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Dec 28, 2009, 5:15pm




Clan TCGG :: The Last Days :: Map Ideas :: Map Concept
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Vlancer
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 Map Concept
« Thread Started on Nov 17, 2007, 10:15am »
[Quote]

Okay, I have an interesting idea, but before I want to share I would like to know how far the map is because if it is not doable as of now/on this map I want to keep it to myself for a while and refine it.
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Gravitation cannot be held responsible for people falling in love. How on earth can you explain in terms of chemistry and physics so important a biological phenomenon as first love? Put your hand on a stove for a minute and it seems like an hour. Sit with that special girl for an hour and it seems like a minute.(Relativity)
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 Re: Map Concept
« Reply #1 on Nov 17, 2007, 5:11pm »
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The map is in its early stages- currently we have 3 heros; 2 by me and 1 by purplepoot. If you want to suggest anything major, now is the time to do it, before we get too into it.
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 Re: Map Concept
« Reply #2 on Nov 17, 2007, 8:48pm »
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First idea is around what the lore is and the type of terrain and heroes. Everyone AoS is a fantasy setting where magic and the sword rule. Why not change things up a bit and add a bit of technology into the mix. Magic and blades (using technology) and such would still exist, but also would cloaking devices, shields, guns, etc.


The second is a Morale system. Not sure how it should work, but it should be a main point of the game. Bad morale makes attacks weaker and good morale makes them stronger. Shattered morale causes infighting and running, amazing morale causes X, etc.

I think it would be very interested and add a lot to the game play to have spells designed around morale and not just damage.

That it for now I think.
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Gravitation cannot be held responsible for people falling in love. How on earth can you explain in terms of chemistry and physics so important a biological phenomenon as first love? Put your hand on a stove for a minute and it seems like an hour. Sit with that special girl for an hour and it seems like a minute.(Relativity)
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 Re: Map Concept
« Reply #3 on Nov 17, 2007, 10:08pm »
[Quote]

I like the morale idea.
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 Re: Map Concept
« Reply #4 on Nov 18, 2007, 9:54am »
[Quote]

Okay, Morale was what I like too.

How I figure it is every unit has a third thing besides health and mana...or maybe they have morale instead of mana and mana can be implemented a different way...maybe globally? (all heroes have a pool to pull from, or they get crystals or something perodically that allows them to cast).

And example of a morale attack could range from a warcry that hurts foes (or helps allies) to an attack that explodes a foe and cause morale to nearby foes of the killed unit.

We will have to work it all out and figure it out, but I figure every different type of unit has different morale. Or only creeps have morale maybe...dunno...if this is the case then they have that instead of mana and their spells are free to cast.
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Gravitation cannot be held responsible for people falling in love. How on earth can you explain in terms of chemistry and physics so important a biological phenomenon as first love? Put your hand on a stove for a minute and it seems like an hour. Sit with that special girl for an hour and it seems like a minute.(Relativity)
Dil999
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 Re: Map Concept
« Reply #5 on Nov 18, 2007, 4:16pm »
[Quote]

I think creeps only should have morale. Morale would drop by allied creeps dying, raise by enemy creeps dying. Additionally, if several creeps die within a short time of eachther, you would get a morale +/- bonus. By that i mean, lets say 5 units die over 25 seconds, -5 morale. Now, what if 5 units die in 5 seconds? -10 morale, etc. Finally, heros dying could reduce morale by ALOT, and multiple heros dying would also stack up.
I think I will use mana to display morale- most units won't need mana, and if they do, I will just make spells cost nothing.
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 Re: Map Concept
« Reply #6 on Nov 18, 2007, 8:39pm »
[Quote]

K, good.

Also...I still think every unit (type) should have different values though. Like a berserker type creep would have more than a conscripted footman. Make some strategy to it by what kind of units should be bought.

Also besides what you said. I think that the lower the morale the lower damage and the higher the better. If morale reduces to near zero troops can turn on comrades or flee. If morale doubles it's max/orginal value the troops could become invul for a time period.

Also, how are creeps going to work and are we using the tower idea?


Also...I took a poll on various different clan websites...and they would all like to see an AoS that takes place in a city. They said no one ever does that and there are some really cool things available to do that.
« Last Edit: Nov 18, 2007, 8:46pm by Vlancer »Link to Post - Back to Top  IP: Logged

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Gravitation cannot be held responsible for people falling in love. How on earth can you explain in terms of chemistry and physics so important a biological phenomenon as first love? Put your hand on a stove for a minute and it seems like an hour. Sit with that special girl for an hour and it seems like a minute.(Relativity)
Dil999
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 Re: Map Concept
« Reply #7 on Nov 19, 2007, 12:49am »
[Quote]

Nice idea for a city terrain.
Tower idea? Wha?
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Zomg Sneezing is my enemy!!1one!!1!
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Vlancer
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 Re: Map Concept
« Reply #8 on Nov 19, 2007, 6:44pm »
[Quote]

old AoS idea before it was cancelled... each base will have a tower from which spells can be cast. The spells can ranged from a full morale heal of units to a meteor storm. The tower is upgraded as well to access more powerful spells.
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Gravitation cannot be held responsible for people falling in love. How on earth can you explain in terms of chemistry and physics so important a biological phenomenon as first love? Put your hand on a stove for a minute and it seems like an hour. Sit with that special girl for an hour and it seems like a minute.(Relativity)
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