Edit: I have multiple posts throughout this topic and ideas will change rather rapidly. Until I get a concrete idea of what we have going on here, my post will remain as is and I will make the original post into a quote or something. Until then, read all of my posts.
Quote
So, let us begin to design our own MOBA for when I begin to design games after I do some college-work and make a company, eh? Haha.
My idea lies in the fact that we all want a variety of shit going on, not just pick hero, do generalized build and rape the other team. My idea lies in the fact that you always: 1. Get boots and 2. Have a style of Play different from others. The second leads me to believe that a "Spell Book" class of items needs to be added, so that you can play your hero different from everyone. These Spell Books would alter your abilities by adding or altering effects, though not drastically.
So my idea is this: There needs to be a much more defined hero role in the game and the common shit needs to be integrated into the game. In DotA and HoN, there is Strength, Agility and Intelligence. This isn't enough for me, even with the different styles for each hero, being Initiator, Ganker, Semi-Carry, Hard Carry and Support.
So lets do this:
For items, there are two fixed slots. These would be your Spell Book and your Boots. Then five custom slots for any items. Different from the generic six, because one is almost always boots and a game should never last long enough for you to not need boots, preferring more damage. That's ridiculous. Spell Books would be integrated for the sole purpose of defining what your hero is going to excel at, such as ganking, chasing, supporting, carrying, jungling, etc. They will of course still cost money, but be as basic as boots. Leading to what you want first: Your spellbook or your Boots.
Basically, in the beginning you get your starter item that defines where your going in the game. That would be your spellbook ingredient or your boot ingredient. If you buy the basic boots first, your obviously going to rush your boots before your spellbook or just want the initial speed before getting your spellbook then getting boots.
Now onto what spellbooks really are: Let's say one is a Necronomnicon: When you cast 3 spells, you create a minion with a 15 second life span. It has so much HP, attack, defense, movement speed, etc based on how much mana these spells cost all-together. The book can then be upgraded X amount of times to increase this effect or maybe create more than one, maybe 2, depending on how much mana all these spells cost. Maybe even make the book create the minions after you expend so much mana. Another version of a spellbook might be a Chilling Tale, the book that adds a slow to your single target spells and a lesser slow to AoE. These different books would define your hero into a ganker, support, carry, etc as mentioned before.
Now, I do like some aspects of LoL and despise of others. Let us know in this topic what you think should come and go.
This topic is also serious business.
Edit:
To add more definition to the game, in Heroes of Newerth and DotA, you have three stats: Strength, Agility and Stamina. These were basic, easy to understand and you knew what your hero needed. This is where a part of LoL's imbalance also lies, because they go for straight stats in the form of Attack Damage, Health, Mana and the like. A few friends of mine came up with a much simpler, easier and balanced system of stats. Each hero scales differently on their given stats, levels and has special needs. The stats are as follows: Stamina, Strength, Intelligence, Agility and Constitution. Stamina generally increases health, Strength increases physical damage and reduces it, Agility increases ranged damage and reduces it, Intelligence increases magic damage most of the time and also reduces magic damage, Constitution increases the chance of landing critical strikes. For example:
Meet Gossamer, she is a nuker by the standard terms and an effective ganker. Stamina increases her health by 3.2 per point, meaning 10 Strength increases her health by 32. Strength reduces her incoming physical damage by 0.35 per point, ten points reducing 3.5 physical damage each hit. Agility increases her movement speed by 0.25 per point, 10 points would increase her overall movement speed by 2.5 and reducing incoming ranged damage by 0.4 per pont, 10 reducing it by 4. Intelligence increases her spells by whatever and her total pool of mana by 7.8 per point. Constitution along with Strength increases her chance of landing a critical hit.
Now say we have a spellbook that makes Constitution apply critical hits on spells rather than attacks. For this type of hero, that would be an obvious choice since her Strength and Constitution apply a chance of critical hits. Then again, maybe her spells are better if their damage were increased or make her into an attacker with a spell book that increases critical hits even further or something along those lines, depending on her skill set.
