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MOBA type game (although been told that it is probably closer to turn-based strategy)

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stoneagewar3
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Joined: 11/22/2015

I know that there had been a lot of attempts on making MOBA type games, but I just decided to give it a shot myself anyways (and being new to BGDF, not sure if I am posting in the right place, just doesn't seem to fit anywhere to post a WIP).

I had removed FOW and Creeps entirely, and since Towers were found to cause the game length to increase by a lot (as both teams tend to turtle and only move forward when Skills are ready to take the Tower down before it could fire back), I had decided to replace Towers with a terrain type I call Turrets, which can be used by both teams, I am hoping that this will entice people to push harder to either control a Turret in the frontlines, or to push past them to deny its use to their opponents.

I currently have 25 Heroes made, each Hero has 5 Skills, but may only pick 3 to enter the game with (also testing another concept, where Heroes gain experience and can use experience to gain more Skills, or to have the players be able to buy Skills with Gold), Some Skills just do flat out effect (Dmg, Disables, extra Movement) and some Skills has secondary effects that are conditional, such as be in a straight line, have an obstacle behind target, etc. This was done to reduce randomness, although some Skills do require check rolls (not a lot, but some do).

Skills are currently laid on a Cooldown Track on the Player boards, but this is just an idea for now, still trying to find ways to make it less fiddly. And to make things more interesting (so it's not like Chess where everyone has perfect information), I introduced Action Cards (Tactic Cards) that allows for different extra one time abilities. So a Non-Healer Class could potentially pull a healing Action Card out and save his ally, or an opponent could pull an Action Card that allows for extra movement when you were sitting just out of reach. It would introduce a bit more tactical surprises, but also offers more (also toying with the idea that the Cards be used to recharge Skills, so there would be a tradeoff to using them, you can use them now, hold them for later, or use them to charge Skills at the end of the turn, and it might allow for easier tracking of CD, if you use a Skill, you need to bury that many Action Cards under that specific Skill to use it agian type of thing)

Any suggestions or advice would be greatly appreciated. Even if its something like where this post should of been posted toXD

ElKobold
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Joined: 04/10/2015
Hi Gui Lin :)

Considering that you have a lot of heroes (I`m assuming standees instead of models, right?), have you thought about giving players an option to swap Heroes mid-game (perhaps by paying gold), instead of introducing level-ups?

Not a big fan of both dice AND cards in the same game. Do you really need both?

stoneagewar3
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Joined: 11/22/2015
The Cards are there so that

The Cards are there so that there isn't a case of perfect information, which could lead to issues where a new player always loses

Dice can be replaced with conditional secondary effects, but random distribution seems to be fun as well (check rolls are with d20s, but thats just because I was being lazy and decided to do all the check requirements in 5% increments, can probably dump for 3d6 or 2d6 for more controllable results, would just need to rebalance slightly to match average value of a Skill)

Swapping a Hero out mid-game might be doable, but it could cause other issues, as some of the Skills that the Heroes can pick can result in good counter plays. And that would just cause more issues, as it could end up being a continuous swap outs until one team could no longer afford it, and the team that can still afford swaps can simply get a team that counters the other. Hero picks are going to be done in a way similar to BP, so as to break up good combos and allow a chance for counter picks, but it wouldn't just be I counter pick what you just picked type of thing. Also toying with the idea of bidding for Hero picks, and whatever you use to bid is added to the Opposing team's resources either in Gold or more Tower HP.

ElKobold
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Joined: 04/10/2015
stoneagewar3 wrote:as it

stoneagewar3 wrote:
as it could end up being a continuous swap outs until one team could no longer afford it, and the team that can still afford swaps can simply get a team that counters the other.

Is that a bad thing? I mean, figuring out which combination of heroes counters the one which the opponent currently has adds another layer to the strategy.

Also, if there's a possibility for hard counter and no way to swap, you risk having games which are 'lost before started'. Which isn't very desirable, I think.

stoneagewar3
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Joined: 11/22/2015
As mentioned, the Heroes are

As mentioned, the Heroes are picked through a system similar to Ban Pick, so both teams would be taking turns to Ban and then Pick Heroes.

It is going to be hard to lose before the game starts unless you are not paying attention to what the opposing team is doing. And even then the chances of it happening is quite small. The counters are not absolute hard counters they just make life very diffult for the Hero it counters. It had been tested, and it is stll possible to beat your own counter, just very hard.

And why it is bad to allow for Hero swaps, well, the team that can gather more resources will win nearly 100% of the time, it is already a big advantage to be able to gather more resources, why give them even more advantages?

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