now there was a similar idea like this a while ago... however since this forum section is SO F'ING UNORGANIZED... i was unable to find it and give proper credit to those who needed it. i did however find a few other posts that are similar or have a point... so here are my influnces:
New Ideas for Minions
Ideas about improving minions
Introduction
The basic idea is to expand the current 6 types of grunts into something with a little more strategy and depth. currently 90% of the games i play turn into a race for giants followed quickly by a stale mate, and its getting kind of borning. so this is what i came up with.
Current Stats
currently there are 6 types of units: Minotaurs, Archers, Priests, Angles, Catapultasaurus, and Giants. and there are 5,2,3,2,2,2 of each representatively bring the total number of units up to 16 per wave. waves come every 35-40 secs (?). and currently i've only played on game where my computer crashed from too many units overloading my RAM (it was an impressive game until it crashed).
New Unit Tab
as you can see i've added a new tab to the Citadel Upgrade window, one for upgrades and one for units. like any other tab... diffrent upgrades and info can be found on each window.
Upgrade Tab
in the new Upgrade Tab there will be a few changes:
Unit Tab
this is where the depth come in. instead of only having 5 upgrades i've expanded it into 20 upgrades (with 12 diffrent units) the basic skill tree is this:
New Units
so who and what are these new units? basicly this:
Minotaur King (same as the idols)
Seige Archers (same as the idols)
Sorcerrer similar looking to the Priests however they throw fire balls which do more damage. also instead of healing units around them they have a passive aura which buffs armour and damage
Gargoyles flying units like the Angles however they drop splash damamge bombs onto units below.
Kamikazes
small fat units who ignore units and run straight for any structure and blow up. if they get killed they do splash damage to every unit around them (but reduced compared to their actual attack)
i'm not sure if it would be better for the high level upgrades to replace the previous ones (so Minotaurs turn into Minotaur Kings) or to have them simply add to the wave (so 3 priests and 1 Sorcerer) i'd like to hear some feedback on that.
since there was some debate about the units i added the support info here:
on top of that here is the table for who is good against who:
Selling Unit Upgrades
This idea was actualy suggested by wraid so full credit goes to him/her:
I would love to see this implemented. It would add more strategy. Also, I think that minion upgrades should also be able to "sell" (for less than the original price, of course) so that you can dinamically change your creep wave. If they could not be selled, then a team that has invested in one combination will get their asses handed to them by the opposing team who got the counter parts to the creep wave. This way the ballance of power will constantly shift and victory won't be certain untill the last 5 - 10 minutes I think...
Other Unit Upgrades
there were a few other upgrades that i thought might help out unit depth...
however i wanted to hear feedback before think about these more.
Conclusion
so by increasing the units and variaty of their upgrades as well as allow custom talored armies to the needs of the game players would be able to think much more deeply about unit upgrading... as well as when to get specific units or specific upgrades. this could also allow for another end game favor acheivement (Citadel Unit Upgrades). so please post you feedback... always wanting to hear and adapt to the wrongs and rights of my ideas.
You have the best ideas on this forum I hope Gaspowered takes notice to your posts. I am all for adding these changes the depth of gameplay would increase 10 times what is it is now because as someone else said you wouldn't HAVE to have giants to win but could focus on a certain creep and go full minos, archers, priest or whatever. +1 to you sir!
I love this idea.
B-E-A-UTIFUL idea!!! Love every bit of it. Ofcourse there would need to be some balancing and/or slight editing, but other than that it's great.
Seriously, man, where do you come up with this stuff? It's friggin genius!!!
Back on topic:
i really like this idea... so much i'm going to add it to the OP. being able to sell (dimishing return of course) would makes strategy so much more interesting and dynamic. good job
Ooooooo love this idea!!!!!
Nice idea, but this could be easily abused by griefers/lame teammates who wanted "x item" and didn't have the gold for it. Want that Godplate but don't have the cash? Quick hit up the citadel, sell off all your unit upgrades that your teammates spent money on, and off to the item shop you go.
Instead of selling maybe the upgrades could just be traded or exchanged? A little more complicated that way but less abusable. Although, being able to sell/trade minion upgrades would put a little too much focus on micro managing reinforcements for my liking.
an idea would be to buy "points" and say each point costs 1800 gold, then each unit upgrade woudl cost X amount of points (eg. minion I and II would be 1 point each, but III would be 2 points and IV would be 3 points) this way rather than getting cold cash u just get the point back.
not sure how a deminishing return woudl work for this... maybe have a 50% reduction so u have to give up 2 points in order to only get one back.. maybe? idk thought?