My idea lies in the fact that we all want a variety of shit going on, not just pick hero, do generalized build and rape the other team. My idea lies in the fact that you always: 1. Get boots and 2. Have a style of Play different from others. The second leads me to believe that a "Spell Book" class of items needs to be added, so that you can play your hero different from everyone. These Spell Books would alter your abilities by adding or altering effects, though not drastically.
So my idea is this: There needs to be a much more defined hero role in the game and the common shit needs to be integrated into the game. In DotA and HoN, there is Strength, Agility and Intelligence. This isn't enough for me, even with the different styles for each hero, being Initiator, Ganker, Semi-Carry, Hard Carry and Support.
So lets do this:
For items, there are two fixed slots. These would be your Spell Book and your Boots. Then five custom slots for any items. Different from the generic six, because one is almost always boots and a game should never last long enough for you to not need boots, preferring more damage. That's ridiculous. Spell Books would be integrated for the sole purpose of defining what your hero is going to excel at, such as ganking, chasing, supporting, carrying, jungling, etc. They will of course still cost money, but be as basic as boots. Leading to what you want first: Your spellbook or your Boots.
Basically, in the beginning you get your starter item that defines where your going in the game. That would be your spellbook ingredient or your boot ingredient. If you buy the basic boots first, your obviously going to rush your boots before your spellbook or just want the initial speed before getting your spellbook then getting boots.
Now onto what spellbooks really are: Let's say one is a Necronomnicon: When you cast 3 spells, you create a minion with a 15 second life span. It has so much HP, attack, defense, movement speed, etc based on how much mana these spells cost all-together. The book can then be upgraded X amount of times to increase this effect or maybe create more than one, maybe 2, depending on how much mana all these spells cost. Maybe even make the book create the minions after you expend so much mana. Another version of a spellbook might be a Chilling Tale, the book that adds a slow to your single target spells and a lesser slow to AoE. These different books would define your hero into a ganker, support, carry, etc as mentioned before.
Now, I do like some aspects of LoL and despise of others. Let us know in this topic what you think should come and go.
This topic is also serious business.
Edit:
To add more definition to the game, in Heroes of Newerth and DotA, you have three stats: Strength, Agility and Stamina. These were basic, easy to understand and you knew what your hero needed. This is where a part of LoL's imbalance also lies, because they go for straight stats in the form of Attack Damage, Health, Mana and the like. A few friends of mine came up with a much simpler, easier and balanced system of stats. Each hero scales differently on their given stats, levels and has special needs. The stats are as follows: Stamina, Strength, Intelligence, Agility and Constitution. Stamina generally increases health, Strength increases physical damage and reduces it, Agility increases ranged damage and reduces it, Intelligence increases magic damage most of the time and also reduces magic damage, Constitution increases the chance of landing critical strikes. For example:
Meet Gossamer, she is a nuker by the standard terms and an effective ganker. Stamina increases her health by 3.2 per point, meaning 10 Strength increases her health by 32. Strength reduces her incoming physical damage by 0.35 per point, ten points reducing 3.5 physical damage each hit. Agility increases her movement speed by 0.25 per point, 10 points would increase her overall movement speed by 2.5 and reducing incoming ranged damage by 0.4 per pont, 10 reducing it by 4. Intelligence increases her spells by whatever and her total pool of mana by 7.8 per point. Constitution along with Strength increases her chance of landing a critical hit.
Now say we have a spellbook that makes Constitution apply critical hits on spells rather than attacks. For this type of hero, that would be an obvious choice since her Strength and Constitution apply a chance of critical hits. Then again, maybe her spells are better if their damage were increased or make her into an attacker with a spell book that increases critical hits even further or something along those lines, depending on her skill set.
Post has been edited 5 time(s), last time on Nov 28 2010, 8:30 am by LoveLess.
None.