Mod? Warscore/Spell point system (originally Spend warscore thread)

a new game type

Reply 8 - current info

 

Ok so here is the theme of this thread, (also sorry for the wall of text!)

If anyone played Enfo's (warcraft 3 mod) they would know about the spellbringer which allowed you to perform actions based upon mana points obtained over time. (if you havent it is worth a look if you have warIII, google enfo's MT, its fantastic and is actually what brought me to demigod)

So what if we were able to spend some of our warscore? I know what your thinking, warscore is already hard enough to come by, however, apart from creep upgrades and currency warscore does not have all that much of an impact on the game. (well not in the ones that i have played anyway)

So my idea is that to add some more strategic depth to demigod, that we have another building (another shop or tab on the citadel) that allows you to spend your warscore to purchase ingame bonuses. Some limits would have to apply to this of course, and i suppose that this would be limited to a particular game type (maybe add a new game type which automatically puts warscore on high and adds these new features, similar to how fortress works -adding new fortresses to the map). Also it would have to be such that you could not go backward in War Rank (WR), however, spent war points are deducted from warscore, and you would have to regain spent war points + those remaining to reach new tiers of WR. Effects would be sustaintally longer than items, but not perminent, allowing the using team to gain a slight edge for a small period of time, a worthwhile investment; and I think that this would make controlling flags ALOT more important than it is currently.

Further it would change game styles from the current - hold flags, try to stick together to get a kill, hit WR 3, currency/priests, hit WR 8 get angels and Cats, hit WR 10 get giants. Instead a team could invest in small bonuses throughout the game which allow them to gain the upperhand, ignoring creep upgrades and instead, denying the enemy team kills and flags, which would eventuate into a level difference and allow a team to push through tactful demigod actions (or use of both strategies through a game!). Also it would allow teams to utilize war score AFTER they have reached WR 10, as currently once both teams get there, flags seem to loose their importance.

Note: all purchases will be repurchaseble upon the effect ending.

So what would you get for spending war points:

Some of my ideas are (not sure on how much these should cost, so please comment if you think they would be too cheap/expensive or OP):

Cripple- slows enemy team by -5% movement speed for 3 minutes, cost -500 war points (WR 2 required)

Severance -30 damage AA for all enemies for 3 minutes, cost -700 war points (WR 2 required)

Fatality - All enemy demigods lose 15% total health for 5 minutes, cost -1500 war points (WR 5 required)

Regen - all allies of team gain +20 HP regen for 3 minutes, cost -700 war points (WR 5 required)

Construction - Builds 2 fortresses (positions take from fortress game type), cost -1800 war points (WR 5 required) (max 2 bonus fortresses at a time can be constructed, after they are destroyed this ability becomes active again)

Summon- increases creep spawn rate x2 for 3 minutes, cost -700 warpoints - (WR 6 required)

Rebuild - rebuilds all lost towers (not fortresses) with 50% health, cost - 1800 war points (WR 8 required)

Caplock - Caplocks all TEAM flags (ie on cat this would be 2 ports, creep health/damage, gold and cooldown flags), cost -1800 warpoints (WR 8 required) (to prevent late game portal cap pushes)(control of these flags is required before cap lock is possible)

What do you think? Feel free to suggest some upgrades / comment on ones already here 

Cheers, Exx

 (also note that i know these are very powerful, but i have tried to make them expensive, so a team will have to decide what is more important, a powerful limited time bonus, or a weaker but perminant bonus (current cit upgrades)).

2,168 views 8 replies
Reply #1 Top

What happens when you hit Warscore 10, buy giants, then spend all your warscore dropping you down to lv1 warscore? It just doesn't work. You can't have the normal citadel upgrades which are reliant on a warscore level, then have another store where you can spend warscore thus dropping your levels. If you make it so the level sticks, then people will get giants then spam all their warscore, making it more of a race to warscore 10.

BTW haven't you see 5500 HP giants smashing a base apart? And don't tell me priests/catapults do nothing.

Reply #2 Top

Hi noother,

BTW haven't you see 5500 HP giants smashing a base apart? And don't tell me priests/catapults do nothing.
End of quote

But it seems to me that EVERY game ends this way. Race to WR 10 and get giants is getting boring.

What happens when you hit Warscore 10, buy giants, then spend all your warscore dropping you down to lv1 warscore? It just doesn't work. You can't have the normal citadel upgrades which are reliant on a warscore level, then have another store where you can spend warscore thus dropping your levels. If you make it so the level sticks, then people will get giants then spam all their warscore, making it more of a race to warscore 10.
End of quote

I disagree, i think that by saving war score against a spending opponent, you would be dominated earlier in the match, thus giving the opponent more gold, and flag time which would rebolster their war rank.  I just think as is, there is very little reason to fight over flags near end game, save for the portals and + health flags.

