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View Full Version : New gameplay idea (spell controlled by the mouse)



hero92
07-03-2009, 04:28 PM
I think since Hon goes beyond the wc engine that it can perform this without too much of a problem. Allow me to explain some examples .

E.g.1 . Aiming spell based on mouse capture motion. You target the spell and hold down left click when you cast it to controll where it goes. We can use a laser spell just for explanatory reason.

Press Q >> Target area/unit >> Hold left click and do the motion that you would like the spell to be fast. So in this case I am in bottom lane and after it fires in a northern direction I would like the spell to go west so that I can see if any heroes are hiding there or maybe hit another hero.

Laser casted in bottom lane rough example.


..................................:eek:<----:mad:
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..............................................:D

Lol Ok so the :D fired a beam towards :mad: and I chose for the beam to go west after so it caught the hero:eek: to the left by surprise.

There are several fun things you can do with this. I am not sure if u can implement this but also temporary obstacles is another possibility with this.
For Earthshaker's stun.( I am not suggesting u change it but I am using his ability to affect the landscape as an example)

You can have a hero do a spell that you can control what shape and where to put the obstacle . Less complicated than its sounds. You cast the spell and make a V motion on the screen and for 2 secs a hero is stuck inside that V .
\:(/
. V

You can draw reference from the way the ds works too. Your pen motion controls the next actions that your character does.

No I dont own a ds. And no I am not gettin the idea from it. Again just an example.

Another example is smash bros. Remember with pikachu's quick attack that the second jump was controlled by quick motion of the analog stick.

I am not askin that you intergrated this concept entirely into your game. What I am suggesting is that a few heroes have unique abilities to perform some of this stuff so that the game on a whole can be taken to another level.

I don't need anyone screaming imbalance either. Just like es fissures etc can be balanced we can do the same with this.

Please give me feedback on what u think.

MeePwn
07-04-2009, 05:54 AM
Flamethrower!

Hero stands still to channel and you control where the flame is fireing.

Or a pullskill where you drag'n'drop the enemy hero over a distance of 400 with your mouse.

hero92
07-05-2009, 11:24 AM
I can agree with that :)

BigBoss
07-06-2009, 06:18 AM
Agree with u, what S2 must do is to go beyond w3 limitation and get things in HON that can't be done in DOTA.
Fun spels can be a way to get more players from dota in HON.

Rippsy
07-06-2009, 06:21 AM
While I agree its an interesting idea you'd be stationary while casting it, so you are effectively channeling the skill and using your mouse to aim it. Could work but you'll need to be extremely careful :)

Sordak
07-06-2009, 06:50 AM
i realy like the idea! maybe i will use it on my summoner suggestions if its realy proven that there are usless skills in.

Khoriel
07-07-2009, 07:55 AM
Awesome idea, in general. If this could be implemented there are nearly limitless possibilities for new spells :D

Mobious
07-07-2009, 05:23 PM
I want to curve Devourer's hook! Might be OP, but still it'd be awesome to curve your hook perfectly around the creeps to snag that hero hiding behind them who thought he was safe.

IAmRoot
07-07-2009, 06:47 PM
Well, the K2 engine is used for fps in Savage 2, so I don't see why not. Personally, I'd like a full fps mode.