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SEN MOBA Project
Nov 28 2010, 6:46 am
By: LoveLess
Pages: < 1 « 2 3 4
 

Dec 2 2010, 1:17 am LoveLess Post #61

Let me show you how to hump without making love.

Quote from Vrael
Quote from name:Cardinal
@Vrael - your idea in theory works wonders.

But in practice it would be extremely hard to pull off.
Isn't that the general idea though? To make something thats just fuckin awsome but other people are all mopey dopey about like "nah thats too much it can't be done" then you show up later and it works and you're like "FUK YEAH BICHEZ I OWN DAT SHIT MUTHA FUCKUH"
To combat your little idea with a bit of a twist, I have figured that I will do this: Have four barracks in each of the side lanes and two in the middle, each team owning half of that lane's barracks from the start. This is to not include the default one that is already in existence right now.

To expand on it, I figured that they will be rather close to the towers themselves, but give you an opportunity to have more of a battle-front as your teams fight to take/regain control of these barracks. It will take 10 seconds to make it neutral and another 10 seconds to own it. This will force you and your team to decide: hold it down while nearly sacrificing ourselves or chase out any attackers, then return to recap or simply flee, to try again later. These barracks will spawn a little less than the larger spawns and may vary from spawn to spawn, but be essential to pushing lanes even harder. Balancing this might be a task, but it will definitely make it entertaining.



None.

Dec 2 2010, 4:04 am ShredderIV Post #62



The only issue I have is with your stats system.

Having seperate things that increase physical or ranged damage and reduce the damage from that same type make it way too complicated, which therefore makes it a lot harder to balance. I'd say stick with a +damage stat and an "armor" stat. I also dont like the idea of your constitution stat.Having a stat that increases crit chance and make the game more luck based? No thanks. Leave that for items and hero abilities. I'd say pretty much stick to the same stat system as HON, as it seems to work extremely well.



None.

Dec 2 2010, 4:44 am NicholasBeige Post #63



I've never played HoN but my take on the attribute system is something like this:

Strength + Constitution = Derived Power Attribute
Intelligence + Willpower = Derived Mental Attribute
Dexterity + Agility = Derived Speed Attribute

So, that's right. Each hero has 6 base attributes. But only 3 attributes are valid for Item/Ability/Statistics. These are the Derived Attributes - Power, Mental and Speed.

No AoS style game incorporates this level of hero customization. And I hope to break a few boundaries with this project. Sorry if you think I'm topic hijacking, I'm just brainstorming and justifying why.

In general, there are 6 types of hero. And these are formed from the 'hidden' attributes.
  • Strength - high damage, typically melee, can tank quite well. Each point determines base hero damage.
  • Constitution - very high hitpoints and regeneration, mostly melee, can tank very well. Each point determines base hero hitpoints.
  • Intelligence - very high "spellpower", typicall ranged, primary role is nuking/disabling. Each point determines hero spellpower.
  • Willpower - very high energy and regeneration, mainly support/healer type heros. Each point determines hero base Energy.
  • Agility - fast moving but fragile hero, typically melee and primary role of carry. Each point determines hero damage.
  • Dexterity - fast attacking but fragile hero, typically rangd with primary role of harass. Each point determines hero attack speed.

When your hero 'levels up', you gain a flat increase in the most attributes.

For example, A Centaur Warchief (like) hero would gain, each level.
+5 Constitution (hitpoints and regeneration)
+3 Strength (base damage)
+2 Intelligence (spellpower)
+1 all others
+5 to be allocated (you get to pick what they go on!)

A Dwarven Sniper (like) hero would gain, each level.
+7 Dexterity (attack speed and damage)
+3 Agility (movement speed)
+1 all others
+5 to be allocated (you get to pick what they go on!)

Final example, Leshrac (like) hero would gain, each level.
+5 Intelligence (spellpower)
+3 Willpower (energy and regeneration)
+2 Constitution (hitpoints and regeneration)
+1 all others.
+5 to be allocated (you get to pick what they go on!)

Then, we simply use some mathematical formulas to convert these 6 attributes into their 3 derived attributes.

