Things are coming along slowly, but nicely.
We're going to be solidifying the Spell Upgrade system.
We're still a bit iffy on what to do with Spell Upgrades.
Ahli thinks we should use both the dialog boxes in the space where unit information is, as well as the command cards in Upgrade Buildings(Structures).
Me and Luzz have pretty much decided that the spell upgrades will be very similar to TS1.
-Some spells will have their damage increased with normal weapons upgrade
-while some spells will have their damage increased with other upgrades
-We will have certain "Passive" or "Special Upgrades" that costs more than usual, but gives a big, and strategic change (Think Summoner's Zergling speed/attack speed upgrades and Mech's form 2's speed upgrade). These only upgrade ONCE.
-and Finally, not all spells will need to have upgrades (like Assassin's L1)
Here is a rough draft that I've come up with.
This is the Command Cards in an Upgrade Building.
I am assuming that it is easy to change Cmd cards for buildings when you pick a hero.
This is
Light Mage
- A1 represents Normal Weapon Upgrades. If it is possible, we can make it like "Arcane Damage" or something.
- A1 will always upgrade the hero's basic damage
- A2 and A3 represent
Grayed Spell Icons. The spell icons indicate which spells also shares the Normal weapon Upgrades.
- A2 and A3 do not function, but should have a tooltip short explanation
- B1 represent Special weapon upgrades. For the sake of this, let's call it Energy Damage
- B1 would upgrade damage specific to certain spells. B2 and B3 shows the spells it is upgrading.
- C1 is armor.
- E3 and D3 are "Special Upgrades". Think Summoner's Zling speed upgrade. They cost more than the usual upgrades, but give a big, and lasting effect. These are only upgradable ONCE.
- D3 shows "Radiant Projection", an Upgrade that doubles the range on Light Essence, and also causes Light Transmission to return 30 mana. It'd cost anywhere between 50-120 minerals.
Seperate Damage Upgrades has added depth to TS1, and I think recreating it with this sort of UI is a good idea Because
1. It still allows room for new things, especially with "special upgrades"
2. It adds much needed depth to spell upgrades
3. It allows us to balance things without making them useless in diff situations (think Assault's current L1 (afterburn, which is basically stimpack using mana))
4. Allows us to avoid making upgrades for all spells (spells like Ass's L1 will be weird and hard to balance if upgrades are forced on it)
5. It doesn't require us to have big, complicated UI's.
We can play around with what fits into the Normal damage and the Special damage.
We can even give "Special Armor" (fits in D1) to heroes that have summons (not summoner, but think Assault's L4... it'd be nice to have the option to upgrade ship armor.)
I know you guys probably have tons of ideas for "Special Upgrades"
and I'd like to hear them.
However...
I want the Special Upgrades to be strategic/situational. Also, I want them to Change the Playstyle of heroes or at least Allow it.
In the above example, I used "Radiant Projection". The effects of the spell allows the Light mage to REALLY jump around in the battlefield, something that LM can't really do before.
Things like "Give LM x% mana for x damage he deals" is boring and uncreative. It'd only be acceptable if the effects really does change the hero's playstyle.Here are some examplesAssassin

A1 - Normal attack
A2 - Gray icon of L4
B1 - Armor
E3 - Special Upgrade "BloodMark" - Assassin will know the location of enemy heroes he has recently damage (Use the Terran Radar thing. Enemy heroes gets debuff when attacked, which shows the red dot radar thing to assassin. Lasts for 10-20 seconds)
D3 - Special Upgrade
E2 - Special Upgrade (Since assassin only has one Weapon slot to Upgrade, it'd be nice to give it more options)
Notice that L1, L2, and L3 has no upgrades. It is because I want to avoid setting different times/aoe for those spells. It'd be too complicated and much harder to understand for new players. Besides, a flat 30 seconds is more legit than Having to waste 6 civs on a 10 second Enemy Imitation, just because you have to upgrade it to make it 30 seconds. Equally ridiculous would be someone who has a 1 minute safety from Cannons. It'd just be too hard to balance!
Bloodmark gives the assassin player more information, which is always a good thing. But since it requires him to damage the hero, there is a risk involved. It changes the playstyle of assassin, as it allows the players to pinpoint his teleports, as well as introduce incentives to go hunt players at night. Since it is a night only advantage, it'd probably cost less (~50 minerals) to upgrade
Volt

A1 - Shock damage (normal dmg)
A2 - Grayed L3 icon
A3 - Grayed L4 icon
B1 - Voltage/Electric/Pulse Potential
B2 - Grayed L1 icon
B3 - Grayed L2 icon (?)
C1 - Shields
E3 - "Magnetic Resonance" - Double Magnetic Channel's speed, range, and pull (but not duration).
D3 - Some special upgrade
Notice that increasing the duration of Volt's L2 would be too much of a direct Upgrade.
Other things to ChangeVolt's current L3 needs to have better effects and a longer duration.
Double the duration (if you can), and stretch the damage. If you think it's too slow, increase the DoT (dmg over time)
It's AoE also needs to be bigger (needs to be about 1/3 bigger)
(Question: would overlapping psi-storms deal double damage? If not, just overlap them... If yes, is it possible to add extra Psi-storm actors in the middle that does nothing?)
Volt's current L2 needs to have a "W" hotkey! It's shooting projectile is also really slow. Either increase it's speed or range (or both)
It also feels too floaty. We can add weight by giving like a half-second charge time or something (it's not too terribly important atm)
Fix the upgrade bugs
Fix the assault bomber bug
Fix the text during hero selection UI bug (Squish them! AAHAHAHAHAH CRUSH THEM!!)
Ahli and I thought about switching Assault's L1 and L2, as Ahli thinks that players will just spam L1 and weapon upgrades (which is a legitimate problem).
(I don't know about Null Blast's effect. It's "Knock-in" effect makes the heroes face towards it, and it's not really enough to have any effect. Does it still give 50% speed? I'm starting to feel that the debuffs aren't good enough. But we'll c.. again, not too important atm)
We should focus on creating 8 heroes all done and finished and publish a prototype
None.