacks the same unit will deal [Accuracy x 2.0]% bonus damage. Lasts for [Stamina x 1.0] seconds.
- - - -
Bravo Formation
Marine - Offensive Active
The Marine calls out, ordering the squad to charge forward. A graphic will appear pointing in the direction of the ability's target. Any ally that moves in that direction will get a [Stamina x 2.0]% bonus movement speed. All allies that move in the formation will fire while charging. Lasts until the marine reaches the target. The casting marine must move directly to the graphic.
- - - -
Delta Formation
Marine - Defensive Active
The Marine calls out, ordering the squad to scatter. A graphic will appear at the center of the squad (Or maybe a target location). Any ally that moves away from it will get a [Stamina x 2.0]% chance to avoid damage. Lasts until the marine reaches a certain distance from the graphic. The casting marine must move directly away from the graphic.
- - - -
Cluster Rocket
Marauder - Offensive Active
The Marauder fires a rocket into the air over a target point. The rocket detonates when it reaches the target height, spraying a spread of small bombs in a circle around the detonation. Damage is based on Power.
i really like the Alpha Bravo Delta abilities, but you should probably make it so only one can be active at a time, or else it might get a bit op, for example a marine uses delta formation, and then bravo, so that every1 who moves away the the delta in the direction of bravo they get 2 bonuses. also it just makes more sense if you can only do 1 formation at a time
im guessing you didn't like the templar ability?
and just to make sure, classes that are grayed out in your first post dont need abilities right?
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queen
Creep Tumor bomb(offensive, Activated)
Throws a creep tumor at an enemy, if it hits it latches onto the target and after a set amount of time it will explode and do aoe damage. However it can be targeted and killed by the enemies allies.
you can also make it so that the target its self could attack it too, but maybe so that only with melee or splash abilities, cause it wont really make since if say a marine shoots at himself.
Well with Bravo and Delta, you temporarily lose control of the marine for the duration of the ability. But yes I shall make sure that none can be used at the same time. As you said it just makes sense :)
I'll post what I said on the hive about the greyed out classes
"If they are greyed out that just means I didn't plan to have them in the first release. Ultimately every single class should have 6 Offensive, 6 Defensive, and 6 Support. But that would mean 270 abilities! So I am just starting with a few abilities for a few classes.
However if you have ideas for those classes, or additional ideas for the ones that aren't greyed, you are more than welcome to post them! I will use them later, or if I get enough for one of the classes I will include them in the first release."
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Yeah, didn't really like the Mind Break... just wasn't... the right fit, I think. :| If that makes sense.
Not sure about Creep Tumour bomb. The first part sounds like an ability idea I had for the Roack, where he launches a sack of acid. The second part sounds like it could go somewhere interesting, but I think it needs some tweaking. I like the idea of latching on, but I'm not sure how I would do that, visually. And the idea that your allies have to get it off you. Perhaps it drains energy and shields instead of life?
well for the queen tumor bomb you can make it so that while its latched onto a unit it drains that unit energy/shield w/e and gives it to the queen. For the visual and so the allies have to get it off idk how to do that since im still sorta new to the editor :/.
if i happen tho think up of something that might work for another class ill post it from now on i guess
Nawh I think having it give the energy to her would be bad idea (Not to mention zerg don't have shields), I'll work something out for the visual, eventually. Perhaps I can attach a larva or something.
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Leech
Queen - Offensive Active
The Queen launches a small zerg creature at the target. It then latches on to the target draining shields and energy indefinitely. The leech can be attacked and killed by the target's allies, but otherwise it will not expire. A single hit will kill the leech, however the target will still take the damage from the hit.
Precision spines(offensive, activated)
The hydralisk will attack an enemy with its ranged attack doing bonus damage per shot, and a slight decrease to attack speed, will keep attacking that target until the hydralisk is somehow interrupted or issued any other command. While its attacking with this effect, it cannot miss.
Zealot
One's own Sacrifice(defensive, Activated)
When activated the Zealot will be invulnerable to all damage (can still be targeted though). duration of effect would be Dependant on current shield and health. After duration of this effect is over the Zealot is left with 1 health and no shields.