(Strength / 2) * (Constitution) = Power
(Intelligence * 1.5) + (Willpower) = Mental
(Dexterity + Agility) = Speed

So, if I was Centaur Warchief (like hero), at level 1:
10 Strength and 4 Constitution means I have Power of 20
4 Intelligence and 6 Willpower means I have Mental of 16
3 Dexterity and 4 Agility means I have Speed of 10

The nice thing about this system is we can adjust and give weightings to hero's of that attribute. Centaur is obviously a Tank/Strength/Power type hero, so instead of the equation for his Power level being this:

(Strength / 2) * (Constitution) = Power

It is this:

(Strength / 1.5) * (Constitution) = Power

So the Centaur (like hero) has 25% more Power from his 'hidden' attributes. Which means, all skills that he uses which involve some sort of Power (Hoofstomp and Double Edge) are more powerful.

I know this is probably WALL OF TEXT OF DOOM. So TL; DR, if you're a faggot.

But I think this system gives us a hell of a lot of customize ability for our heroes.



None.

Dec 2 2010, 6:03 am LoveLess Post #64

Let me show you how to hump without making love.

Quote from name:Cardinal
I've never played HoN but my take on the attribute system is something like this:

Strength + Constitution = Derived Power Attribute
Intelligence + Willpower = Derived Mental Attribute
Dexterity + Agility = Derived Speed Attribute

So, that's right. Each hero has 6 base attributes. But only 3 attributes are valid for Item/Ability/Statistics. These are the Derived Attributes - Power, Mental and Speed.

No AoS style game incorporates this level of hero customization. And I hope to break a few boundaries with this project. Sorry if you think I'm topic hijacking, I'm just brainstorming and justifying why.

In general, there are 6 types of hero. And these are formed from the 'hidden' attributes.
  • Strength - high damage, typically melee, can tank quite well. Each point determines base hero damage.
  • Constitution - very high hitpoints and regeneration, mostly melee, can tank very well. Each point determines base hero hitpoints.
  • Intelligence - very high "spellpower", typicall ranged, primary role is nuking/disabling. Each point determines hero spellpower.
  • Willpower - very high energy and regeneration, mainly support/healer type heros. Each point determines hero base Energy.
  • Agility - fast moving but fragile hero, typically melee and primary role of carry. Each point determines hero damage.
  • Dexterity - fast attacking but fragile hero, typically rangd with primary role of harass. Each point determines hero attack speed.

When your hero 'levels up', you gain a flat increase in the most attributes.

For example, A Centaur Warchief (like) hero would gain, each level.
+5 Constitution (hitpoints and regeneration)
+3 Strength (base damage)
+2 Intelligence (spellpower)
+1 all others
+5 to be allocated (you get to pick what they go on!)

A Dwarven Sniper (like) hero would gain, each level.
+7 Dexterity (attack speed and damage)
+3 Agility (movement speed)
+1 all others
+5 to be allocated (you get to pick what they go on!)

Final example, Leshrac (like) hero would gain, each level.
+5 Intelligence (spellpower)
+3 Willpower (energy and regeneration)
+2 Constitution (hitpoints and regeneration)
+1 all others.
+5 to be allocated (you get to pick what they go on!)

Then, we simply use some mathematical formulas to convert these 6 attributes into their 3 derived attributes.

(Strength / 2) * (Constitution) = Power
(Intelligence * 1.5) + (Willpower) = Mental
(Dexterity + Agility) = Speed

So, if I was Centaur Warchief (like hero), at level 1:
10 Strength and 4 Constitution means I have Power of 20
4 Intelligence and 6 Willpower means I have Mental of 16
3 Dexterity and 4 Agility means I have Speed of 10

The nice thing about this system is we can adjust and give weightings to hero's of that attribute. Centaur is obviously a Tank/Strength/Power type hero, so instead of the equation for his Power level being this:

(Strength / 2) * (Constitution) = Power

It is this:

(Strength / 1.5) * (Constitution) = Power

So the Centaur (like hero) has 25% more Power from his 'hidden' attributes. Which means, all skills that he uses which involve some sort of Power (Hoofstomp and Double Edge) are more powerful.

I know this is probably WALL OF TEXT OF DOOM. So TL; DR, if you're a faggot.

But I think this system gives us a hell of a lot of customize ability for our heroes.
The actual idea is very similar to this, I guess not enough was elaborated on in this field. You do, however, bring up a much better idea of what is going on and making a more... Organized system. What I was going to do, is just have different scalings for each stat for each individual hero. In WC3 and HoN, strength always gives the same health and same damage if your primary was strength, I was going to scale it differently for every hero, so getting strength as a mage would obviously waste space on your build. Your hero would get health dependent on balance and how much he should be getting. Same with a heavier hero, scaling more efficiently so it can perform better or balanced.

