dandylion
03-15-2011, 10:05 AM
http://img51.imageshack.us/img51/4930/rcfaceoffv12.jpg
Screenshot of the "farm" base with all finished* heroes from both factions: (units are from left to right, top to bottom)
Legion (on left)
Acolyte
Pyro
Sprouter
Guardian
Tracker
Elementalist
Arctic
Hellbourne (on right)
Dream Weaver
Infector
Fury
Unholy Knight
Soul Eater
Lizard Man
Dark Harbinger
Unpictured heroes:
Naturalist
Sharpshooter
*finished being a very subjective term here
Healers (healing or CC focused)
Soul Eater - AOE healing, lifeswapping, fearing baddie
Sprouter - life drain, AOE heal, mitigation buffs, AOE root
Acolyte - Brief immunity, single heals, has a DPS "form"
Nukers (magic damage dealers, ranged or melee)
Dream Weaver - AOE fast nuking, pull, fear
Infector - Healing mitigation, AOE dot, silence
Dark Harbinger - Self-healing, high damage, AOE disable
Pyro - melee, damage amplifying, highly mobile, AOE nukes
Elementalist - AOE nukes, normal attacks amplified by casting
Tanks(yes, tanks)
Unholy Knight - AOE taunt, heal, ally damage absorb, buff
Guardian - AOE damage mitigation, highly mobile, passive taunt
Melee DPS (physical damage primary)
Lizard Man - 1V1 champion, AOE stun, passive DoT
Fury - illusion "tricky" hero, stealth, crit
Tracker - Stealth, traps, excels at 1v1
Arctic - Pet, reveal, charge, global buff
Ranged DPS (physical damage primary)
Naturalist - Boomerang, AS drainer, aura damage buff/stealth
Sharpshooter - slippery, reveal, passive stun proc, mortal strike
What it is...
So this project is in essence a game somewhat similar to the Arathi Basin battleground from World of Warcraft. Ideally, it would be somewhere between 8v8 and 10v10, but as there isn't currently support for that, 5v5 will have to do. The idea is to capture and control strategic points in the map. There will be minimal item usage and no leveling up involved. There are no creeps or neutrals, so it will be pretty much exclusively PVP.
How does it work...
Teams will start off in a fountain area where there will be a single tower, and a really basic shop. After a brief countdown, the neutral buildings in the map will become vulnerable, and capture points are taken by attacking the buildings and destroying them (they respawn under your team's control).
Each hero will be custom made (at least to some degree) and have a fixed damage and effect. There are no mana costs, simply cooldowns. Skills will be able to be improved slightly through item modifiers.
The game ends when a certain number of points is gathered (currently 300). Points are incremented by 1 every 12 seconds based on how many capturable buildings your team currently controls. This means if you controlled all 5 neutral buildings, the game would take roughly 12 minutes, while if you merely controlled 3 for the duration of the game, it would take about 20. With that being said, most games should take between 16-24 minutes to complete. I may tweak this to some degree in the future.
Heroes...
In the beginning, there will be a somewhat meager selection of units under 4 primary categories:
-Tanks (we're talking actual taunting/damage mitigation units)
-Physical damage dealers
--Melee
--Ranged
-Magic damage dealers
-Healers
In 3 of the 4 categories, there will be both melee and ranged units. Tanks at this point are going to be exclusively melee.
Items...
Items at this point will be limited to 4 main categories:
-Spell damage increasing
-Armor/Defensive
-Physical damage increasing
-Cooldown reduction
And consumables:
-Revealing items
-Vision Items
-Health Recovery
Other...
All heroes will have two other innate abilities:
-Out of combat regen
-Teleportation (like homecoming stone)
The teleportation will be on a high cooldown (120 seconds or so).
While attacking or taking damage, heroes will have very little health regeneration, but after 6 seconds of not attacking and not taking damage, will regenerate health at 1% per second.
There will be various juke spots and hiding places, and the heroes will vary greatly in their roles and abilities.
What's finished...
-Buildings/Scoring system
-Most of the terrain
-16 heroes (for the most part)
-Out of Combat health regen mechanic
-Graveyard System Complete
-Simple Scoreboard
What's left to do...
-Items (in progress mostly)
-MOAR HEROES
-Balancing (kind of impossible at this point...)