Lead by example(support, Activated/passive)
When ever the Zealot gets a kill while under this effect, all nearby allies get a bonus.
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i think you should make it so that the leech wont be killed if attacked by an enemy. so if something does an aoe or something, it wont die and go to waste.
I'm not quite sure how Precision Spikes is supposed to work, activated doesn't quite seem to make sense, especially since the person could just deactivate it.
Sacrifice unfortunately doesn't really work because people just won't attack him :( and I don't want to make it force them.
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Leadership
Zealot - Offensive Active
The zealot strikes, dealing [Dexterity x 1.0] bonus damage, if this attack is the kill blow, all nearby allied units gain a temporary attribute bonuses to each attribute relative to the attributes of the slain foe (Yes, non-player enemies will have attributes).
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Not so sure about that last one, what do you think?
The way i envisioned precision spines would work is that it would be more of a stance that the hydra can go into. and while in that stance it can only target one enemy, will have a bonus to damage, attack slower, and never miss. However it can be turned off at any point, and the benefits go away.
A fix for sacrifice that might work is that what if the Zealot can turn it off at any point, except that depending on how long it was active he would lose shield and life. So if he could of had it active for 10 seconds, and turn it off after 5, he would be at half of his health since he started it.
I think the allies getting attributes from the slain foe for Leadership is cool :D
Unfortunately that wouldn't work, you don't attack specific people you click the mouse to fire the weapon in a direction, the projectile then moves off and damages the first unit it impacts.
The problem with sacrifice is that it would be useless because people would see you are invulnerable and just stop firing at you, and attack someone else. And then when you turned it off you would be really weak and they would just kill you. :(
Shadows(defensive/Activated)
Creates Clones of the Shadow Templar that do no/decreased damage and take increased damage/are instantly killed when attacked.
SCV
Create Weaponry (support, Activated)
The SCV creates weapons for all of its allies, these weapons are unstable and break down after a certain time period, these weapon will provide various buff vary on the unit and their type of weapon.
Pilot (support/defensive, Activated)
the scv creates or turn into a banshee or some other air unit, allies are able to board it and attack from it. The SCV will control the air unit, and if the air unit dies so will the SCV, and all units on board take severe damage
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i think im running out of ideas xD, why isnt any1 else contributing lol
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I am not 100% sure this is the right forum, but it did say "...everything regarding the development of Maps."
Anyways, I am working on a map called Squadron Arena/Tactics (Working Title). Which is what this topic is for, the Project Exposition can be found here; I suggest you read it, it may look long, but the content is light.
Squadron Arena (Working Title)
Most of the information here is clarification to help you understand what sort of abilities I need. If you don't want to read it you can skip straight to Classes, and see what abilities I need.
__
Contents
__
Overview
For this map I am eventually going to need quite a few, hopefully, unique abilities, and furthermore they need to help gear the game towards teamwork.
Possible Abilities per Class: 18
Classes per Race: 5
Races: 3
Total Abilities Needed: 270
Which as you can see is quite a large task. No worries though, I plan to start off with a few abilities and work my way up to that over time.
Abilities
To start with I think 6 abilities per class is a reasonable amount. 2 Offensive, 2 Defensive, and 2 Support Abilities.
What I am trying to do with this map is create a very team intensive gameplay, where you will work together with 3 other players in your squad, hopefully even to the point where people develop set teams that could be ranked together. Read the Project Exposition for more info on that, but my point is that the abilities need to work towards that goal.
Categories
There are 3 categories of abilities that each class can choose from, as can bee seen in this screenshot; Squad Creation Screen
Offensive
Offensive abilities are obviously geared towards dealing damage. However, in the interest or teamwork, they could be dependant on allies casting certain abilities, or do bonuses when you have certain buffs, or perhaps leave you vulnerable and in need of healing, or something else.
