Subjections for units and items

Here are ideas that may be useful. I am giving only the outlines and am leaving the exact numbers and balancing to the professionals.

1. Units
Most of the units are not combatants, but support. Every sugestion is based on exisiting unit, i.e. has similar stats.

    Name         spawn#  based-on   descriptions
- Engineer       1-2        soldier      repairs friendly buildings (healing rate x2);
- Guard            1-2        Berserk    guards nearest friendly fortress/citadel;
- Bomber           1          Angel        carries bomb to nearest enemy fortress/citadel (1000 dmg),
AoE (100 dmg) if killed before;
- Trap-carrier     1        soldier    drops a trap (see bellow) when killed
- Flag-capturer   1        soldier    tries to capture nearest flag, 50% of demigod rate

2. Items
- Repair tools 1     restores 500-1000HP to friendly building
- Repair tools 2     friendly building x3 for 10 seconds
- Orb of light         placed on tower fondation (the empty indestructible towers that are connected by walls)  to construct tower
- Archer tower      same as above

3. Traps - One time items that are deployed on the ground. They may be considered buildings or units or neither.
- Flamethrower        burns (DoT) a near by enemy
- Lightning rod 1      strikes enemy unit, 10% chance to stun
- Lightning rod 2      strikes all nearby enemies, 5% chance to stun
- Guardian statue    a grounded light giant or something like that
- Health crystal        smaller, destroyable version of the health crystal
- Convict’s chains    a mine that reduce movement speed of affected enemy demigod by 50%
- Convict’s pylon       captured enemy demigod cannot move beyond trap's range (10-15) until one of them is destroyed
- Vortex                     removes demigod from play for 5-10 sec and randomly teleports it to another vortex (if missing - to portal or base)
- Milestone               non offensive building (strong as a tower). Provide a friendly location for teleportation.

4. Game mods
The basic idea is escorting a key unit to a specific location.
- Shielded conquest/fortress      these structures can only be damaged by special creeps (bomber).
- Creep domination                     flags can only be captured by special units (demigods may be allowed to return flags to neutral)

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Reply #3 Top

I see two general problems:

First, creep buildup. Even though only a few priests/catas spawn per wave, I've often seen dozens pile up to attack things. Especially with engies, who don't ever have to put themselves in danger.

Second, the game was clearly made for the defences to fall over time, to reduce stalemates. I don't think buyable structures would be implemented, unless they where temporary.