On death, Vikings create additional revenue streams for Vikings team.
Vikings players are required to make judicious trade-offs between active Vikings, and Vikings @ Valhalla (generating additional resources).
I envision Vikings team heroes to function like those of MOBA, gaining levels and experiencing time-out on death.
Overlords
Overlords players gain resources and a measure of control for Overlords that are kept alive.
Overlords players are required to make judicious trade-offs with Overlord-positioning.
Each Overlord provides regional control and greater influence is accrued when more Overlords are present in the local region.
However, if too many Overlords are present in one combat region, there is the possibility of a costly massacre.
Note About Overlords
Overlords statistics will scale (like MOBA Tower damage) as the game progresses. However, the Overlords themselves are not the team heroes. Instead, the Overlords team will behave more like the forces of Sauron in LotR. The Overlords, like the Nazgul, will provide regional control at the Overlord's location; snaring enemies and bolstering allies. However, the Overlords
Principles (Largely MOBA Standard)
Minion Waves: Both teams have AI-controlled minions spawning in waves (a la MOBA). AI-controlled minion-types are determined by default.
Minion Waves (cont.): Players choose player-controlled minions with a selection mechanism (like probe -> beacon).
Player Spells: Players cast regional and global spells (a la MTG) by allocating resources.
Resources: Damaging not-allied minions and critters generates resources.
Resources (cont.): Kills generate additional (bonus resources) and can be denied.
Heroes: Levelable-MOBA-esc with a classic SCBW LotR feel. Overlords, like the Orcs and Trolls will be more minion-dependent (perhaps 1 player on the Overlords team will be more hero-dependent). Vikings will be the antithesis of the Overlords. Vikings will be more hero-dependent.
Bases: Each team will have an allied base. The base will be divided into encampments. There will be neutral territory separating the team bases.
Encampments: Within the team's main base, there will be an encampment for each player. Each encampment will be styled according to a particular theme (like Rohan, Gondor, Shire, Men of the West in LotR). Players will be able to choose their team and faction, and heroes and minion-types will be allotted accordingly (a la LotR).
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Valhalla
Is to be a game of Vikings vs Overlords.
Vikings
On death, Vikings create additional revenue streams for Vikings team. Vikings players are required to make judicious trade-offs between active Vikings, and Vikings @ Valhalla (generating additional resources). I envision Vikings team heroes to function like those of MOBA, gaining levels and experiencing time-out on death.
Overlords
Overlords players gain resources and a measure of control for Overlords that are kept alive. Overlords players are required to make judicious trade-offs with Overlord-positioning. Each Overlord provides regional control and greater influence is accrued when more Overlords are present in the local region. However, if too many Overlords are present in one combat region, there is the possibility of a costly massacre.
Note About Overlords Overlords statistics will scale (like MOBA Tower damage) as the game progresses. However, the Overlords themselves are not the team heroes. Instead, the Overlords team will behave more like the forces of Sauron in LotR. The Overlords, like the Nazgul, will provide regional control at the Overlord's location; snaring enemies and bolstering allies. However, the Overlords
Principles (Largely MOBA Standard)