Views: 2163 Game Mechanics Part I - Hero Attributes
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Prologue
In this post I will discuss all the attributes a hero will have in my game. Most of these attributes will be pretty straightforward and will not require a lot of explanation, however if you have any questions do not hesitate to ask them in the comments below.
Affiliation
Heroes can either have an affiliation or none. One team plays on behalf of the kingdom of Insomnia (yes I know its a weird name, me and my friends came up with it as a funny idea and I got used to it; I welcome all creative suggestions.) and the other team plays on behalf of Shadûz. Teams can only choose the heroes who belong to their side. There are also heroes around who have no affiliation so they can be played by both sides. However, these heroes can only be picked once!
Elements
Each hero is classified according to an element, the elements are: Fire, Earth, Water, Air and Void. Heroes can also be classified by multiple elements but I will discuss that later on. Each element has a damage modifier according to each other element. The current modifiers are given in this table:
________OFFENCE DEFENCE Fire Earth Water Air Void |
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Fire
1 1.2 1.5 0.8 N/A |
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Earth
0.8 1 1.2 1.5 N/A |
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Water
1.5 0.8 1 1.2 N/A |
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Air
1.2 1.5 0.8 1 N/A |
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Void
N/A N/A N/A N/A N/A |
Currently I am still not sure what to do with the element Void so if you guys have any suggestions I love to hear them.
Strength, Dexterity, Knowledge and Endurance
Heroes are rated at four different attributes:
Strength:
- Increases the hero's physical damage on both standard attacks as well as some abilities.
- Increases the hero's Stamina if the hero possesses Stamina.
- Increases the hero's Health regeneration per second.
Dexterity:
- Increases the hero's attack speed.
- Increases the hero's Stamina regeneration per second if the hero possesses Stamina.
- Increases the hero's movement speed.
Knowledge:
- Increases the hero's magical damage on some abilities.
- Increases the hero's maximum amount of Mana if the hero possesses Mana.
- Increases the hero's Mana regeneration per second if the hero possesses Mana.
Endurance:
- Increases the hero's maximum Health.
- Increases the hero's Armour.
- Increases the hero's Spell Resistance.
Each level these attributes increase according to a specific scaling. They also have an initial value at level one. The maximum initial value of a single attribute will be 20 and the total value of the initial values of all attributes summed together is 30. How the attributes will affect all the stats of the hero is indetermined, yet.
Hero Statistics
A hero has, of course, several statistics. These statistics are similar to those champions possess in League Of Legends:
- Physical Damage - The amount of physical damage the hero potentially can do with its standard attacks.
- Attack Range - The amount of range a standard attack has.
- Attack Speed - The amount of attacks the hero can do each second.
- Movement - The amount of units the hero can cross each second.
- Sight Range - Amount of units the hero can see clearly (i.e. removes Fog Of War).
- Health - The amount of damage the hero can take before dieing.
- Health Regeneration - The amount of health the hero regenerates every second.
- Armour - Provides reduction on physical damage.
- Spell Resistance - Provides reduction on magical damage.
These statistics are practically the same as in League Of Legends. However, damage reduction will be done in a different way than in LoL but I will discuss that in a later post.
Mana and Stamina
Mana and Stamina will both be very common ways of adding costs to abilities. How they work? Below follows a short explanation about both.
Mana:
Mana is energy mages possess in order to be able to cast spells. This works exactly the same as in League Of Legends. Heroes have a maximum amount of Mana and they regenerate Mana every second. Both values are based on the hero's Knowledge.
Mana is energy mages possess in order to be able to cast spells. This works exactly the same as in League Of Legends. Heroes have a maximum amount of Mana and they regenerate Mana every second. Both values are based on the hero's Knowledge.
Stamina:
Stamina is a different mechanic I created to fit more with non-magical heroes because Mana does not really fit their concept. However, I am also not a great fan of no-cost heroes, so I created Stamina. It has a the following properties:
Stamina is a different mechanic I created to fit more with non-magical heroes because Mana does not really fit their concept. However, I am also not a great fan of no-cost heroes, so I created Stamina. It has a the following properties:
- The hero has a maximum amount of Stamina based on its Strength.
