Spellbound and Astaroth Zion Brainstorming
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Main MechanicFaction Main MechanicsStatus
Status: Strongly Agree, Approved, Looking for Alternatives (LfA), Undecided, Disapproved, Scrapped, Needs Work, On Hold
A)Structure's Life-EnergyApproved / LfAApprovedPylon: buildings require an "powered" area to be builted. Also they cease to function if the "pylon" building gets destroyed.In the near future The Burning Legion invaded again (after current WoW Legion events), yet after realizing that their newest invasion would fail they launch a devasting plague on Azeroth. Most of the traditional races have died out, Alliance and Horde remain broken.
On this chaos, some high elves and dalaran mages escaped the plague by secluding themselves on magic vaults sealing their bodies from the world for good. In order to still be able to interact with the world these mages created golems and constructs, pushing techno-magic a milenia ahead. (¿Too future history?)
Effect 1: Protoss Pylon style, some buildings feed energy to the ones near by. No building can be created outside a power area. (If "pylons" are destroyed, buildings desactivate).ScrappedScrappedRed Alert Power Mechanic: not clear purpose, only gives a weakness. Alternative idea is to replace food with energy.
ApprovedApprovedEnergy Food: energy is a resource, so power plant creates 10 energy units per 5 seconds. "X" building consume 3 energy/s, "Y" unit consume 1 energy/s. Advantage of Ener-od is no hard limit on units, but cap given by production. We can put limits to top energy stored like max 5k units stored, or each plant grants 30 max energy stored.
B)Unit's Life-EnergyEffect 1: units have an internal energy storage (battery), normal actions like walking or standing drain (few) energy, but active actions like attacking or casting abilities drain (high) energy. (¿Does heroes also follow the "battery" mechanic?)Needs Work
Lfa / Needs Work
Unit's Battery: is micro-heavy. Not feel that I would like to keep track, if units are in battery range.
Effect 2: Heroes, barracks and other buildings in base replenish energy of units near by, either passively and/or actively. We could have special units that can move energy between units and/or a moving recharging station that has a huge internal battery and can donate energy to allies.
▲ Strongly Agree
▲Strongly Agree
▲Recharge Battery: Both buildings do recharge and some support units do recharge.
Effect 3: battery levels, low battery status create debufs on the unit, that slow it down, reduce attack and defense, etc. Units that got their energy storage depleted get shut down, loosing life quickly until they die.▲ Needs Work▲Lfa▲Empty Battery: 3 different approaches can be taken.
1) On zero battery unit gets severly debuffed (-50%speed, attack, armor), 2) On zero battery unit is frozen in place and can be attacked. 3) On zero battery units gets frozen and loose life over time. Upgrades can reduced debuf power or turn option 2 into 1 for example.
C)Faction PathEffect 1: to help replay value, the faction has an extended techtree, where you decide to follow certain paths each game. On a single game it's impossible to unlock every unit, however on any single game you would have the mandatory 12 units and 3 heroes. (+Hero-Base if we go for that idea)UndecidedOn HoldFaction Paths: In essence, mutually exclusive tech paths. (When we finish everything, if we got enough time, lets revise this idea).
▲Effect 2: the faction could have "4" guilds and each game (when reaching tier 2) you would have to pleadge alliance to a single one. Ideas of guilds: Merchant Guild (resource collection improvement), Engineer Guild (for contructs and mech units, also battery upgrades), Scholar Guild (casters and heroes magic improvements, fast tech upgrades), Techno-Bender Guild (building oriented guild, have unique base defense mechanics, also fast building).▲ On Hold▲On Hold▲Example of faction path.
D)Hero Main Building
(4th Hero)
Effect 1: main base is a hero, it doen't gain experience from combat but instead from tech upgrades and creating buildings for the first time. You still got your regular 3 heroes.UndecidedUndecidedBase is 4th Hero:
▲Effect 2: most Hero-Base abilities have huge casting range (map wide), they also change deppending on the tech currently researched. Example: one game you could speciallized in arcane magic, next game on golems, etc. And some abilities of the Hero-Base will adjust to the "faction path" taken on the current game.▲ Approved▲Approved▲Global Spells:
E)Soul-CubesEffect 1: The Psionic Nexus has 'docking ports' for Soul Cubes (workers). A docked Soul Cube can be empowered with a building blueprint so that it may deploy the building quickly. Has strong potential for tower rushes, maybe even overpowered.ApprovedApprovedWhen Warpseer Ner'zhul ativated the Portal Engine to flee Draenor, and consequently doomed the planet, he met his 'end' when the wormwhole he took sent him face to face with Kil'jaeden the Deciever. The Warpseer was lobotomised and his spirit encased within a highly-advanced Legion device called the Frozen Throne. The Dreadlords, elite agents of the Legion, were sent to monitor the Warpseer's soul as it was tasked to create a force powerful enough to sweep through the lands of Azeroth and lay waste to the natives. Ner'zhul's efforts created the Unificators, but secretly, his spirit managed to find a loophole through the Frozen Throne's AI. He sent telepathic messages forth so as to create sleeper agent within the Unificator cult that would enable his freedom from the Legion.
