Game Ideas

Samurai Legends
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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: WTFish - tegeus-Cromis - Vladhslavh - Lyncor
  • Forum: Samurai Legends
  • Forenbeschreibung: Official forums
  • aus dem Unterforum: Ideas
  • Antworten: 6
  • Forum gestartet am: Mittwoch 06.10.2004
  • Sprache: englisch
  • Link zum Originaltopic: Game Ideas
  • Letzte Antwort: vor 17 Jahren, 5 Monaten, 23 Tagen, 19 Stunden, 43 Minuten
  • Alle Beiträge und Antworten zu "Game Ideas"

    Re: Game Ideas

    WTFish - 03.11.2006, 05:58

    Game Ideas
    I posted on your thread on Wc3c, but someone said to post here, so here I am :D.

    Played the game in single player, heres my opinion.

    Make arrows (towers and hero) non-guided, and 100% miss while moving or something. Increase velocity of arrows so its realistic, and to counter a bit for the miss while moving, so melee can't just run straight past towers or w/e without getting hit (notice how painfully slow and unrealistic standard wc3 arrows move lol). Also increase rangers attack range range (from 600) if you are adding this perhaps.

    The attack speed should be so if you are attacking at your max range, they can dodge it (or if someone is running away, and you just have right click on them, every will fall short). But if you have moved in closer (to standard range that you have it at now), you will hit most times.

    Decrease the "backswing point"(?) for attacks so you can get the last hit on creeps, and its more ninja, like hit and run.
    Ie. Largish time inbetween attacks, but real fast swing on your attack. Same for arrows. This way, rangers can run around the creeps, loose a shot, then back up and not take as much damage (not sitting there pull back arrow then shoot, taking ages). With non-guided projectiles, this will help a lot. It also helps to get creep kills a lot easier. Not that it takes skill away from the game, just adds more fun and atmosphere. You can run around the creep wave and get a hit on the enemy really fast, then move straight away to make the creeps target someone else (for melee + range, works equally well. Range can use it to hit the enemy a bit better, but I spose thats what they should be for. Early game harassing)

    I also think that perhaps the amount of creeps spawned at the start should be 4 and gradually increased spawns as the game progresses.

    More items would be nice lol. Perhaps a few charged items like ensnare net etc, which run out. More strategic than permanent items. Also I'm not sure if item sellers should be in the middle of the map, and both teams have to go to the same place for the same item seller... Perhaps those items could be bought from base, or you could have at certain times in game a caravan merchant arrives, selling all those higher tier items, and the first team to go near the caravan, he will head towards their base, until an enemy arrives (when he will stop). When there are no enemies within XX range, he will head towards the direction of the base of the only team that has a hero nearby. Perhaps.. Or the items could just be sold from base.

    Not sure about mercenarys... Havn't played it online, but the idea, to me, seems to detract from the gameplay. Playing as samurais, it should be about extreme control of your character, rather than micromanaging a whole lot of guys. If you like this aspect, and want to include more micromanaging in the game, you could add 1 other ability to each hero, or items that can cast abilities too. For having them bring items to you, you could just add in a pack mule, that has 6 inventory slots to run to and from base (fast).

    If you want to keep mercenarys, you could perhaps make some kind of D2 summons system, where they are controlled by the computer, and will follow you, attacking the target you attack.

    Also, floating text next to buildings, saying what you can get there would be nice.

    A feature you might like to add, to increase pvp (and amount of early deaths, when you are very vulnerable to towers) could be:
    Make day --> night cycle take a long time (80-90% of the time or whatever you want), and make it speed up a lot and cover night in a few mins or whatever. At night time, the spawns stop spawing, and towers turn off. A tower is only active again if an enemy comes withing XXX range (pretty much melee attack range with the tower), when enemy is no longer in range, after a little wait, tower turns off again. As if as it gets dark, everyone is sleeping, and resting until the morning (6:00), when they march out to war again (not very realistic with them fighting 24/7 in aos's lols).. It could be useful to encourage fighting, no spawns get in the way of your kill, no towers... also lower sight range a lot at night time (more so than usual), make it a lot scarier at night. Perhaps some items that have effects only active at night you know, like move speed increase %.

    Also, I think you should have enough money at the start to afford boots of speed.

    About the terrain: I think lots of people have talked about this, should be three lanes, more open (lanes only dictated by where the creeps go), allow more spots to backstab people without having to pass towers. No healing wells on side lanes. Also perhaps the river can carry right thru so you can run along it, sort of like.... *gasp*... DotA. :)

    Anyway, it looked very fun, and had a great atmosphere.

    Nice job.



    Re: Game Ideas

    tegeus-Cromis - 03.11.2006, 11:17


    Quote: Make arrows (towers and hero) non-guided, and 100% miss while moving or something. Increase velocity of arrows so its realistic, and to counter a bit for the miss while moving, so melee can't just run straight past towers or w/e without getting hit (notice how painfully slow and unrealistic standard wc3 arrows move lol). Also increase rangers attack range range (from 600) if you are adding this perhaps.

    Interesting, but. . . why? Archery Tactics already exists.

