When the map started it would make you choose a tank class. It would allow warrior/paladin/death knight. No other classes would be selectable. when a tank was chosen it would then allow only the healing classes to be chosen. When a healer was picked the rest of the classes would be available so that the other 3-5 slots could be DPS spots. Some classes would have 2 talent trees. for example:
Paladin has Protection or Holy (w/e it is called) so he can tank or heal
Druid would be nature or feral so he can heal or dps
Priest would be holy or discipline so he can heal or dps
etc.
When you level up as a certain class you would get stat point distribution based on the class...instead of you putting them in yourselves. For example a warrior would probably get like 3 strength and maybe 2 agility. A paladin would get 2 strength, 2 intellect and 1 agility. A rogue would get 4 agility and 1 strength. A priest would get 4 intellect and one agility. Etc.
Strength would increase hp percentages.
Intellect would increase mana/mana Regen.
I'm not sure what agility would do....i was thinking damage but i had another idea for unit upgrades.
For weapon/armor upgrades i was thinking about the tier system in WoW. So for example you would start with zero ups and when you leveled up enough to do the first "larger" dungeon you would be able to get tier upgrades. I was thinking that the bosses in these dungeons would drop pieces (like a mineral chunk that says Tier 1 [3]) (with the [3] meaning that you need 3 of these to turn them in for an upgrade) And a weapon would just take [1]. When you got a tier weapon you would be allowed to up your weapon once and also some stat points would come with it. When you got the armor pieces you would get an armor upgrade as well as stat points (based on your class of course). This would be a good indication of what tier you are in by your upgrades. This does pose the problem of how do you upgrade your weapons normally ...IE before you go into big dungeons...without messing up this tier system.
I'm not sure how to do fighting either. You could fight together or alone but I'm not sure if I'd do a teleport to new location to fight or just fight there.
I would include random "alliance" players in the map as well. Random encounters where you had to fight a class that was supposedly another player trying to gank you. They would cast random spells based on death counts/switches. They would have mana and tier upgrades as well. So for example you are trying to level in Western plague lands and a damn paladin keeps attacking you. He has 3 ups on attk/defense so he has tier three upgrades. he keeps casting his flash heal spells and bubbling so he is hard to kill and he has lots of mana Regen because he is wearing his tier 3 gear. So you would have to burn him fast or out mana Regen him. Or of course flee.
Another problem is that there would HAVE to be a save feature in the map. It would take a long time to play this.
Because to tier up everyone's gear there would have to be a "reset dungeon" feature so you can redo the dungeons to gear everyone up. Big boss battles would take lots of time like in the real game so mana Regen would be an issue. So redoing dungeons that already take a decent amount of time = cant finish map in one sitting.
Also lots of units would have no text on their names so they could be reused for multiple characters. For example an infested Terran may be Wrath for a Druid and also Fireball for a Mage. A Scout would act as blizzard for the mage as well as Starfall for the Druid.
I was also pondering some skills and came up with a few things.
Quick heals would be medics with varying amounts of mana based on the actual spell casted. Larger heal spells would give you a scourge to target a player to set at a higher percentage of hp.
Also i was thinking a lot about the priest. It would be a pro toss unit with hp and shields. If they went shadow spec their life would be shields and their hp low...to give them the whole dark and red look that they would have.
Lastly i was thinking of an aggro system. when a player used a spell around a boss it would either add death counts to a tally or put units somewhere. Players counts would somehow go above and below each other and the system would somehow have to read this to know who to attack. This would make things like "taunt" from the warrior applicable. Maybe spells add 1 DC for that player. when all players have 1 DC...remove 1 DC for all of them. So they all dissipate each other. But when one player has the most then he gets attacked. I would have to ponder this to figure out how to work it.
I don't think i left anything out here. Sorry for the rambling.
Post has been edited 1 time(s), last time on Dec 8 2009, 6:38 pm by PearS.
None.