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Author Topic: [Total Conversion] Under Siege  (Read 46623 times)

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May 20, 2013, 02:50:41 AM
Reply #75

Offline Ceridran

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #75 on: May 20, 2013, 02:50:41 AM »
I think I've got it. Although there's not really much to change at all.

(click to show/hide)

If this guy gets accepted, he'l be on the list, yes? Infact, when are you going to start approving of some things?

May 20, 2013, 03:36:44 AM
Reply #76

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #76 on: May 20, 2013, 03:36:44 AM »
Revised the revised Eigil
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May 20, 2013, 03:41:26 AM
Reply #77

Offline Ceridran

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #77 on: May 20, 2013, 03:41:26 AM »
Quote from: "tsukiyomaru0"
> Shield Breaker - Makes the projectiles ignore the defense of the target.

.. What? Armor Piercing at a percentage is fine, but 100% armor piercing? That cannot end well.

May 20, 2013, 04:19:44 AM
Reply #78

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #78 on: May 20, 2013, 04:19:44 AM »
Quote from: "Zerokk"
Quote from: "tsukiyomaru0"
> Shield Breaker - Makes the projectiles ignore the defense of the target.

.. What? Armor Piercing at a percentage is fine, but 100% armor piercing? That cannot end well.
more like "always 1.0". And, yes, this applies to those who would take 1.5 from that as well. As in: characters with naturally low defense would take the same damage as a character with naturally high defense. Example: Projectile does 70 and Target A has overall DamageFactor of 0.5 and Target B has DamageFactor of 2.0. Rather than A taking only 35 points of damage and B taking 140, both would take exact 70.

May 20, 2013, 04:49:06 AM
Reply #79

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #79 on: May 20, 2013, 04:49:06 AM »
Just thought I'd point out that we're not using armor factors for inherent health. Since this is a total conversion rather than an add-on modification, player classes will be using actual Max Health values. The only things changed by damage factors are when a player buys an armor upgrade or has their defense weakened by an enemy champion's skills.


Also, you both aren't done. Champions need four Skill Mods, not three.

Also also, since I'm seeing only 2/2 layouts (two weapons, two skills) I'll post a 3/1 or a 1/3 later so you know how that works.

Also also also WE DON'T STILL HAVE JUMP SKILLS DANGIT. If you want a jump bonus or something, it uses the passive slot.

May 20, 2013, 04:59:27 AM
Reply #80

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #80 on: May 20, 2013, 04:59:27 AM »
Quote from: "SmashBroPlusB"
Just thought I'd point out that we're not using armor factors for inherent health. Since this is a total conversion rather than an add-on modification, player classes will be using actual Max Health values. The only things changed by damage factors are when a player buys an armor upgrade or has their defense weakened by an enemy champion's skills.


Also, you both aren't done. Champions need four Skill Mods, not three.

Also also, since I'm seeing only 2/2 layouts (two weapons, two skills) I'll post a 3/1 or a 1/3 later so you know how that works.

Also also also WE DON'T STILL HAVE JUMP SKILLS DANGIT. If you want a jump bonus or something, it uses the passive slot.
Look up again, I revised the revision.
As for the 2/2, I opt to because that's my standard way of playing Borderlands (sticking mostly to two weapons even with four slots open.

May 20, 2013, 05:06:43 AM
Reply #81

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #81 on: May 20, 2013, 05:06:43 AM »
Quote from: "tsukiyomaru0"
As for the 2/2, I opt to because that's my standard way of playing Borderlands (sticking mostly to two weapons even with four slots open).
Disregard my previous burst of fervent range.


I totally understand where you're coming from; as a fully-decked Mechromancer, I still find myself using only two neighbouring weapons, with the other two being backup devices for getting easy Second Wind (because nothing says "free Second Wind" quite like a Torgue Rocket Launcher).

Actually, Borderlands 2 was one of the main inspirations for answering the question of "How do I make a MOBA game interesting in first person?" along with Awesomenauts, Monday Night Combat, and SSBB's Subspace Emissary. The game was veering to be a lot slower and focused on sharp min-max specializing, but after a lot of persuasion we're down to the quick and fast-paced build Coldy presented on the previous page.



EDIT: After looking back, seems like there's still a slight breakdown in communication! Basically, all four of your Skill Mods have three levels each; the initial purchase of Ragnarok would also be its Level 1, so to speak. In other words, the initial purchase effects of Ragnarok (halved MP for everything and low charge on top of it? wow that's OP) as well as the Level 1 effects (accuracy bonus plus auto-blind!? hell, that might be worse) are both earned from buying the Ultimate Mod ONCE. Sweet geezus, that's going a bit too far. Adjusting the power of the Ultimate Mod, as well as changing up your Skill Mods to all have three ranks would fix up the remaining issues.

Also, note that some of Alphonse's Skill Mods also apply some secondary effect at the Level 3 final purchase; this is to sort of encourage players to opt for getting a Level 3 in a Skill Mod earlier in the game to make that particular bonus "super badass", instead of just waiting until end-game to Level 3 everything. Again, like Borderlands gives you the freedom to fill in select skills or just have a wide balance of skill points, the Skill Mod system is meant to allow players who evenly spread their Mods to stand on a roughly even ground with players who specialize in one area before moving on.

I see where you're coming from though, so if you're a little confused I could actually use your character as a good example for an alternate 2/2 build (where, unlike Alphonse, the Ultimate Mod isn't so much a skill as it is an upgrade).