Defensive
Defensive abilities would buff yourself or provide a shield. Generally speaking defensive abilities would probably help you, but perhaps a shield could extend beyond you like the Sentry Shield, or as with offensive they could be influenced by buffs
Support
These would generally deal with buffing and healing allies. For example one idea I have for a Queen ability, makes her spread creep around here (Much faster than in melee of course), which will give healing and perhaps movement or other bonuses to your allied zerg squad members.
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These are mainly suggestions to keep people from going way off with there suggestions, but the interests of teamwork overrule any of this, so if you have an ability that doesn't work in a way I have suggested thats even better!
Classes
I wont neccesarily need all the classes to be available from the start, if I did that would still be 90 abilities needed. So lets start as small as is reasonable; These are the classes, and the ones that need abilities, I will update this as people come up with abilities
Although ultimately each class will be able to be played in a variety of ways, for the time being since there are so few classes I am going to try and gear them towards certain roles, and that is reflected in the ability types I am asking for.
Terran
Protoss
Zerg
Some thoughts on the Classes
If you have an idea for a class feel free to suggest it even if I don't need one there, you might replace an old one, or yours might be held for a later release.
Links
Sc2Mapster - Project Section
Sc2Mapster - Project Exposition
Sc2Mapster - Ability Brainstorming
The Hive Workshop - Project Exposition
The Hive Workshop - Ability Brainstorming
MapCraft - Ability Brainstorming
this would probably fit better in the brainstorming section, but w/e
how about an 2 separate abilities that 2 different classes can cast, but when they cast them at the same time, it creates a new effect
for example:
High Templar has ability A, that buffs nearby allies, and has a cast time of 5 seconds
Shadow Templar has ability B, that debuffs enemies, and has a cast time of 5 seconds
if a Shadow Templar casts ability B while a High Templar is casting Ability A(or vice-versa) instead of each of those abilities doing what they originally were supposed to do they would create an aoe damaging effect to all enemies for a lot of damage
Well a mod can move it to where it should be :)
Hmm, certainly something like that could probably work, seems like it needs a little something more though. :/
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Psionic Cloak
Shadow Templar - Defensive
Activated
The Shadow Templar weaves a cloak of psionic energy around himself, shielding his presence from the eyes of his enemies. Attacking or using abilities breaks the Templar's concentration and thus dissipates the cloak.
- - - -
Phase Shift
Zealot - Defensive
Activated
The Zealot shifts out of phase for a maximum of [Psionics x 1.0] seconds, avoiding incoming damage. While phased out the zealot:
Cannot use any physical attacks
Can move through objects
Takes double effects from Psionic abilities (Healing or Damaging)
- - - -
Generate Creep
Queen - Support
Active/Passive
The queen will constantly generate a medium-sized trail of creep as she walks. When used, this ability causes the creep to grow rapidly to a large radius around her current location. The creep provides bonuses to zerg units.
- - - -
Accelerate Metabolism
Queen - Support
Active
The queen accelerates the metabolism of a target unit, causing their regeneration to increase by [Control x 10]%. However this causes the unit to lose some energy. There is still a regular energy cost for the queen.
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These abilities are kind of just to get a few of the obvious ones out there. They don't quite help the teamwork so much (Which is why I made this topic).
But please feel free to comment on other peoples ability suggestions, especially mine, to help improve them.
Queen ideas
maybe you could make it so that when ever a unit is on creep thats generated by her, spells cast by her on that unit would have greater effects
corruption(offensive,activated)
puts a DoT on an enemy unit, if it dies while under the effects of the DoT a unit is spawned
(couldn't think of a name for this 1)(defensive/support,activated)
Target unit gets a temporary bonus to health, armor, and is now the target of all nearby enemies.
Shadow Templar ideas
mark(offensive/support,actvated)
marks a target enemy, and the next hit done by any ally does extra damage
High Templar Ideas
Mind Link(support,activated/passive)
Nearby Allies share a mana pool (similar to how spirit link worked in wc3 except with energy instead of mana)
or
Nearby allies are able to use the high templars energy if they are out of energy(i'v never seen something like this done before i think, but with the GE why not)
Zergling Ideas
Adrenaline rush (Offensive,passive)
every time the zergling attacks, its attack speed is increased, has a limit on how much it can stack and bonus goes away after not fighting for a set amount of time
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thats all i could think up for now, maybe what you should do is give a description of what kind of role you want each class to fill and/or what you envisioned them to be, might help some people with ideas
Good idea, although I wish to allow people to play each of the classes in a variety of roles, I suppose I do have some ideas on what sort of roles they should fulfill, for now at least.
