What I Need:
I need a movement based spell for a RPG. By movement, I mean an advanced form of movement for the hero character (like Teleport).
It is not upgradable.
It must not do damage.
Being able to use it when no enemies around is preferred.
The player must also be able to control the movement spell.
Limitations:
1) Mobile grids will screw up due to the presence of air units.
2) Coordinate grids are too complex to use for a SINGLE spell. No FRAGs either.
3) Dark Swarm and Disruption Web are already used for other characters.
4) The character can transform, so no MC/Halluc/etc. for aiming.
Character Style:
The character is designed to continually transform between 2+ forms to deal a high amount of damage safely. IE Transform into Siege Tank, fire, transform into another unit during its cooldown, transform into Siege Tank again, fire, etc..
There is no mana cost or cooldown. Instead, a burnout system is used. Each spell used adds X to his minerals, which decrease by 1 every trigger cycle. If the player ever exceeds 100 minerals, he cannot cast another spell until his minerals hit 0.
Other Movement Spells: (these are for OTHER CHARACTERS, NOT THIS ONE)
1)Teleport
Player 3 casts Dark Swarm. His Defiler is moved to the Dark Swarm. His summons have similar teleport abilities that utilize Dark Swarm.
2) Gale
Player 2 casts Disruption Web. A cloaked Scourge is created over the hero unit and runs towards the Disruption Web. Enemies nearby the Scourge are continually moved to the Scourge. Upon reaching its destination, the Scourge then moves towards the Corsair or a second Disruption Web casting. It now moves nearby enemies AND Player 2's hero if nearby to the Scourge continuously.
Ideas I Went Through:
1) Lunge
Used the Waypoint Casting System. I used a cloaked stacked Scourge that was waypointed and continually moved my hero unit to the Scourge. Unfortunately, due to the style of gameplay requiring that the player switch between hotkey groups quickly, the hotkey for the Scourge was continually lost. This hotkey loss was unacceptable. Being able to see the Scourge (looks ugly as hell) and the Scourge's tendency to swerve (decreasing distance and making the path inaccurate) were also problems.
2) Escape
Cast once to mark a teleport point. Cast again to move your hero to that point. Multiple teleport points could be set up. Unfortunately, this only allows you to move backwards, not forwards. It's too defensive. Offensive applications are only possible AFTER you set up teleport points beforehand, which is too slow.
3) Portals
Cast once to mark one end of the portal. Cast again to mark the other end. Multiple portals could be available. Portals could also move enemy units. Unfortunately, two of the character's forms CANNOT move (burrowed Lurker, sieged Siege Tank). This made the portals too difficult to use. It also has the problem of being too defensive; offensive is only applicable after you set the portals up, which takes too long.
4) Possession
Gives the nearest enemy unit to the player. When that unit dies, your hero is moved to that position. It had the major issue of lack of control; you can't pick which enemy unit to possess. It also lacked a defensive capability as you could only approach with it, not retreat.
Post has been edited 3 time(s), last time on Jan 28 2009, 5:30 am by SelfPossessed.
None.