Effect 2: Soul Cubes are pseudo-resources for the Unificators. They cost 0.25 food and are bought rather than trained. Can be docked in a number of buildings. The lumber harvesting requires docked Soul Cubes in a special building, just like the gold mine. Uses basic Blighted Gold Mine mechanic for that.▲ Approved▲ApprovedWood Production: golem invulnerable with lighning
Effect 3: Soul Cubes can create buildings by merging into one another (like Archer + Hippogryph = Mounted Hippogryph) to create pseudo-structures. Still debating on how that could work to create different varieties of buildings, but it's an angle to consider. Alternatively, Soul Cubes can merge to create stronger units.Needs Work▲Approved
/ Needs work
Besides gold and wood, you can need soul-cubes attach to the factory that are used up in the building.
Effect 4: Soul Cubes can deploy into a Foundation. Additional Cubes can dock into the foundation to transform it into something else.On HoldNeeds WorkFoundations can either upgrade into other buildings or use another method.
Effect 5: Buildings, towers specifically, near a Psionic Nexus recieve a strong boost to their resistances and/or damage. This would weaken towers outside that influence, making tower rushes a less powerful tactic. Could potentially be used as balance. (Make this an independent effect)Approve
Effect 6: Soul Cubes as individual upgrades. A Soul Cube can be sacrificed to permanently buff a unit with a shield, more health/mana, more damage, more armour, new abilities, etc. This creates the potential for an individualistic approach by making single units stronger, but might no match with the Undead theme upon which the Unificators are based.Needs Work
Effect 7: Soul Cubes can be upgraded to various Possessed Machines when they're docked in certain buildings. Possessed Machines are the stronger units.Approved
Effect 8: Soul Cubes can be used as fuel for a caster building that uses them up to casts spells. The building in question had a transmitter than can move around the map, and spells can only be cast within the AoE of the transmitter.ApprovedApprovedUtility unit bound to a building. Transmiter unit, + casting building
Effect 9: Soul Cubes can 'charge-up' a building within themselves. This builds around 60% of the building. Then they are able to deploy it wherever they want, which will do the rest of the contruction.
G)Gathering ResourcesMethod 1: Soul Cubes dock into a building and then depending on how many there are will depend on the tree-harvesting power of said building. It gathers trees by draining their life-force with a beam or by activating a golem to harvest.ApprovedApproved
Method 2: Soul Cubes harvest trees just like a ghoul would, but the attack animation will look like they are draining a bunch of green particles from the tree. Their Lumber animation activates, and they glow green. Easier on the coder, harder on the modeller :PDisapprovedDisapproved
F)Corpses as ResourceEffect 1: the corpses of units ca be loaded up into a special scavenger unit that will then deliver them to a building. What that does, no idea. Just thought it was a cool idea, since the Unificators work with souls, and you could say that the corpses still contain spiritual energy to burn. Maybe it restores mana to the Psionic Nexus, which has a bunch of abilities?ScrappedScrappedCorps Resource: idea rescued and reshaped for the clockwork effect 3.
H)Nerubian ArtificerEffect 1: The Nerubians will function more as a support power rather than just an attack unit. Considering the Scourge in vanilla warcraft 3 adopted the Nerubian architechture, it makes sense to view the Nerubians as builders, though this implies they should be workers. I'd rather have them as behind-the-scene actors that influence battle rather than participate directly. Potential for long-range casters.UndecidedOn Hold
Effect 2: Nerubian caster building that has a bunch of spells that have either very long range or can be cast anywhere on the map. Potential for having a mobile version that can assist in sieges.ScrappedScrappedMerge idea with Soul Cubes Effect 8
Effect 3: Nerubian siege unit is a large vessel that can be manned by other types of Nerubians or docked by Soul Cubes. Function will differ based on what Nerubian is currently inside, or increase effectiveness of unit based on how many Soul Cubes are docked within. Can be both.ApprovedNeeds WorkNot bound to a nerubian theme, but interesting. To many options is hard to balance, is basically extra free units.
