[IDEA] Neutral forces

First off, this game has tons of potential for some great use of creativity, unlike other genres where you can only add so much to the game for it to feel original (all shooters feel basically the same to me). I cant wait to see the "rest of the game" when more maps, demigods, items and strategic points on the map are added.

My point thus far is that we've only seen the basic stuff so having item ideas, demigod ideas are kinda useless at this point. Im also 99% sure that they are aware of the interface issues like lack of minimap, hard to target other demigods, hard to see whos on which team etc.

As for my idea (which you can guess from the topic title) is that some sort of neutral forces should be added. Not on all maps, mind you, but it opens up for alot more interesting map creation. I'll post a few examples of how Id imagine it to be used.

The cave.
Bases keep throwing waves at eachother like any other map. However, next to each base is a cave filled with beasts. The players can choose to push the waves and kill the opposing towers like they normally would on other maps, or form an expedition to clear out the cave. The cave should end with a boss of some sorts like a dragon. Finishing it will allow the players to take over a flag there which grants control of a gold mine and a portal which summons waves of lizardbeasts and a dragon to constantly stream out of the cave to join your regular waves. It should require mid-level heroes to clear the cave.

Breaking out!
Imagine a 3v3 map where one player on each team is cut off from the start position and imprisoned in a castle on one of two islands (one for each team). The imprisoned players has to make haste and fight their way out of the prison and take over a flag at the coastline of his island as fast as he can. This flag will capture a goldmine as well as create a bridge to the mainland for the imprisoned player to join up with his team and join the wareffort!

I will edit in more ideas later.

2,721 views 17 replies
Reply #1 Top

I don't know.  This is Demigod, not mystic cave adventures.

Reply #2 Top

I like the idea of occasional neutral forces. Nothing really major, though.

 

:fox:

Reply #3 Top

Well, I like the idea of neutral force. But i'm not sure about your sugestion how it could look in game.

I think that idea, that there is some mines on map that are controlled by neutral force is good idea. I am just not sure how it should looks. Of course it should be place where only demigods, can go. Question is if neutral forces will be defeated they are out from game, or maybe they will respawn let's say few minutes later.

Or maybe instead of mines it should be somethink like place where you can go, kill monsters, take treasure and be back few minutes later, when another monsters will be there?

Reply #4 Top

Just having the option of neutrals opens up for alot of creative mapmaking. They were just examples of what you could do with it. This will also translate to a more interesting singleplayer part as well as having the "standard game" available for ladderplay.

Reply #5 Top

You could include neutral forces to the whole idea of "road hazards," but not make them exclusive to it. For instance, one map could have a big honkin' demon dragon hovering over the northern path making it dangerous to go that way. And thats fine, but other maps would have non-creature hazards, like meteors hitting a part so you need to get out of the shadow it casts.

I woudn't want the whole thing to turn into WC3 where you fight little monsters and upgrade first and then you move into big-boy mode and fight real people. I enjoy the immediate pvp action.

Reply #6 Top

Only way it'd make sense is flags summoning something.

 

This isn't DotA2, btw.

Reply #7 Top

I think a good idea would be to make a capturing point (like the flag in the middle of the water level ) but if you have it you spawn extra creeps, or you spawn a unique creep. The fight would mostly take place to hold that flag but if there were 2 flags?

Reply #8 Top

what about flags controlling bridges (forgive me if this has been discussed already, there's an awful lot of threads) to rediriect creep (and DG) movement?

i personally prefer the specific map-hazard (say, meteor shower or a big ol' floodgate) over

Reply #9 Top

erm. odd where did the rest of my post go? anyway, i *was* going to say;

 

i personally prefer the specific map-hazard (say, meteor shower or a big ol' floodgate) over extra creeps or a lone mega-creep.

Reply #10 Top

Quoting CookieMONSTERa, reply 8
what about flags controlling bridges (forgive me if this has been discussed already, there's an awful lot of threads) to rediriect creep (and DG) movement?

i personally prefer the specific map-hazard (say, meteor shower or a big ol' floodgate) over
End of CookieMONSTERa's quote

Actually it's a rather original idea. I've heard people mentionit o IRC but not thesee forums.

Being able to capture flags that would redirect your creeps would be very neat IMO.

Reply #11 Top

(I beleive the forum ate the last post, sorry if this is as doublepost)

Redirecting creeps would be a great option as long as you make it optional. I'll use the Beta1 map for an example. You cap the flag but you like your creeps attacking the side towers. So you cap it and lock it if you want.

If you want the creeps to run straight down the middle, cap it and place a "Rally lock" on it (or you can left-click the flag and click the button 'RALLY TROOPS,' whichever is more balanced). Then all of a sudden your creeps go down the middle for a head-on assault. It won't be too overpowered because its the same number of creeps, just going somewhere faster.

Reply #12 Top

Quoting innociv, reply 10



Quoting CookieMONSTERa,
reply 8
what about flags controlling bridges (forgive me if this has been discussed already, there's an awful lot of threads) to rediriect creep (and DG) movement?

i personally prefer the specific map-hazard (say, meteor shower or a big ol' floodgate) over


Actually it's a rather original idea. I've heard people mentionit o IRC but not thesee forums.

Being able to capture flags that would redirect your creeps would be very neat IMO.
End of innociv's quote

 

I thought this was mentioned by Tyo or frogboy.  Redirecting creeps that is, not bridges.

Reply #13 Top

i heard some mention of it somewhere yeah.

Reply #14 Top

hmm, i think neutral creeps at neutral capture points are viable.  Perhaps after you capture, they respawn and defend that point for you.

Reply #15 Top

Do you think creeps spawning over your flag could allow the flag locking to be toned down a bit?

Reply #16 Top

I like the creep redirection idea.

Think the neutral beasties could work well in the single player campaign perhaps, depending on how it's set up.

Reply #17 Top

I like the idea where neutral creeps protect mines/portals.  Perhaps in a 1v1 map healers(or insert unit here) doesn't spawn.  The only way to spawn them is to capture a portal defended by a large number of them.

 

I was also was inspired by this.  WHat if you had neutral creeps on an alternate path(that the team creeps would not go to).  This means it would be constantly under fog unless a demigod was there.  It would be a sneaky backdoor/tunnel into the opposing teams base but would have to be cleared of neutrals before use.   I think it would add to observer wards since you'd wanna keep sight incase the other team is clearing the tunnel out to your base.  Currently I think the game has too much sight everywhere and its fairly difficult to move around unnoticed.