- Stamina slowly degenerates as long as the hero is moving.
- After not performing any actions for 2 seconds, Stamina regenerates rapidly based on the hero's Dexterity.
- Once the hero has 0 Stamina, movement speed and attack speed are cut in half.
Well, that concludes my post. I guess I have explained most of the things regarding Heroes and their attributes. Feel free to ask questions or to suggest new things, I welcome both.
Thanks for reading,
GrandmasterD
Not sure if you want boss heroes though... perhaps they could only be on certain missions and actually unselectable for players. Unless there's a certain condition which means 1 must be chosen for each team or whatever, could make an interesting concept.
Also, with the stamina thing, I presume mages have little physical damage regardless of their mana so i can see why the stamina heroes will suffer. Presumably tankyer heroes, ones clad in heavy armour for example, will have less stamina than a swift thief?
Good stuff though :)
Thank you for your comment although it was hard to read due to the giant wall of text lol. Anyway, I'd suggest you read the first post then you might understand what this is all about.
lol yeah, ty. :D
How about Void element deal double damage to all elements, but also take double damage from all elements. Or give them double defense, but only deal .8 damage to everything. How about after your stamina is gone each basic attack and spells will drain .5% of your maximum hp.
Very interesting ideas, thank you for your suggestion. I will certainly take this into account.
Some sort of how to make LoL as a Pokemon game -crafting? Well I have to say that in LoL; there are few champions from all those elements but pretty many champion is also categorized by some legendary (nearly fantasy inspired) genres: like Pirates, Ninjas, Monsters, The Good Guys And Girls and Animals. Some of those are also categorized by size: Yordles for example. And when Ninja can be a yordle there will come some difficulties. It's not that easy to make new gamemode by genres. A bit more easier would be making Evil vs. Good -game mode but some champions have a bit weird background stories and sometimes it's a bit hard to say which champion is good guy. (Like Soraka (New Lucifer? / If you know: in the Bible: Satan was one of the angels who decided to turn evil. A bit like Soraka. Monster behind the beautiful body and costume?)) Or maybe I am still writing on topic which I didn't even realize what that was. Oh, now I just understood that your idea wasn't a new gamemode, well this answer is still as good as that was beforehand. :P Mmh or was it still a gamemode? I still don't understand that: "One team plays on behalf of the kingdom of Insomnia -- other team plays on behalf of Shadûz." vs. "These statistics are practically the same as in League Of Legends. However, damage reduction will be done in a different way than in LoL but I will discuss that in a later post." So does this happen in a League of Legends practice game or is this some kind of theory of theorycrafting? Completely fictional imaginary gameworld in your head? That's my best bet. Maybe this was some sort of inside story but I kinda missed the whole point. :D Ty for reading and could you write a bit more extended description next time.
-divi-
Thank you for your comment although it was hard to read due to the giant wall of text lol. Anyway, I'd suggest you read the first post then you might understand what this is all about.
-divi-
Currently I'm planning on giving Void the upper hand as an element. However, maybe I create special items/abilities that work as a counter upon Void-Heroes.
I think this is unfair to Stamina users, as when mana champions run out of mana, their movement speed and attack speed are not reduced. Unless Stamina champions have a whole lot of damage to make up for this severe flaw, or extreme Stamina regeneration so that the champions aren't really ever out of Stamina.
A fairer system would be like Rumble's Overheat. When someone runs out of Stamina, they can't use it for quite a while, as punishment. Or something.
I don't quite understand the elements thing... Perhaps Void can just be all positive, like, they have the upper hand over all other elements, but their damage suffers in the actual game because of it (this is the same kind of idea as in YouTD where Sif armour is the best armour, but as soon as you get some towers good against Sif, you completely ruin those rounds).
Um, I think that's all I've got for now.
Oh, also, Insomnia isn't a great name for a nation/side, lol. Isonmian or some sort of other anagram would serve you better.