1 slot only. Deppending on the unit housed the vehicle changes, to adress power balance of unit housed 1 item is housed into the vehicle.
Effect 1 (internal piece count): clockwork units have an internal max number of pieces (300 for tier 1 melee for example). For each attack done or received a piece is removed, reducing the max life, attack and defense by a small percentage. In other words, clockwork units lose their efficiency over time so they must be slightly cheaper and/or more powerful when first built than a vanilla trained unit.ScrappedScrappedInternal Piece Count: disussion space. To implement this idea without too much coding we can create items that can be stocked to the X maxium number of pieces. For simplicity have the clockwork unit have 6 of those items so we can easily change the stats just by removing or adding the pieces. Example battle for middle earth, squad.
▲Effect 2 (abilities cost pieces): Some or even all abilities casted by these units cost pieces beside regular mana, for example, you use 20 pieces plus 100 mana to launch a shrapnel grenade that creates a bleeding DoT to enemies in an area.ScrappedScrapped▲Abilities cost Pieces: (deppends of effect 1).
▲Effect 3 (regain lost pieces with buildings): on the base the factory building (were clockwork unit was created) can house them and replenish in a short amount of time the pieces of a unit with a cost, for example (100 pieces for 25 gold and 10 wood). Alternative factory can create the pieces at any time for the same price and just spend the pieces currently in its inventory to restore the clockwork unit.Needs WorkNeeds Work▲Regain lost pieces with Buildings: (deppends of effect 1). Could be salvaged as a repair pot like in C&C 3.
▲Effect 4 (regain lost pieces with units): clockwork units should be able to restore their piece count in combat in any combination of this 3 ways.
4.1) The first one is to consume a mechanical “defeated” unit (think in ghoul cannibalize ability). Our unit would slowly eat dead mechanical units and regain pieces and health over the channeling time.
4.2) Second option is to have a fat healer clockwork unit that “donates” its own pieces to restore the ones lost by the fighting units.
4.3) Third is to give clockwork healers or just every unit the ability to buy extra pieces in the heat of combat (20 pieces for 5 gold and 2 wood for example) with a 30 seconds cooldown for the purchases.
ApprovedApproved▲Regain lost pieces with Units:
4.1) Approved if we can set canibalize to work on mechanical units without triggers.
4.2) Looking for alternatives, on Hold.
4.3) Scrapped.
Effect 1 (semi-inmortal armors): a living armor is the combination of a high-cost semi indestructible armor that is inhabited by a mortal life-spark (or generic base unit like the soul-cube). When the living armor unit is killed, it will spawn the original armor. The armor takes damage each time is used again, so lets say armor last 4 revivals until it breaks with an upgrade that increases max revivals by 2. To inhabit these armors 2 different approaches could be taken: sacrifice based (effect 3) or spell based (effect 4). pending to rateApprovedSemi-inmortal amors: disussion space. Have the armors be targetable by enemies, but with a very very low AI priority. 50% chance of revival, because the husk can be destroyed.
▲Effect 2 (armor creation): a special factory building can spent resources to spawn armors around itself. Then those armors could be animated to become soldiers or anything related. Also better tiers of armors could be crafted as the faction reaches better tech, and finally specific upgrades could be researched in the factory like increasing the number of viable revives that an armor can handle before breaking. Some top tier armors could have special perks like magic immunity or feedback attack.ApprovedApproved▲Amor creation: (deppends of effect 1). Creating husk in the main barracks and main factory units. Then spell casters and flyers could be trained with another system.
▲Effect 3 (animate armors thru sacrifices of generic base units): a low cost creature (like soul-cube or generic base unit) can be sacrificed to give the armor permanent life, also bigger living-armors could require multiple sacrifices to match the “food” cost of the newly created unit. For example, main base could create “worker” armors around it, and then you sacrifice generic base units to animate and use them as regular human peasants or orc peons. ApprovedApproved▲Animate armors thru sacrifices of generic base units: (deppends of effect 1).
