It'll be like a party frame from WoW or any other MMORPG. You'll see your hero's health as well as the rest of your team's as part of the UI. I have the bars set up above the minimap, and I made them small enough so that they shouldn't be in the way or distracting. I was considering putting it on the hero units, but I have a feeling that may cause lag, and would ultimately become a nuisance. I'm anticipating that players will have killed about 1000+ enemy units by the time they destroy the 3 Barracks in the first tier, so I'm trying to prepare for the possibility of lots of lag.
Update:
- Attached new sounds to the Covert's "Tactical Strike" ability, and attached a squib to units affected by "Mark for Death." I also went back and modified the events of all the heroes/abilities I've done so far, so certain animations will play when abilities will be used.
- Started groundwork for the Covert "Injection Mine" ability. I'm torn between whether I want to make it explode on contact, explode on a timer, or use manual detonation. I'll think about that today, and hopefully finish it this evening.
EDIT:
INCOMING BRAINSTORM!
Im thinking about redesigning some of the Medical Tactician's abilities. I'm mainly considering making her abilities cost life to cast, so that she then has to regenerate life with other abilities to add to the challenge. As I'm going through these abilities for all the heroes, I'm actively trying to determine how to balance all the perks with some detrimental effect.
The Mech Operative has a ton of AoE abilities to plow through large amount of groups, but is relatively slow and deals lower weapon damage. All of his abilities will also have relatively high energy costs.
The Covert Operative also has lower weapon damage, but has an AoE debuff and a self-buff to increase damage done. His Tactical Strike will have a high cooldown to make up for its range.
The Psionic Tactician does the most damage, but has the lowest health and constantly has to be on the move as the only melee fighter. Passive life leech helps, along with a teleport that creates a dummy taunting tank. His Void Discs ability will have a low cooldown, as it is a single-target ability.
The Assault Commander is the fastest hero and relies heavily on his movement. All of his abilities require him to dive into the fight head first. He is able to call in help, though the minion units do significantly less damage. At a low coast and cooldown, however, this ability should be pretty effective.
The Infantry Commander has the highest health mixed with his passive increased armor, and as such is effective as a tank. The Bull Rush ability will also taunt enemies in the area (and at a low cooldown and energy cost, this can be used over and over again), and when coupled with his Barrier ability, he can attempt to reduce as much incoming damage as possible.
And then there's the Medical Tactician...
- Irradiate is similar to Mark for Death (without the added bonus of the debuff) but at least it is mobile.
- Life Leech will be the primary focus for this hero, as it will greatly replenish health.
- EMP Arc will not cost life, and will be a standard AoE ability. This one will probably be the most powerful AoE of all the heroes, as it can branch out to hit the most enemies.
- Healing Aura will take life from the hero to heal nearby units. There most likely wont be a set duration on this, as I'm planning on setting it to a 1:1 ratio for healing and damage taken
- Energy Shield will provide much more protection than the Infantry's Barrier ability, but as such will have a long cooldown.
- Nanobot Infusion would be the only direct heal the hero can cast, but can also deal damage to enemies. The issue I'm now having with this is that I am planning on having 4 augments added to each hero's ult, and as such I would need to make 8 for this ability. What I'm considering doing is have the augements change the ult into a positive version of regular abilities. For example, one may be like EMP Arc in that you target an ally, and it branches out to heal other teammates, one may be like Irradiate in that you put a aura on a target that heals nearby allies, one may be like Energy Shield in that it creates a shield ont he unit, but instead the shield absorbs damage to a certain point, and lastly one may be like life leech in that you can use it to give a massive amount of your life to the target ally at a larger ratio (like 2 health healed for 1 of your health).
Post has been edited 1 time(s), last time on Apr 27 2011, 8:15 pm by DevliN.
Currently Working On: My Overwatch addiction.