Also i think that by having team the ability to puchase team buffs would vastly in increase the strategic depth of the game, because as it is now, kills seem to be the deciding factor in most game outcomes, not war rank. I think that both of these elements should be balanced out more evenly, so that a team leading in war rank (due to not sticking together, but covering more flags) should be able to compete with a team who are moving together in order to get kills but leaving the flags under opposistion control. While creep upgrades can server as a balancer in some games of this description (you have to be very lucky and ninja cap their portals without dying mind you), having an alternate strategy would be nice.

Reply #3 Top

Why not have a war score cost for all citadel upgrades, so you can't just save it until you get giants and spend it all?  There might need to be a bit of an adjustment for how quick you acquire war score and/or at what levels you hit different war ranks.

Reply #4 Top

Right now, war score is a progressive feature which forces the match torwards a particular point.  If you let people spend war score, you essentually rid the game of this very essential feature.  In pro matches, you very rarely see teams suddenly get everything - you usually see them progressively fighting torwards the end.

It is a good idea, but it should not be implimented.

Reply #5 Top

yeh i like the idea also ... but futile brought up a good point there

Reply #6 Top

The problem with this idea which in its basic form has some merit, is that unless your in a premade team, or a consensual team, anyone can go spending the warscore points.

 

Lets take a classic example that already happens when a new player opts to spent their gold on priests or other cit upgrades before getting currency 1, the overwhelming tactical decision would be to invest in this first as over time you get the best return for investment.

Citadel upgrades costing gold work well, because the gold balance is unique to that player, by them spending that gold they only impact their characters profile.

As warscore is a shared commodity between the team spending these points has an (and i am not saying detrimental or positive) effect on the whole team. Unless each purchase was made by concensus through some prompt (which is going to be clunky and not fluid to play) you are going to exaserbate the rage quits and arguements that take place in PuGs

Reply #7 Top

lots of good points amoungst those, this one i forsee to be the biggest problem

Citadel upgrades costing gold work well, because the gold balance is unique to that player, by them spending that gold they only impact their characters profile.

As warscore is a shared commodity between the team spending these points has an (and i am not saying detrimental or positive) effect on the whole team. Unless each purchase was made by concensus through some prompt (which is going to be clunky and not fluid to play) you are going to exaserbate the rage quits and arguements that take place in PuGs

End of quote

I have had a rethink about this system. I would like warscore to be able to be spent to give people more justification for flag capping but i agree that altering a shared commodity that is linked to current gameplay aspects as they stand could cause problems.

I have an idea of how this could be fixed/altered , and i will post it later (at work atm)

Exx

 

Reply #8 Top

So currently the game works like this (roughly)

It was decided (above) that spending warscore in its current form is not a good idea as this is a TEAM commodity.

However, what if we were to impliment 2 more commodities into the game. Progression points (earned by performing actions currently awarded by exp and gold as well as other methods of obvious team play such as heal other and shield other, also current points that are given to warscore would be attributed to this pool.

From there players would be able to select how much of their Progression points they donate to team warscore pool, and how many they keep for themselves. Progression points remaining could then be exchanged for Spell points which are used to puchase semi-perminant team buffs/ enemy team debuffs etc, or even exchanged for gold or exp (i am not sure about last two as i would need to see how these would be affected but just throwing up ideas) at a spell point shop/tab.

therefore the game would then look like this:

Ok, first of all i know that this could be very clunky, but this could easily be simplified by automatic allocation between warscore and spell points via a sliding bar:

 

This way individuals could control how much they wish to contribute to warscore and how much they wish to utilize elsewhere. Default would be 75% Warscore, 25% spell points, but by moving the bar the player could change allocation %.

This would change the way the game is played, making team strategies even more important, as allocations towards either end by a player would effect the gameplay. For example, a team who wishes to get creep upgrades quickly would all donate 100% to warscore, however, a team at war 10 would change Warscore donation to 0% and still be able to utilize the bonuses associated with holding flags etc. On the other hand, a team using 100% spell points to dominate would not gain the upper hand through creep bonuses but instead by making their team alot more powerful through semi-perminant buffs which could be maintained throughout the game, allowing the demigods to do the work that cit upgrades currently provide. Or anywhere between the two continums.

I think this solves the problem of warscore being a shared commodity, and would possibly open up a new line of strategies.

Of course balance would have to be changed a little bit (and this would be a new game type, and not replace current game types already implimented) for example bonus/sec provided by holding flags would need to be increased to allow for current game length to remain the same (as 25% would be divereted to spell points) etc.

What do you think?