I'll also list their primary (left click) and secondary (right click) weapon.
Marine
I have been thinking of the marine as sort of a leadership, party buff, offensive role. He would probably be the most balanced, allowing him to fulfill a number of roles.
Primary Weapon: Gauss Rifle
Secondary Weapon: Grenades
Marauder
For now the tank, but also perhaps the heavy hitter, good for taking out big enemy units.
Primary Weapon: Concussion Rocket
Secondary Weapon: Flamethrower
SCV
Support unit, good for buffing allies. Additionally I believe that I am going to give the SCV the ability to obtain vehicles for the team, a tank and perhaps a viking (Assault Mode).
Primary Weapon: Fusion Cutter (Attack)
Secondary Weapon: Fusion Cutter (Repair)
Zealot
Similiar to the role of the marine, however also serving the role of a tank.
Primary Weapon: Psi Blade
Secondary Weapon: None Yet
Shadow Templar
DPS, the shadow templar will fulfill the more traditional stealth infiltrator role of the Dark Templar, as opposed to the actual Dark Templar in this game. However this does not mean that they shouldn't mesh with the other classes for teamwork.
Primary Weapon: Warp Blade
Secondary Weapon: None Yet
High Templar
Support Caster. Bothing for buffing but also more offensive abiities.
Primary Weapon: Psionic Pulse
Secondary Weapon: None Yet
Zergling
Fast moving DPS. Perhaps an ability involving the wings might be in order.
Primary Weapon: Claws
Secondary Weapon: None Yet
Hydralisk
Very versatile unit, most abilities would work for them.
Primary Weapon: Needle Spines
Secondary Weapon: Claws
Queen
Support Unit. Has an ability for generating creep.
Primary Weapon: Needle Spines
Secondary Weapon: Claws
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I rewrote some of your ideas and put them here, what do you think? Corruption is just like Parasite was in the original though. :/
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Corruption
Queen - Offensive
Active
The Queen infects an enemy unit with a parasite. It eats away at the unit dealing [Control x 0.2] damage per second. If the unit dies while under the effects of this ability, it spawns a swarm of broodlings relative to the unit's size. The broodlings will then escort the Queen until death. Whenever the Queen has broodlings escorting her she gains an ability that allows here to send some of them to escort an allied unit instead. Can only target organic units.
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Mind Link
High Templar - Support
Activated
When active, this allows nearby allied units to draw on the High Templar's energy reserves if they do not have any.
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Adrenaline Rush
Zergling - Offensive or Defensive
Active
Deals [Strength x 1.5] bonus damage. If this attack kills the target, the zergling gets a 5% bonus to attack speed. For every kill the zergling makes within [Control x 1] seconds of the previous kill, it gets an additional 5%, up to a maximum of 50%.
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Perhaps the ability to send broodlings might replace the Queen's secondary weapon.
I don't really want to use passive abilities, so you may have noticed I changed those abilities that were.
I don't really like the mark one, it doesn't really seem to make sense either :( and the one that you couldn't think of a name for is basically taunt, I don't like how that ability forces the players' hand.
