This is an RTD that's somewhat of a test for a combat system I've been pondering.
In a galaxy far, far away, which no longer exists, a temporal disturbance has resulted in entire worlds being brought together in a tangled web of spatial anomalies. In a struggle for supremacy, advanced civilizations, psionic masters, magical wizards, etc etc. are now waging war against each other. Casualties range in the billions--cities are nuked, planets are glassed, empires are overrun, and populations are wiped out.
As a temporary ceasefire, a safe-haven has been designated on planet Vraxxis in order to be able to forge agreements. Now, in a time where civilians rush to the site for fear of their own lives, it is up to you...
...to entertain them!
The game takes place in a symmetrical arena with three main lanes. Every 7 turns, a set of creeps comes from the headquarters on each side and marches down each lane. In the center, the creeps fight. Killing creeps yourself, however, grants you XP and $$, which are used to level abilities and buy items from the four shops spaced around the arena.
Each lane has a number of towers, which fire at and damage both creeps and heroes. Towers and creeps always target creeps first, then towers, but will attack heroes if the hero uses a regular attack on another nearby hero.
Unless you are using a
channeled ability, which holds you in place and keeps you from using anything else the same turn, you can move before or after the casting phase of each turn. Examples:
-Use Blinding Light on Bob after moving to close range.
-Use Multistrike on Bob, then retreat to the tower.
-Cast a fireball, then move closer so I can use my passive fire aura to damage Bob.
Distances are measured in the following order: Melee, Close, Mid, Long, Far. Since numerical values are used for weapon and ability ranges, 1 is melee, 2 is close, 3 is mid, and so on.
As a side note: Melee weapons usually have a range of 1 unless they are really long. However, the longer melee weapon always strikes first in combat where both heroes are attacking each other.
During combat, heroes can move up to 2 units. Casting an ability takes up 1 unit. Switching lanes takes just one turn. Items can increase your speed temporarily, give you a chance to move faster, etc.
There are 4 phases to a turn.
Move (1)
Attack (1)
Cast
Attack (2)
Move (2)
You can choose whether or not to make your move at move phase 1 or 2. You can split your move between the turn if you want to simply attack then retreat without casting anything. Same goes for attacking.
You can attack once per turn. Items, abilities, and passives can give you chances to strike multiple times. Likewise, some debuffs and passives can slow your attack down and give you a chance to not be able to attack.
If you cast an ability, you can still attack before or after the cast. However, the default ability will slow you down by 1 (this is called cast time). Some abilities have a cast time of 2, which prevents you from moving unless you have an item, ability, or passive that lets you move 3 in a turn.
Note: When the game starts, everyone is automatically at long range with the opposite laners, close to their respective towers.
If you are in range of an enemy hero or creep, you can attack them. Attacking usually deals physical damage, though unique/active effects of an item can change that. Most heroes start with around 20-40 attack damage. Long range attacks usually deal less than melee for balance, though not necessarily.
These are the following damage types:
Kinetic: This is dealt by most impact based weapons. Guns, telekinesis, swords, that kind of stuff. Can also be dealt by abilities.
Thermal: This is dealt by heat-based weapons. Abilites can also deal this. Generally, this is identical to Kinetic, but is countered by different items and such. However, to make things more interesting, the two default creeps (melee and ranged) have 30% thermal resist.
Spell: Spell damage is usually reserved for spells or unique passives that affect a hero's regular weapon. You can still have an ability that deals kinetic or thermal damage, but generally it's helpful to have at least one spell damage ability because spell damage is the hardest to resist.
True: True damage cannot be resisted, blocked, or anything. Most heroes should only have one true damage ability or, preferably, none. You should only have a true damage ability if it's integral to your hero. For example, a chaser would want a true damage beam so that he can catch people running using forcefield spells.
The following stats pertain to attack damage:
Resistances (Kinetic/Thermal/Spell): Measured in percentages, these simply reduce the amount of each damage type that comes in. For spell resist, bonuses from items are additive. For kinetic and thermal resist, items that prove these act after each other.
So a cloak of resistance (don't ask) plus two creepy masks (also don't ask) provide 20%, then 10% and 10% resistances of all types.