No need for points in my opinion. How about a bank?
Ok, it probably needs more explanation on my part.
So -> The Minion upgrades will have a small text box somewhere, near the war rank or something. A player will not be able to buy an upgrade directly. Instead, he will just type in the text box, the ammount of money he or she is willing to "Bank". All the gold that all the players have banked will also be displayed somewhere on the Minion upgrades tab. Any player can invest the money in the bank into a minion upgrade, but can NEVER subtract from it. Once money is banked it stays in the bank, and can only be assigned to the minion upgrades. That way, the diminishing return will be easy. Selling an upgrade would just put the gold back in the bank, diminished return of course.
Also, this could be used for the other citadel upgrades. Like tower HP + regen, creep armour, Xp rate, etc....just a thought.
U could just use what we already have.... Gold.
i like all these ideas ... but it could get a lil overwhelming. I think to keep it simple but on the same line, would be just to increase how many, of each grunt, that will come out of the portal, Along with some specific grunt buffs. Adding different types of minions would get a lil too confusing i think.
Suggestion:
Upgrades
Minotaur I - adds 1 more to each wave.Minotaur II - increase max health by 75.Minotaur III - Adds 2 more to each wave. Minotaur IV - they gain +10 dmg and +5% attack speed.Minotaur V - Adds 3 more to each wave.
Archers I - increases their health by 125. Archers II - adds 2 more to each wave.Archers III - Increased range by +2 (enough to be able to avoid tower dmg) and dmg by +6.Archers IV - Now aim for vital organs. 2% chance of dealing 2.5x dmg critical hit.Archers V - Adds 2 more to each wave.
Priests I - adds 1 more to each wave.Priests II - adds 1 more to each wave.Priests III - increase heal rate (how often they can heal) by 15%.Priests IV - increase max health by 100. Priests cannot be knocked into the air.
Angels I - Their attacks now cripple, reducing movement speed by 3%.Angels II - When they die, alllied units within 20 yards are healed for 300 health.Angels III - +10% attack speed.
Catapaults I - increase dmg by 8 and now do additional dmg in a small radius.Catapaults II - add 1 more to each portal.Giants I - Movement speed and attack speed is increased by 10%.
I see some people are a little upset by the increased micro-management caused by different types of units. That is a valid point. But I am guessing that they usually play assasins. I do not often see an assassin go out of their way to purchase citadel upgrades. That's because they cannot afford it. Their job is to push lanes and plow through the opposition. And for that, they constantly need to buy the best armors, potions etc.
Generals already have to deal with some micro. They have to babysit their summoned units via their abilities and also those minion idols. Also, their role is to support the lane pushing assassins, enhancing them, or weakening the enemy. For that they don't need a lot of items so they can afford to invest in the citadel. And since they already have to take care of several minions, I don't think generals will mind the extra micro. I would personally love to see even more strategy in the game.
Perhaps the way we can please everybody, is by having an option, before the game starts. If you prefer to play with classic upgrades, or TSA's enhanced upgrades with the ability to sell the upgrades and my bank ideea. It should be fun, I think...
i also see where ur comin from. AND, i think an option for this would be a great idea (Classic citadel, Advanced citadel).
but i have to argue the point you made on generals being the main source of citdel advancement. I play both sides equally, however, even when i play general, chances are i choose the assassin side of it. But when i play, i assist as much as i can with citadel advancement because advancing myself would only benefit me, not the team. Either way, both the citadel and urself should take equal amounts of focus, regarding equips, upgrades etc. Even though generals tend to be more on the micro-management side, i dont think making the minion upgrade tree more sophisticated will help in increasing strategy as such. what ive suggested, requires strategy in itself anyway. Its a more viable suggestion anyway since it only requires added properties and not new designed minions and abilities. I could be wrong but thats my take on things. Simplicity can = effectiveness, just depends on how its done.
correct me if ive taken ur point of things the wrong way.
Nope, I think you got what I was trying to say. It's all a matter of taste actually. I see an opportunity for diversity and strategy, you see an unnecesary complication. And we are both right. It can be both those things. The best way to settle this would be to have that option in the lobby. Classic citadel upgrade tree, or advanced, with banking. Or if this is too complicated, we could still go with your ideea ( I especially liked that "angel healing when dead" thing you came up with ) plus my banking ideea. It should be kick ass .
well the ammount of work that this would take is probably slightly more than GPG is willing to put into this game so our hopes and dreams lie with the modders i think. from what i've gathered this will probably playout with custom matches being set up with diffrent mods to make the matches more or less stratigic. for this one i can see two seperate mods: Minion Expansion Mod (which would add in the new tab with all the new upgrades) and a Citadel Bank Mod (with a gold pooling system for buying and selling upgrades)
all of this would probably be selected at the game lobby and downloaded through impulse. all we can do now is polish the idea untill the SDK comes out and allt he talented programmers in the community comeout to better the game.