Didn't like those two, but the others were great. Thanks a lot :D
High Templar
Power of the Khala(support/defensive,activated/passive)(can just make it so that bonus has a duration so its not a passive, i just envisioned better/cooler as a passive)
Nearby protoss units get a bonus to shields/energy/damage, all units get a bonus including the Hightemplar, the more units the better the boost and depends on the unit type. for example Archon gives more then High Templar, and High Templar gives more then Zealot, and Shadow/Dark Templar would add damage.(The unit type thing is because im fairly sure that different protoss units vary in how good they are with psionic stuff, and Dark Templars follow the Void so they give a separate bonus)
Psi Bolt (offensive, Activated)
Deals Damage and stuns (pretty much like fire or frost bolt from wc3)
Shadow Templar
Assassinate(offensive,activated)
Deals damage, also has a chance to Crit/insta kill the target depending on several things. Could depend on Targets health, targets type, Shadow Templars attributes, and position of target(ex. better chance if shadow templar is behind a target than infront)
Zealot
For the Horde!!...err i mean Aiur(you can change the name if you want lol xD)(support/defensive,activated)
After its used, for a certain duration if a nearby ally dies it will instantly revive with a low % of its health and energy
Queen
Organ Donor (support,activated)
Transfers x amount of health from one ally unit, and gives another 2x
Zergling
secondary weapon: bite, with a % to cause some sort of effect like stun or DoT
Unleash(best name i could think up for this, i dont rly like the name tho)(offensive, activated)
jumps onto a target and deals constant, the target is stunned and the zergling cant accept any command for the duration of this ability (i kinda just imagine this being the zergling jumping onto someones face and going at them)
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I like the changes to the queen ability, esp the letting it send the broodlings to another ally. also for this ability when i made it up i was thinking of the parasite ability that the naga seawitch had from wc3, i just forgot the name lol
For the Zergling ability, idk how well the speed bonus would be during a boss or pvp because during fights like those there arn't too many things that would die easily enough for the bonus to last long enough to stack up even twice, but versus regular creeps i assume it would be just fine.
its sorta funny how i just though up all these abilities for your map, but i keep on getting mental blocks for my map xD
That is true about the zergling ability. Hmm perhaps it should be a certain amount of damage. But every attack is just too powerful in my opinion.
Once again I have rewritten and made some changes, tell me what you think. :)
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Power of Khala
High Templar - Defensive
Activated
The High Templar enters into a trance. While in this state he is unable to move, and loses energy over time. When active, all nearby protoss units gain bonuses based on the units present in the field. High Templar and Archons increase the energy regeneration of units in the field by [Psionics x 2.5]% per unit. The caster does not get this energy regeneration bonus. Zealots increase shields by [Psionics x 5] per unit. Shadow Templar and Dark Templar increase damage by [Psionics x 3] per unit.
The High Templar can still attack and use abilities.
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Overrun
Zergling - Offensive
Active
The zergling charges at a target unit, knocking him to the ground. The zergling then proceeds to maul the target for 8 seconds. The zergling can do nothing else in the meantime.
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Sorry I don't really like the other ones :(, though these are great.
For the most part some of them are just too simple, and others like "For the Horde" are just not a mechanic I want to have in the game.
Incase you haven't noticed in my descriptions a bunch of times I use [Psionics] or [Strength] in place of numbers. These are attributes. Each race has 3 attributes that all their classes use, you can choose the numbers for these attributes (Between 5 and 20) when you create your character.
Terran
Protoss
Zerg
yea i noticed how you use different attributes, its just that i didn't know what they were also idk how strong to make them since idk how strong other classes are and how strong bosses/creeps will be, so i just sorta make it vague when it comes to values xD
for the Power of Khala, what would happen if say theres 2 or more High Templar that cast it at the same time, because then they might be able to maintain it forever? maybe should make it so that only one can cast it, or the energy lost decreases the more High Templar are casting it, or just so that High Templar cant get the energy regen effect even if another High Templar casts it
And for Overrun maybe make the damage and time depend on the zergling's strength and/or agility
i probably wont try to think up of anymore abilities tonight, tired xD
Well the attribute range between 5 and 20. Feel free to put them in, they will always be adjusted later. I plan to do a lot of balance testing for this map.
No High Templar will ever get an energy regen bonus from any Power of Khala ability if he himself is casting The Power of Khala
I agree about Overrun
Well thanks a lot so far :D
queen
Genetic mutation(support,activated)
Targets an ally and provides a buff for a set duration. i thought up of several ways to what it would it could give a bonus to and how. one way is targets gets a bonus to X attribute, bonus amount would (.3 queen's control + .2 value of targets attribute) and it would be a random attribute, or instead of random if your classes will have primary attributes it could be those. Another way is if the bonus would only depend on the queens attributes, for example target would get (.3 queen's control + .2 queen's strength) to strength.