Your spell resist would be 40% (this is really high)
Your other two resistances would be calculated by doing the following calculations: 100 - 20% = 80. 80 - 10% = 72. 72 - 10% = 65.
It also works commutatively: 100 - 10% = 90. 90 - 20% = 72. 72 - 10% = 65.
Armor: Armor subtracts a certain amount of damage from all regular autoattacks. For example, 7 armor vs a 40 damage autoattack would make the autoattack deal 33 damage.
Armor's effects are applied after resistances, so if someone attacks with 40 damage, and you have 20 kinetic resist and 5 armor, you will take 15 damage.
Damage Amplification: This can be a temporary debuff, and usually is. Basically, it causes all incoming damage to increase by the specified amount. 10% kinetic amplification results in 10% more damage being dealt. This adds like usual, so 10% + 10% results in 20%.
Amplification also cancels out resistance, so a total of 32% physical resist vs 20% amplification -> 12% physical resist.
Leech: You can have leech for all three damage types (probably not True, though). Basically, this returns a percentage of the damage dealt as hp. This adds regularly, so 10% physical leech + 10% physical leech results in 20% physical leech. Leech for all three damage types is separate, although there are two additional leeches that apply:
-Physical Leech: Basically thermal and physical combined. Just a short way of saying "add this much to both leeches."
-Generic Leech: Leeches all damage dealt.
-Potential Leech: Few items actually give this. This is physical leech but leeches the damage done before armor reduction and resistances are applied.
Abilities can have a variety of effects. Let's begin with a really boring damage ability:
Summon Large Fish [100] (0/3)As you can see, there are a number of factors that play into this:
Your INT attribute: More on this later. INT is the attribute that increases spell damage, most of the time. You can also do a percentage of your attack damage, or a percentage of other attributes, but as a general guideline, use INT and sometimes weapon damage as the scaling attribute.
Scaling allows you to build an attribute in order to do more damage with your abilities.
Number in brackets ([100]): This is the energy cost. This game uses a standard mana system until I can think of something better.
Number in parenthesis ((0/3)): This is the cooldown until the ability can be used again. Powerful moves should have longer cooldowns.
Damage is treated as was stated in the "Attacks" section.
There is a stat that affects abilities:
Timescale!
Timescale works as a percentage. If you have, say, 10% timescale, then your cooldowns will be divided by that much (10% would divide by 1.1), rounding to the nearest integer. Furthermore, every 20% timescale you have gives each ability a 1/6th chance to skip one turn of cooling down.
There are three attributes. All are numerical values that may be increased temporarily by items, spells, passives, and so on.
Each point in a specific attribute adds stats.
STR: +10 health, +0.5 health regeneration. Ex. 300 STR -> 3000 extra health, 150 health per turn.
DEX: +0.5% timescale, every 10 points adds 2% physical resist. Every 40 points gives a 1/6th chance to attack twice or more in one turn.
INT: +10 energy, +0.25 energy regeneration. Most abilities scale with this.
You may pick one attribute as your primary attribute, which adds 0.5 weapon damage per point in that attribute. Passives can change this, so you can have a swordsman who gains damage from both DEX and STR.
Passive abilities are like regular abilities. However, you also get one heroic ability (usually a passive) which is active, cannot be leveled, and provides something special. An example of a heroic passive would be:
AngrybeardThere are 20 levels. Each level, your hero gains a certain amount of attributes, plus the ability to upgrade one ability.
Your hero starts off with just his passive. He can then learn one of your three main abilities.
At level 6, your hero can learn his fourth ability, which is usually more powerful than the rest but not always. It should be something that would not work early game, for example, an attack that deals 1 damage per point of energy the target has.
At level 10, your hero can learn his ultimate, which is generally a powerful ability with a long (10-15 turn) cooldown, though not always. You can also have a passive ultimate. Be creative!
Once you learn an ability, you can improve the stats by spending your level up on that. You are free to change the way the ability works, too, as long as it's balanced.
Gaining XP
Creeps give 4xp to all nearby heroes. This xp is evenly distributed between nearby heroes (Far range, at least).
xp required for level ups:
2: 20
3: 24
4: 28
5: 32
6: 36
7: 40
8: 44
9: 48
10: 52
11: 60
12: 68
14: 76
15: 84
16: 92
17: 104
18: 116
19: 128
20: 140
Creeps have around 150 health at the start and deal 30 damage for melee, 20 for ranged.