To lazy to read all this... Not sure if it has been added or was even in the op(i forgot )
It might be nice if you would have the units the same as in skills. As in you cant have them all. Say you can have 8?(random number) distinctive units.. So you could make your own creep wave consisting of different things. Im pretty sure it has been mentioned... but i gotta run so i cant read up \
How about an item you can buy that allows you to take control of a wave of units? So for exaple, you buy this item... let's call it "minion mind totem". When you use it (make it a consumable, or a re-usable with recharge time) all allied minions surrounding your DG in a certain radius come under your control, like the general's minions. The obvious use of this would be to herd your own bunch of minions, wait for another wave and then folllow for a double hit. Plus you could stop them taking the AI path and make better use of them.
Also I'd like to see another item that works in a similar way... Let's call it the "Horn of Traitors". Similar cast to the above idea, but any Enemy minions within your radius will switch to allied. Then you could cast your Minion mind totem, and take control of them. So imagine trying to capture that portal flag, you make the enemy minon wave turncoat. then it captures. then bam, another allied minion wave rolls out.
Another item I think would be great would be a skill or citadel upgrade (pehaps at level 20 if a skill or war rank 10 for citadel) that's available to all DG's. This upgrade will allow a demigod (or all on a team if a citadel upgrade) to carry 1 extra inventory item and 1 extra consumable item.
Now for another idea! New flag types. How about a movement speed flag (+5%) or an item portal flag! This item portal flag will only be activated by standing at it for a time (maybe 15 secs) and then a random item will teleport in for you to pick up. Once you pick it up, the portal beccomes inactive to you for 45 secs before you can activate it again. At any time between this anyone else can stand there and wait for an item. If you walk off the radius it is reset to neutral. If an enemy dg comes within the radius it stops activating to prevent an item appearing. So what items are we talking about.... generally consumables like mana pots or tp scrolls or universal gadgets. Maybe a 1% chance of a 1000 gold hit or something.
Just my ideas for now....
I think these two are great ideas. I do fear a balance issue with the first though, if a general stacks up max minions, and then also mind controls a wave of creeps, they might be unstoppable, especially with priests in the wave.
The extra slots sound like a great idea. I think this would work end game. Not exactly sure when I normally reach Warscore 10, but level 20 should be good. You'd probably get insane stacking of +speed, +health and stuff but that might actually be fun. If you reach those high levels you are pretty equal anyway so one extra chance to get an item that might beat their strategy could be cool.
I don't think they would be unstoppable. Granted, they will be very strong and require some thinking on the attacker's part. But I am guessing that an Ice TB will make short work of any priests with his Rain of Ice....or if he is fire, he can cast fire nova for the same effect. Qot has spike wave, oak has surge of faith, erebus can mist and.......well, that's pretty much it, if you don't have either of these four you are screwed one way or the other. No other good crowd control DGs exist.
That, and I think towers would fall like match sticks pretty early on in the game. You'd have plenty of melee creeps to take the tower damage for you while you pummel away at the tower, and even after that you'd have enough priests to keep you up.
I think I'd prefer a major boost of tower strength, even better than the best citadel upgrade for them now, but maybe lower their regen so that you can still get them down in the end, but they would not regen to full strength while you hug the crystal for a minute.
lukas ... i think those r good ideas also.
another flag idea i might add to that would be a, "Discount flag". This flag when captured will reduce the cost of both citdel upgrades and store equips/consumes etc by 10% or 15%.
Well imo the whole thing about more expands is a bad idea (we are talking here about upgrades which, at least some of them, you just have to buy).
Even now, I'm spending so much gold on upgrades, it's enought to me to buy five ~1500 items whole game. Giants are much more important than new 10.000 armor (thats just an example). So no, I don't want to play without any item at all. Right now creeps are VERY imortant part of the game (easiest to win by creeps upgrade), and I don't think thats should change to make creeps even better. Better items are just impossible to afford in almost all games (except that really long ones or slaughters, when you have like 10+ kills after 15 minutes of playing). So, imo it's good as it is now with creeps. New options are always nice, but you guys forgetting what this game is all about. I don't want change to "who will upgrade citadel even better". It's too strong right now to make this part of game even stronger.
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