-Finishing Touches
Alpha version downloadable here: BfCDv1000 (http://www.mediafire.com/?5m26ojbz6oeridr)
Screenshot of the "farm" base with all finished* heroes from both factions: (units are from left to right, top to bottom)
Legion (on left)
Acolyte
Pyro
Sprouter
Guardian
Tracker
Elementalist
Arctic
Hellbourne (on right)
Dream Weaver
Infector
Fury
Unholy Knight
Soul Eater
Lizard Man
Dark Harbinger
Unpictured heroes:
Naturalist
Sharpshooter
*finished being a very subjective term here
Healers (healing or CC focused)
Soul Eater - AOE healing, lifeswapping, fearing baddie
Sprouter - life drain, AOE heal, mitigation buffs, AOE root
Acolyte - Brief immunity, single heals, has a DPS "form"
Nukers (magic damage dealers, ranged or melee)
Dream Weaver - AOE fast nuking, pull, fear
Infector - Healing mitigation, AOE dot, silence
Dark Harbinger - Self-healing, high damage, AOE disable
Pyro - melee, damage amplifying, highly mobile, AOE nukes
Elementalist - AOE nukes, normal attacks amplified by casting
Tanks(yes, tanks)
Unholy Knight - AOE taunt, heal, ally damage absorb, buff
Guardian - AOE damage mitigation, highly mobile, passive taunt
Melee DPS (physical damage primary)
Lizard Man - 1V1 champion, AOE stun, passive DoT
Fury - illusion "tricky" hero, stealth, crit
Tracker - Stealth, traps, excels at 1v1
Arctic - Pet, reveal, charge, global buff
Ranged DPS (physical damage primary)
Naturalist - Boomerang, AS drainer, aura damage buff/stealth
Sharpshooter - slippery, reveal, passive stun proc, mortal strike
What it is...
So this project is in essence a game somewhat similar to the Arathi Basin battleground from World of Warcraft. Ideally, it would be somewhere between 8v8 and 10v10, but as there isn't currently support for that, 5v5 will have to do. The idea is to capture and control strategic points in the map. There will be minimal item usage and no leveling up involved. There are no creeps or neutrals, so it will be pretty much exclusively PVP.
How does it work...
Teams will start off in a fountain area where there will be a single tower, and a really basic shop. After a brief countdown, the neutral buildings in the map will become vulnerable, and capture points are taken by attacking the buildings and destroying them (they respawn under your team's control).
Each hero will be custom made (at least to some degree) and have a fixed damage and effect. There are no mana costs, simply cooldowns. Skills will be able to be improved slightly through item modifiers.
The game ends when a certain number of points is gathered (currently 300). Points are incremented by 1 every 12 seconds based on how many capturable buildings your team currently controls. This means if you controlled all 5 neutral buildings, the game would take roughly 12 minutes, while if you merely controlled 3 for the duration of the game, it would take about 20. With that being said, most games should take between 16-24 minutes to complete. I may tweak this to some degree in the future.
Heroes...
In the beginning, there will be a somewhat meager selection of units under 4 primary categories:
-Tanks (we're talking actual taunting/damage mitigation units)
-Physical damage dealers
--Melee
--Ranged
-Magic damage dealers
-Healers
In 3 of the 4 categories, there will be both melee and ranged units. Tanks at this point are going to be exclusively melee.
Items...
Items at this point will be limited to 4 main categories:
-Spell damage increasing
-Armor/Defensive
-Physical damage increasing
-Cooldown reduction
And consumables:
-Revealing items
-Vision Items
-Health Recovery
Other...
All heroes will have two other innate abilities:
-Out of combat regen
-Teleportation (like homecoming stone)
The teleportation will be on a high cooldown (120 seconds or so).
While attacking or taking damage, heroes will have very little health regeneration, but after 6 seconds of not attacking and not taking damage, will regenerate health at 1% per second.
There will be various juke spots and hiding places, and the heroes will vary greatly in their roles and abilities.
What's finished...
-Buildings/Scoring system
-Most of the terrain
-16 heroes (for the most part)
-Out of Combat health regen mechanic
-Graveyard System Complete
-Simple Scoreboard
What's left to do...
-Items (in progress mostly)
-MOAR HEROES
-Balancing (kind of impossible at this point...)
-Finishing Touches
Alpha version downloadable here: BfCDv1000 (http://www.mediafire.com/?5m26ojbz6oeridr)