High Templar
Mind Wreck (offensive, activated)
Target takes damage and loses energy over time based on High Templars Psionics, target also cant cast any spells that cost energy for duration of this debuff.(Instead of preventing it from casting spell can just make it so a % chance based on the High Templars psionics a spell will fail)(basically its a manaburn/feedback DoT and silence put together)
Marine
"Alpha Formation!"(the name would sound like some kind of military tactic thing, idk any real names so this is the best i could come up with lol) (support/offensive,Activated)
All units that attack the same target of the marine, get a boost to the damage dealt.
Marauder
"What the Hell are smithereens anyway"(offensive, Activated)
Shoots a rocket/grenade at a target, if it hits it then creates more smaller grenades/rockets that damage the target and/or surrounding units.(the bigger a target the higher chance that the fragments will hit it just cause its bigger)
Once again I have rewritten and made some changes, tell me what you think. :)
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Mutation
Queen - Support
Active
The Queen infects the target with bacteria that mutates, granting the target a bonus to a random attribute. The bonus is dependant on Queen's own attributes.
Strength Bonus: [Strength x 0.3] for [Control x 1.0] seconds
Agility Bonus: [Agility x 0.3] for [Control x 1.0] seconds
Control Bonus: [Control x 0.2] for [Control x 1.0] seconds
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Alpha Formation
Marine - Offensive
Active
The Marine calls out, ordering the squad to focus fire. A graphic will appear over the last target the Marine has fired on (And will change if he attacks something else). Any ally that attacks the same unit will deal [Accuracy x 2.0]% bonus damage. Lasts for [Stamina x 1.0] seconds.
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Bravo Formation
Marine - Offensive
Active
The Marine calls out, ordering the squad to charge forward. A graphic will appear pointing in the direction of the ability's target. Any ally that moves in that direction will get a [Stamina x 2.0]% bonus movement speed. All allies that move in the formation will fire while charging. Lasts until the marine reaches the target. The casting marine must move directly to the graphic.
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Delta Formation
Marine - Defensive
Active
The Marine calls out, ordering the squad to scatter. A graphic will appear at the center of the squad (Or maybe a target location). Any ally that moves away from it will get a [Stamina x 2.0]% chance to avoid damage. Lasts until the marine reaches a certain distance from the graphic. The casting marine must move directly away from the graphic.
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Cluster Rocket
Marauder - Offensive
Active
The Marauder fires a rocket into the air over a target point. The rocket detonates when it reaches the target height, spraying a spread of small bombs in a circle around the detonation. Damage is based on Power.
i really like the Alpha Bravo Delta abilities, but you should probably make it so only one can be active at a time, or else it might get a bit op, for example a marine uses delta formation, and then bravo, so that every1 who moves away the the delta in the direction of bravo they get 2 bonuses. also it just makes more sense if you can only do 1 formation at a time
im guessing you didn't like the templar ability?
and just to make sure, classes that are grayed out in your first post dont need abilities right?
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queen
Creep Tumor bomb(offensive, Activated)
Throws a creep tumor at an enemy, if it hits it latches onto the target and after a set amount of time it will explode and do aoe damage. However it can be targeted and killed by the enemies allies.
you can also make it so that the target its self could attack it too, but maybe so that only with melee or splash abilities, cause it wont really make since if say a marine shoots at himself.
Well with Bravo and Delta, you temporarily lose control of the marine for the duration of the ability. But yes I shall make sure that none can be used at the same time. As you said it just makes sense :)
I'll post what I said on the hive about the greyed out classes
"If they are greyed out that just means I didn't plan to have them in the first release. Ultimately every single class should have 6 Offensive, 6 Defensive, and 6 Support. But that would mean 270 abilities! So I am just starting with a few abilities for a few classes.
However if you have ideas for those classes, or additional ideas for the ones that aren't greyed, you are more than welcome to post them! I will use them later, or if I get enough for one of the classes I will include them in the first release."