May 20, 2013, 06:13:25 AM
Reply #82

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #82 on: May 20, 2013, 06:13:25 AM »
Quote from: "SmashBroPlusB"
-snip snip-

This whole ranks and skills thing is much more confusing... Why not use something in a more solid context, like based of a game such as Borderlands, where we know that each point in a skill just gives a boost to what it currently does?
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May 20, 2013, 05:52:50 PM
Reply #83

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #83 on: May 20, 2013, 05:52:50 PM »
Quote from: "tsukiyomaru0"
Kung-Fu Cutman
HUZZAH

YOU DID IT



That's pretty much what the theme is, yeah. You get a skill, then you can buy the same skill twice more to upgrade it. Sure, added effects are cool, but if the skill is good enough then you can "just have each point in a skill give a boost to what it currently does". Head Count would probably also increase duration per Rank, but you have the idea of it pretty much down to a science.

I'll go punch Cold Fusion out of hibernation and let 'em know he has something!

May 20, 2013, 07:49:44 PM
Reply #84

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #84 on: May 20, 2013, 07:49:44 PM »
Quote from: "SmashBroPlusB"
Quote from: "tsukiyomaru0"
Kung-Fu Cutman
HUZZAH

YOU DID IT



That's pretty much what the theme is, yeah. You get a skill, then you can buy the same skill twice more to upgrade it. Sure, added effects are cool, but if the skill is good enough then you can "just have each point in a skill give a boost to what it currently does". Head Count would probably also increase duration per Rank, but you have the idea of it pretty much down to a science.

I'll go punch Cold Fusion out of hibernation and let 'em know he has something!
Ah, got it. So it goes the Borderlands-style...

May 20, 2013, 07:55:23 PM
Reply #85

Offline Orange juice :l

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #85 on: May 20, 2013, 07:55:23 PM »
Two maps and Three characters Incoming
Open to feedback cause I have no idea what I'm doing

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May 20, 2013, 08:23:59 PM
Reply #86

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #86 on: May 20, 2013, 08:23:59 PM »
Quote from: "Orange juice :l"
Runeterraria WIT
We're trying to go for more original content here, but I have to give props for the idea of a "Hard Mode lane".

Quote from: "Orange juice :l"
Worldstone Keep
This one might actually be used as-is. The side-objective is certainly a cool idea.

Quote from: "Orange juice :l"
Communist Mage
As much fun as Nasus/Veigar is, I'm a bit hesitant about including this guy because he suffers the same problem as Daveris in CSCC: Snowballs are REALLY hard to balance effectively in something like Zandronum.
Also last-hits are really hard to pull off when there's no visible enemy health bars
Also also see rule 1.

Quote from: "Orange juice :l"
Jeus the Pious
The only thing I'm hesitant on is having Undying Rage + VoliPassive as a passive. I'd reduce the duration of Honorboud's UnderShirt period, but other than that I think he's pretty good.
...Also I'm willing to let the edge-skirting of Rule 1 slide on this one because I kind of like the character idea. You win this round...

Quote from: "Orange juice :l"
Skeletron Prime
See my note under Runeterraria.

May 20, 2013, 08:49:39 PM
Reply #87

Offline Balrog

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #87 on: May 20, 2013, 08:49:39 PM »
Quote from: "Orange juice :l"
MAPS:
--------
Runeterraria WIT
This once pure landscape has been washed over by two warring elements: The Hallow, and The Corruption.

This map has Two Lanes.

UPPER LANE: The Hallow
A land of peace and benevolence, this lane is well-defended against enemies who see it as an easy route into your base. It has Two towers. Neutral Creeps are weak and drop moderate gold.

LOWER LANE: The Corruption
A fearful, blighted area, left unguarded as it was not thought that anyone could survive. The lane is full of aggressive neutral creeps that will most likely kill anyone under level 10, and seriously harass anyone who isn't level 20+. There is only one tower.
This lane is home to the Eater of Worlds, a large boss that will provide a buff to the team of whoever kills it.
So, Murderbridge with a jungle from hell.

Quote from: "Orange Juice :l"
Worldstone Keep
At the heart of the world itself, the two warring factions now seek omnipotence by laying claim to the enigmatic Worldstone.

This map has Three Lanes.

The top and bottom lanes are standard, with two towers each and neutral creeps.

The middle lane CANNOT be used to access the enemy's base (One way door/teleporter), but instead serves as a KotH style capture point. Whoever holds the point procures a strong buff for his team, and allows them to move between top, middle, and bottom lanes through a shortcut circumventing the Worldstone.
Baron Nashor, eat your heart out.

This I like. Not sure how you can squeeze neutral creeps into a lane, though, and the capture point would be hell to balance between the buff and the teleport; Shen is OP primarily because his ult lets him turn around teamfights and gank all over the place.

May 21, 2013, 01:54:01 AM
Reply #88

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #88 on: May 21, 2013, 01:54:01 AM »
Welp
I made a thing


...Anyone want to try their hand at cleaning up and adding a [firing/reload/twirl/any combination of the above] animation for these things?

May 21, 2013, 01:58:52 AM
Reply #89

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #89 on: May 21, 2013, 01:58:52 AM »
Quote from: "xColdxFusionx"
Welp
I made a thing


...Anyone want to try their hand at cleaning up and adding a [firing/reload/twirl/any combination of the above] animation for these things?
Coldfusion, that's damn awesome.