|
|
So, here's a gametype I've been wanting in a AoS-style game for a long time.
The object, as the title suggests, would be a tug of war. There's a single lane, an objective in the middle, and the tide of the battle determines which direction the objective moves in. Once the objective reaches a team base, the team wins.
That sounds simple enough, but I think there's a lot of potential for HoN to really make it creative. Imagine if the objective was Kongor, or another equally large beast. Each team sends out huge waves of soldiers, but also units that throw ropes around Kongor and pull him towards a cage in the base.
The action would not only include pushing, but PVP, and directed killing of the pullers.
We could get even more crazy with this, and add more strategic options. If your team is pulling Kongor, he's not going to be happy. The other team could, instead of killing the pullers, attack Kongor, pissing him off even further until he goes into a rage and starts randomly attacking stuff.
It'd be a lot of fun IMO, and really take the game in a new direction. Comments?
That sounds very nice. Drastically different game types and objectives is something that'd be great to have in the game and would really set it apart from dota and other similar games.
it does sound like a lot of fun. Though it sounds pretty much a team of AOE casters would dominate this gametype hands down.
I'd imagine the lane to be really wide, so it wouldn't be all the intuitive or likely for an entire team to clump up for AoE attacks, though AoE would still take down units quickly.
Either way, I'm sure it's possible to make all heroes helpful. Madman or Scout could stealth behind enemy lines and take out the pullers, for example.
You could line the sides of the lane with towers that change ownership depending on where the "ball" is... they'd be neutral in the middle and allied or enemy respectively on either side. Meaning that the battle would stay focused where ever the "ball" was... straying too far from it would mean getting torn apart by enemy towers.
You could probably give the creeps an armor bonus against aoe attacks. I'd imagine that would give other types of heroes more utility.
I like this idea. The only thing that sounds hard is making the puller animations. The tower events are easy enough, and a single lane is much easier to balance than multiple lanes.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
-----------------------------
For ease, you could put Kongor in a cage on wheels. His arms could reach out and smack people though or something.
Pullers would just shoot a rope or something and then start movin'.
That's a pretty complicated way to do things, either way. The concept could stay with other variations though.
This sounds like an awesome idea!
One question though. Hoe many players will there be?
What would the objective be?
If you wouldn't mind me suggesting i would think it could be something really cool like some BIG BIIIIGG monster in the middle that doesn't attack, but you deal damage to him, and the more damage you do to him the more he travels to your side. Affected by magic that way spell casters can have a chance to face heroes like Madman in pulling. The big monster could be Kongor (roshan). It wouldn't make sense to have roshan anyway in that game anyway.
How many players have you planned this for? Not 5v5 I bet
I think it's a great idea and would definately play it
/sign
would /sign again
Wait 'til the map editor comes out and you could probably do this.![]()