As for spells, the same: Say you have four actives on a hero, two of which scale based off Intelligence and the other two, off Agility. This would further determine what you get and have you think more about which style/role and overall, effect, a hero will have.

However, yours does have a much better organization and spin on things.



None.

Dec 2 2010, 4:03 pm NicholasBeige Post #65



+rep for reading....

The MAIN reason for this sort of attribute system, is hero customisation.

I imagine a hybrid-type hero who has agility/speed/dexterity characteristics, as well as intelligence/nuking/spellcasting characteristics.

His first ability could be an outright 1 to 1 nuke. Dealing damage scaled off of his Intelligence.
His second ability could be an AoE Stun. Which is scaled off of his Dexterity attribute.
His final ability would be a passive that reduces his cooldowns by x each level.

So, when you play this hero, you can either go the route of making him
a) A carry (fast attacking) with high damage items and a large AoE stun with high Dexterity.
or
b) A ganking nuker with a high damage single point nuke and very high intelligence (Spellpower).

Of course this is a very simplified example. And this is not going to be implemented any time soon... We'll first get all the basic heroes' together in the map and then start balancing them, and then start adding levels and attributes etc!

With a bit of creativity, we can create dynamic hero's which are not just Strength (Tank), Intelligence (Weak/Caster), Agility (DPS/Carry)



None.

Dec 2 2010, 5:32 pm ShredderIV Post #66



Implement Cardinal's system plox. It is actually amazing in every way possible. It gives the heroes more uniqueness too, and is probably easier to balance.

Another thing that i see as advantageous in there is that heroes can be given much much different roles just based off of their stats. However, it might backfire into the same thing as LoL, where you have to build the same thing on a hero every time or else you lose.

But really, I think his stat system is a much improved version of the one in the OP.
Quote
With a bit of creativity, we can create dynamic hero's which are not just Strength (Tank), Intelligence (Weak/Caster), Agility (DPS/Carry)
Actually, the roles you put in there aren't always the case, and is where a lot of noob players in HON go wrong in their thinking. For example, andromeda is an agility hero that acts as a weak support, and blacksmith is an int hero that acts as a tanky caster, while Pebbles is a str hero who is fairly squishy early on and acts as a ganker.

So dont assume that you need a complex stat system to create dynamic heroes.
Quote
The actual idea is very similar to this, I guess not enough was elaborated on in this field. You do, however, bring up a much better idea of what is going on and making a more... Organized system. What I was going to do, is just have different scalings for each stat for each individual hero. In WC3 and HoN, strength always gives the same health and same damage if your primary was strength, I was going to scale it differently for every hero, so getting strength as a mage would obviously waste space on your build. Your hero would get health dependent on balance and how much he should be getting. Same with a heavier hero, scaling more efficiently so it can perform better or balanced.
Sorry for being the negativity here again, but I dont really know if I like the different scaling idea.

Changing scaling to fit a hero how you think it should be played will make it so a hero has less choices for customization. You shouldn't be penalized for buying a tank item on a support, if you want to try and build him like a tank. Especially if the enemy team has a high amount of early damage, you dont want to make it so a mage has no chance of surviving by giving him or her less health from +hp items.

Post has been edited 1 time(s), last time on Dec 2 2010, 5:42 pm by ShredderIV.



None.

Dec 2 2010, 9:47 pm LoveLess Post #67

Let me show you how to hump without making love.

Quote from ShredderIV
Implement Cardinal's system plox. It is actually amazing in every way possible. It gives the heroes more uniqueness too, and is probably easier to balance.

Another thing that i see as advantageous in there is that heroes can be given much much different roles just based off of their stats. However, it might backfire into the same thing as LoL, where you have to build the same thing on a hero every time or else you lose.

But really, I think his stat system is a much improved version of the one in the OP.
Quote
With a bit of creativity, we can create dynamic hero's which are not just Strength (Tank), Intelligence (Weak/Caster), Agility (DPS/Carry)
Actually, the roles you put in there aren't always the case, and is where a lot of noob players in HON go wrong in their thinking. For example, andromeda is an agility hero that acts as a weak support, and blacksmith is an int hero that acts as a tanky caster, while Pebbles is a str hero who is fairly squishy early on and acts as a ganker.

So dont assume that you need a complex stat system to create dynamic heroes.