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Yeah, didn't really like the Mind Break... just wasn't... the right fit, I think. :| If that makes sense.
Not sure about Creep Tumour bomb. The first part sounds like an ability idea I had for the Roack, where he launches a sack of acid. The second part sounds like it could go somewhere interesting, but I think it needs some tweaking. I like the idea of latching on, but I'm not sure how I would do that, visually. And the idea that your allies have to get it off you. Perhaps it drains energy and shields instead of life?
well for the queen tumor bomb you can make it so that while its latched onto a unit it drains that unit energy/shield w/e and gives it to the queen. For the visual and so the allies have to get it off idk how to do that since im still sorta new to the editor :/.
if i happen tho think up of something that might work for another class ill post it from now on i guess
Nawh I think having it give the energy to her would be bad idea (Not to mention zerg don't have shields), I'll work something out for the visual, eventually. Perhaps I can attach a larva or something.
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Leech
Queen - Offensive
Active
The Queen launches a small zerg creature at the target. It then latches on to the target draining shields and energy indefinitely. The leech can be attacked and killed by the target's allies, but otherwise it will not expire. A single hit will kill the leech, however the target will still take the damage from the hit.
Hydralisk
Precision spines(offensive, activated)
The hydralisk will attack an enemy with its ranged attack doing bonus damage per shot, and a slight decrease to attack speed, will keep attacking that target until the hydralisk is somehow interrupted or issued any other command. While its attacking with this effect, it cannot miss.
Zealot
One's own Sacrifice(defensive, Activated)
When activated the Zealot will be invulnerable to all damage (can still be targeted though). duration of effect would be Dependant on current shield and health. After duration of this effect is over the Zealot is left with 1 health and no shields.
Lead by example(support, Activated/passive)
When ever the Zealot gets a kill while under this effect, all nearby allies get a bonus.
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i think you should make it so that the leech wont be killed if attacked by an enemy. so if something does an aoe or something, it wont die and go to waste.
I'm not quite sure how Precision Spikes is supposed to work, activated doesn't quite seem to make sense, especially since the person could just deactivate it.
Sacrifice unfortunately doesn't really work because people just won't attack him :( and I don't want to make it force them.
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Leadership
Zealot - Offensive
Active
The zealot strikes, dealing [Dexterity x 1.0] bonus damage, if this attack is the kill blow, all nearby allied units gain a temporary attribute bonuses to each attribute relative to the attributes of the slain foe (Yes, non-player enemies will have attributes).
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Not so sure about that last one, what do you think?
The way i envisioned precision spines would work is that it would be more of a stance that the hydra can go into. and while in that stance it can only target one enemy, will have a bonus to damage, attack slower, and never miss. However it can be turned off at any point, and the benefits go away.
A fix for sacrifice that might work is that what if the Zealot can turn it off at any point, except that depending on how long it was active he would lose shield and life. So if he could of had it active for 10 seconds, and turn it off after 5, he would be at half of his health since he started it.
I think the allies getting attributes from the slain foe for Leadership is cool :D
Unfortunately that wouldn't work, you don't attack specific people you click the mouse to fire the weapon in a direction, the projectile then moves off and damages the first unit it impacts.
The problem with sacrifice is that it would be useless because people would see you are invulnerable and just stop firing at you, and attack someone else. And then when you turned it off you would be really weak and they would just kill you. :(
Shadow Templar
Shadows(defensive/Activated)
Creates Clones of the Shadow Templar that do no/decreased damage and take increased damage/are instantly killed when attacked.
SCV
Create Weaponry (support, Activated)
The SCV creates weapons for all of its allies, these weapons are unstable and break down after a certain time period, these weapon will provide various buff vary on the unit and their type of weapon.
Pilot (support/defensive, Activated)
the scv creates or turn into a banshee or some other air unit, allies are able to board it and attack from it. The SCV will control the air unit, and if the air unit dies so will the SCV, and all units on board take severe damage
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i think im running out of ideas xD, why isnt any1 else contributing lol