    Quote: Decrease the "backswing point"(?) for attacks so you can get the last hit on creeps, and its more ninja, like hit and run.
    Ie. Largish time inbetween attacks, but real fast swing on your attack. Same for arrows. This way, rangers can run around the creeps, loose a shot, then back up and not take as much damage (not sitting there pull back arrow then shoot, taking ages). With non-guided projectiles, this will help a lot. It also helps to get creep kills a lot easier. Not that it takes skill away from the game, just adds more fun and atmosphere. You can run around the creep wave and get a hit on the enemy really fast, then move straight away to make the creeps target someone else (for melee + range, works equally well. Range can use it to hit the enemy a bit better, but I spose thats what they should be for. Early game harassing)

    You can already do this by animation cancelling.

    Quote: A feature you might like to add, to increase pvp (and amount of early deaths, when you are very vulnerable to towers) could be:
    Make day --> night cycle take a long time (80-90% of the time or whatever you want), and make it speed up a lot and cover night in a few mins or whatever. At night time, the spawns stop spawing, and towers turn off. A tower is only active again if an enemy comes withing XXX range (pretty much melee attack range with the tower), when enemy is no longer in range, after a little wait, tower turns off again. As if as it gets dark, everyone is sleeping, and resting until the morning (6:00), when they march out to war again (not very realistic with them fighting 24/7 in aos's lols).. It could be useful to encourage fighting, no spawns get in the way of your kill, no towers... also lower sight range a lot at night time (more so than usual), make it a lot scarier at night. Perhaps some items that have effects only active at night you know, like move speed increase %.

    My initial reaction was totally WTF, but this could actually be a very interesting gameplay mechanic. The big problem is that it would slow down the game by a lot, since you basically wouldn't be able to push at night.



    Re: Game Ideas

    Vladhslavh - 03.11.2006, 21:03


    Quote: Make arrows (towers and hero) non-guided, and 100% miss while moving or something. Increase velocity of arrows so its realistic, and to counter a bit for the miss while moving, so melee can't just run straight past towers or w/e without getting hit (notice how painfully slow and unrealistic standard wc3 arrows move lol). Also increase rangers attack range range (from 600) if you are adding this perhaps.
    cool, i like it... add more tactic while playing ranged. ^^

    Quote: A feature you might like to add, to increase pvp (and amount of early deaths, when you are very vulnerable to towers) could be:
    Make day --> night cycle take a long time (80-90% of the time or whatever you want), and make it speed up a lot and cover night in a few mins or whatever. At night time, the spawns stop spawing, and towers turn off. A tower is only active again if an enemy comes withing XXX range (pretty much melee attack range with the tower), when enemy is no longer in range, after a little wait, tower turns off again. As if as it gets dark, everyone is sleeping, and resting until the morning (6:00), when they march out to war again (not very realistic with them fighting 24/7 in aos's lols).. It could be useful to encourage fighting, no spawns get in the way of your kill, no towers... also lower sight range a lot at night time (more so than usual), make it a lot scarier at night. Perhaps some items that have effects only active at night you know, like move speed increase %.
    maybe do only hero and mercs move at night? should be cool ^^



    Re: Game Ideas

    Lyncor - 03.11.2006, 22:00


    So while it's night and the towers off, I send my army to kill the outpost with relative ease. Gotcha... gg ;)

    Cool idea, has severe balance issues though.



    Re: Game Ideas

    WTFish - 03.11.2006, 22:35


    @Lyncor: No no... If you go too close to a building (a little bit larger than melee range, but not too large, or you cant sneak around the base), or attack a building (not a hero) during night time, it will wake up, and wake up the other towers nearby. (sry if I didn't make this clear)

    @tegeus-Cromis:

    1) Well, seeing the game looks realistic, with the swords and everything, I thought the arrows could be a bit more realistic. Have you ever seen an arrow turn and chase the person (well not really lol) you fired it at?

    2) Animation Cancelling? I know you can move and cancel the last half of your animation the second you release an arrow... But I'm talking about making the time it takes to pull back and release less (and for swing back and strike) and you will still use animation cancelling to cancel the last bit and back away.

    Unless there is another method of doing it that is different from what I'm talking about? If so then tell plz :!: lol. :)

    3) It wouldn't slow down the game that much, because you change the time speed when it gets to 6:00 pm, and return to normal at 6:00 am (so night doesn't last very long). It would also allow more early kills because people can't chase past towers at low levels. When it gets to night, they can just run straight on by (as long as they stay in the middle of the path and don't get too close to them). So... It might actually speed up the game time, if night doesn't last tooo long. :D.

    EDIT: Nvm. nooK posted on the Wc3c forum, he dn like any of the ideas. A mod can delete this thread or w/e.



    Re: Game Ideas

    Lyncor - 04.11.2006, 16:31


    Hey WTFish... you said you'd tried this game single player. Have you played a full game yet? If not, I highly recommend it :D

    As I read your initial post, I saw that some of the things that you suggested changing have good reasons for the way that they already are because of the teamplay aspect. Actually, a lot of them... but hey, I'm trying to be nice :D

    If you ever want to play a full game, come to channel Clan KoNL on Azeroth. Can't guarantee that you'll get a game, but it's far more likely than just waiting for some random person to host.

    Unless YOU can host?



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