▲▲Effect 4 (recuperate generic base unit): upon need generic base units could be expelled from their armors to be used for another purpose. For example, you don’t longer need more workers so you expel the generic base units and animate living-armor soldiers instead. In addition, you could have base defenses than need a number of generic base units to attack, so you temporarily empty your workers and use the freed units to animate the base defenses. ApprovedApproved▲▲Recuperate generic base unit: (deppends of effect 3)
▲Effect 5 (animate armors thru spells): alternatively only mana can be spent (by heroes and/or units and/or buildings) to create another life-spark and reactivate any armor. To be balanced this mechanic, reanimated armors behave like the bears of the beast master, for that means that they last a finite amount of time before dying and any given unit can only animate at the same time a limited number of units (avoiding heroes with mana potions to be able to rise entire armies).DisapprovedDisapproved▲Animate armors thru spells: (deppends of effect 1)
▲▲Effect 6 (building's autonomus work force): you don’t have traditional workers, instead you have two types of resource generating buildings (like blighted mine) that cost food in addition to their regular gold and wood costs. On these buildings you spend gold and wood to create armors, then the buildings use mana to animate the armors for wood cutting or gold harvesting (gold must return to main base, while wood can return to the animating building or the main base). Finally, these animated units are perfectly attackable by your enemies (economy harass) but are uncontrollable by the player (think in Red Alert 2: Yuri’s harvesters that use slaves that just follow the gathering unit but were easily killable by the enemy). On HoldNeeds Work▲▲Building's autonomus work force: (deppends of effect 5). Towers create husk then you garrison soul-cubes into the building to be able to use defence.
KFaction ProtocolsEffect 1 (active protocols): protocols are like unique global upgrades for the faction. At any given time you can have Only ONE protocol activated, and the others remain unactive. Switching protocols is free, however, switching has a big coldown (30 seconds at least). Finally, each Protocol only affects a number of units and buildings (some units may only benefit from a single protocol, others may be able to benefic from many), and they are unlocked at different tiers for balance reasons.pending to rate
pending to rate
Active Protocols: (main mechanic.)
▲Effect 2 (Protocol of Inmortality): unlocked at T1. Units that can use this protocol have a chance to drop a Husk, for it that can be reanimated by sacrificing a number of soul-cubes. There are two different variants of this protocol. Inmortality A: is available without extra research and has a starting chance of 33% or husk drop, when upgrades husk drop chance reachescan up to 50%. Inmortality B: needs upgrade before being available, when upgraded it givesa 33% change of husk-drop. Upgrade: starting at Tier 2 inmortality protocol can be upgraded to increase the husk drop chance or to allow husk drops in buildings and/or bigger units. pending to rate
pending to rate
▲Protocol of Inmortality: (deppends of effect 1)
Effect 3 (Protocol of Destruction): unlocked at T2. Units that can use this protocol have a 50% chance to drop an inmolating-Husk, then that husk autodestroys after 3 seconds dealing AoE damage to enemy units near by. Extra: inmolated husks can't be reanimated. Upgrade: starting at Tier 3 protocol of destruction can be upgraded to increase the chance of inmolating husk to spawn up to 75%.pending to rate
pending to rate
▲Protocol of Inmolation: (deppends of effect 1)
▲Effect 4 (Protocol of Salvatage): unlocked at T2. Units that can use this protocol return a % of the resources spent on training, also when upgraded they pillage enemy mechanical units for extra resources.There are two different variants of this protocol: Salvatage A: is available without extra research and returns of 25% the unit cost, when upgraded it reaches 33% return rate and gains a 3-5% "mechanical pillage". Inmortality B: needs upgrade before being available, when upgraded grants buildings 15% return rate and 3-5% "mechanical pillage". Upgrade: starting at Tier 2 salvatage protocol can be upgraded to increase the return rate or unlock it in buildings and/or bigger units. pending to rate
pending to rate
▲Protocol of Inmolation: (deppends of effect 1)
▲Effect 5 (Protocol of Pacifism): unlocked at T1. Units that can use this protocol have movement speed and armor boosts. Pacifmism A: is available without extra research and gives a 25% movement speed increase and a 10% armor increase, when upgraded the amor boost reaches 25% and also gains a life regen passive of +0,5hp/s. Pacifism B: needs upgrade before being unlocked, when upgraded grants buildings 25% armor boost and a life regen passive of +2,5hp/s. Upgrade: starting at Tier 2 pacifism protocol can be upgrade to increase bonuses and unlock its use in buildings and/or bigger units.pending to rate
pending to rate
▲Protocol of Inmolation: (deppends of effect 1)
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