I can see where everyone is going with the stats and I am leaning over into it now. It does sound like a great idea, so we will use it when the time comes and see how it works out for us.

Quote from ShredderIV
Quote
The actual idea is very similar to this, I guess not enough was elaborated on in this field. You do, however, bring up a much better idea of what is going on and making a more... Organized system. What I was going to do, is just have different scalings for each stat for each individual hero. In WC3 and HoN, strength always gives the same health and same damage if your primary was strength, I was going to scale it differently for every hero, so getting strength as a mage would obviously waste space on your build. Your hero would get health dependent on balance and how much he should be getting. Same with a heavier hero, scaling more efficiently so it can perform better or balanced.
Sorry for being the negativity here again, but I dont really know if I like the different scaling idea.

Changing scaling to fit a hero how you think it should be played will make it so a hero has less choices for customization. You shouldn't be penalized for buying a tank item on a support, if you want to try and build him like a tank. Especially if the enemy team has a high amount of early damage, you dont want to make it so a mage has no chance of surviving by giving him or her less health from +hp items.

The actual idea was to make them MORE customizable. How? Let's take HoN for example, because I know you have played it. Everyone knows Pyromancer is a viable DPS with his passive ability, but nobody ever builds it unless their team has a horrible carry. I have done it a few times and only succeeded once or twice. Anyway, the sense in this would be that take his Wave and Ultimate, with the damage stack of his ultimate, make those scale towards Intelligence. Make his stun and passive's increased attack speed/duration, scale towards Agility. You now have a hero that can scale towards Agility and/or Intelligence, for a semi-DPS and nuker, a pure DPS or high damage nuker.



None.

Dec 2 2010, 9:56 pm NicholasBeige Post #68



I haz not played HoN :(...

In terms of catagorising hero's. We can have them ordered in terms of Specialized to Versatile.

Specialized - (example) Tank hero, would be 100% Constitution. He gains mad hit points from Constitution. 3 of his 4 abilities are affected by his Constitution. His 4th ability is affected by his Strength.

Moderate - (example) Carry Spellcaster, 34% Agility, 33% Dexterity, 33% Intelligence. 2 Of his abilities are derived from Dexterity, 1 ability takes bonuses from Inteligence and Agility, and his 4th ability is 100% Intelligence based.

Versatile - (example) Willpower, Strength and Dexterity make this hero able to be a 100% spell caster, a DPS carry, or a formidable tank. Choosing to specialise in one of the three directions would weaken the other two, but this will be offset by the strength or requirement of this hero's chosen role. You could alternatively specialise across two of his attributes, Strength and Dexterity, to make a sort of DPS-Tank. Or alternatively, Dexterity and Willpower will make a fast-moving harassing spell caster.

Post has been edited 1 time(s), last time on Dec 2 2010, 10:04 pm by Cardinal.



None.

Dec 2 2010, 11:19 pm ClansAreForGays Post #69



Quote
No, it is not being called a MOBA. That is just the OFFICIAL term for it, recognized by the entire gaming industry.
Please tell me you're trolling, or that at least someone else already called this out.




Dec 2 2010, 11:43 pm LoveLess Post #70

Let me show you how to hump without making love.

Quote from ClansAreForGays
Quote
No, it is not being called a MOBA. That is just the OFFICIAL term for it, recognized by the entire gaming industry.
Please tell me you're trolling, or that at least someone else already called this out.
Read a magazine or post online, their being called MOBA games now. And if your coming here to say that, just shoo. I will respect the origins of it, but I don't call FPS games Wolfenstein-types, so I'm not calling MOBA games Aeon of Strife-types.



None.

Dec 3 2010, 1:10 am ShredderIV Post #71



Quote
The actual idea was to make them MORE customizable. How? Let's take HoN for example, because I know you have played it. Everyone knows Pyromancer is a viable DPS with his passive ability, but nobody ever builds it unless their team has a horrible carry. I have done it a few times and only succeeded once or twice. Anyway, the sense in this would be that take his Wave and Ultimate, with the damage stack of his ultimate, make those scale towards Intelligence. Make his stun and passive's increased attack speed/duration, scale towards Agility. You now have a hero that can scale towards Agility and/or Intelligence, for a semi-DPS and nuker, a pure DPS or high damage nuker.
Ok, i see more where you're coming from on this, but the issue I had was more with what the basic stats do.

So pretty much, make the spells scale with different stats, but make the stat's basic functions act the same on all heroes is what I'm getting at.



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