Thought this idea deserved its own thread.
Make it so when you click on a portal you are able to choose which lane its spawned monsters will walk down.
It doesnt have to be complicated. Maybe even just 2 choices, left or right so you can combine the 2 spawns from both portals if you want.. so you would be able to apply extra pressure to a certain part of the map but risk giving your enemy free access to easy XP farming and leave the enemy mobs to go uncontested. This might also make buying priests and other monster upgrades worthwhile instead of just loosing the game for you because of the easy xp the other team gets from them.
I think this would add a lot more strategy and options without having to change the formula of the game ect.
Also while im suggesting things. Make priests do more damage, at least more siege damage like I said earliar because as it is right now you cant really buy them until late game because of the xp they give.
Also some sort of exploding monster would be nice ty
I'm rather fond of this idea, but I believe it would be best implemented in maps that also were interactive (example: a flag you have to control so that you can have that portal of units walk across a bridge to join your others)
Thanks for the post, certainly an interesting idea. Problem is, while priests do give experience, they also heal the players that they walk by...which can be extremely handy, and mean a huge difference in a fight with other demigods. While it is true it generally isn't beneficial to get them because of the experience they give...they can be quite handy to make early pushes and control the central war flags.
Nonetheless, I like the idea of variation somehow with the portals.
Interesting idea, to be sure. It would definitely add something to the game, though I'm not sure if it would be adding something good
I mean, it definitely could be a viable idea that adds a little more strategy to the game.
some more ideas:
Queen of Thorns is too 1 dimensional. All around I believe she is weak except for her bramble shield spell which I believe is over the top. I propose you increase the recast time by something like 3seconds. In exchange her minion buffing spells should also come with 1gold income increase everytime you get one of them. Instead of having to get all the minion buffs and then end game being able to get the +4gold increase skill. You would get +1gold then +2 gold then +3 gold as you took the skills. This would make it so her closed form gameplay would still be support but not just consist of shield spamming.
Then open form her building destruction spell uproot is just horrid imo. for being in open form shes already nerfed a good deal then she uses a lot of mana to do mediocre-low damage to buildings. This spell should also be a health drain like the Rooks spell. This would give her some offensive staying power in her open form.
I also believe Sedna should be looked at in the same way. Where as her gameplay is too reliant on the heal. Maybe try to wean her off of it a little bit.
Eh, just focusing on the original post: I think that in general you could include little railroad signs for grunts, and that you could just go over to one and 'move' the lane like you would some kind of toggle switch. could make for some interesting strategies.
Maybe have them appear after a certain war rank, to minimize early game noob confusion.
or maybe you could choose which portals your monsters come out. but maybe you could only use your starting portals.
Seems like it would usually just end up in everyone pouring their troops down the same lane, or having to rush back to base to switch the creeps' pathway. Unyieldy and mildly pointless in my opinion.
I had this idea back in beta, but I totally forgot about it!
The way I wanted it to work:
Ok. Red - RallypointsBlue - Team GruntsOrange - Neutral GruntsYellow - End Points
I think you team should be able to drag the corners of these paths to other rallypoints. It should take effect the NEXT grunt wave.
Which would allow you to swap where they all go VERY easily. You have to end at the citidel obviously. And you have to have paths TO the rallypoints.Hell, you could even do this...
Obviously only 1 team shown to prevent confusion...but you see what I mean.
I think it should use the SupCom move command look.You know, this.
What do you think?
Wow, nice work Teseer, although I think that it would probably only be allowed in custom/private games, if it was implemented.
wow teseer nice job. I would worry about this idea possibly being too complicated and not noob friendly if implemented wrong.
if thats how it turned out that would probably be the case. then again you could make it so your demigod didnt need to be next to the portal to operate it. took me about 2seconds to think up that idea .
If you have the monsters all go down one path then maybe you give the opposing teams monsters and demigods a free lane to destroy. or maybe you give the demigods in the lane you are over emphsizing a bunch of free xp and gold.
I dont know how it would end up to tell the truth but your scenario is a plausible one but even so maybe that would open up more depth and strategy.
If it could be done immediately without your demi there, some guy would always be switching them around, just to irritate his own team. Especially if the command had a graphic or noise.
It's a cool idea and one that has been thought of by many people for many different games.
The problem with it, is that it doesn't support the core mechanic of Demigod, which is controlling your demigod. Instead it turns it into a rather trivial game of RTS chicken. There really isn't too much depth of strategy with this, and it just distracts from the rest of the game.
Cool idea for a game... that's not Demigod.
Love the idea... and i think Teseer is on the right track for making it "noob friendly". a simple pop up window when u click on a portal would make even the game much more statigic. i think a few things need to be limited thou... like grunts can only move towards the enemy base. basiclt the grunts are pawns in a game of chess (cough*Rook*cough) so having them move back towards base and regroup might break the system a bit.
also on another note... to make it more towards the core mechanic of demigods like raydenuni mentioned i think only Generals should be able to interact with the portals. this way if some big nerfing gets done with the general class (fingers crossed) then they're still needed in the game... even it isn't in the middle of the battle but more as a support RTS type player.
Stated far better than I have so far.
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