Abilities:
All abilities start at level 0. You unlock one ability or put an extra point into an ability each level.
When an ability is unlocked, a {1} will be placed next to it.
This number increases should you choose to upgrade an existing ability.
At level 1 of an ability, base damage per use should be around 60 + 75% INT or so for a generic fireball ability with a cooldown of 2.
The base damage should increase by around 30 for this, to perhaps around 50 for a more powerful nuke spell.
Ultimates should gain 100 or so damage per level.
You can also revise your abilities ingame, changing their effects to a limtied extent. You can, for example, at level 3, add a turn to a stun's duration, or increase the INT scaling by 15% or so, along with extra damage.
Max level for abilities is 4.
Attribute Gain:
You gain 7 of your primary, and you can split 8 points between your other two attributes each level up. Minimum attribute gain is 2 per attribute.
Arnold Braunschweig, the Berserk(
700/700hp (+20),
100/100ep (+5))
Bio: [INSERT BIO]
Attributes: STR: 40,
DEX: 30,
INT: 10
Heroic Passive: RuneshieldAbilities: -
Seeleschwert-
Tenacious Fury [30] (4/4)-
Berserk Shield [20] (3/3)-Blitz [50] (7/7)-Soulswap [70] (14/14)Final Stat Effects: +15% timescale, 6% kinetic resist, 6% thermal resist.
Attack Damage: 40 +
20 =
60 kinetic (+24 spell damage)
Range: 1
Items: None
The the following sheet for your own. Be sure to quote it for formatting.
[color=orange]Hero, the Hero[/color]
([color=limegreen]XXXXX/XXXXXhp (+XXXXX)[/color], [color=lightblue]XXXXX/XXXXXep (+XXXXX)[/color]) (Base hp should be around 200-300. Add on your starting STR afterward.)
[b]Bio:[/b] XXXXX
[b]Attributes: [/b][b][color=#ff7744][abbr=+10 health, +0.5 health regeneration. Ex. 300 STR -> 3000 extra health, 150 health per turn. ]STR:[/abbr][/color][/b] XXXXX, [b][color=#88ff88][abbr=+0.5% timescale, every 10 points adds 2% physical resist. Every 40 points gives a 1/6th chance to attack twice or more in one turn.]DEX:[/abbr][/color][/b] XXXXX, [b][color=#4477ff][abbr=+10 energy, +0.25 energy regeneration. Most abilities scale with this.]INT:[/abbr][/color][/b] XXXXX
(Attributes should add up to 80)
[b]Heroic Passive: [/b][abbr=XXXXX][color=white]Heroic Passive[/color][/abbr]
[b]Abilities: [/b]
-[abbr=XXXXX][color=white]Ability 1 [XXXXX] (XXXXX/XXXXX)[/color][/abbr]
-[abbr=XXXXX][color=white]Ability 2 [XXXXX] (XXXXX/XXXXX)[/color][/abbr]
-[abbr=XXXXX][color=white]Ability 3 [XXXXX] (XXXXX/XXXXX)[/color][/abbr]
[b]-[abbr=XXXXX][color=white]Ability 4 [XXXXX] (XXXXX/XXXXX)[/color][/abbr][/b]
[i][b]-[abbr=XXXXX][color=white]Ultimate [XXXXX] (XXXXX/XXXXX)[/color][/abbr][/b][/i]
[b]Final Stat Effects: [/b]
[b]Attack Damage: [/b][color=white]XXXXX[/color] + [color=limegreen]XXXXX[/color] = [i]XXXXX[/i] [DAMAGE_TYPE]
[b]Range: [/b]XXXXX
[b]Items: [/b]None
*Be sure to underline your main attribute!
I'll work on a map. Meanwhile, sign ups:
Preliminary Match!
Team 1:
-Errol
-Tiruin
-Adwarf
Team 2:
-Micelus
-IronyOwl
-Talarion
The members of each team should vote on their team's name.
Waitlist:
HEN
Cheers!