I started working on some assets for a WOTR map a couple days ago, and I've been rolling around some ideas for gameplay changes. The most common complaint I read about WOTR and similar maps is that there's no tactical depth, since the game just continually spawns sets of units and the rest is a meat grinder (in which the first team to lose an ally is usually screwed for the rest of the game).
My own ideas:
Players have to build units. What types of units you can get depends on how upgraded your base (e.g Minas Morgul, Edoras) is at the time. Each player will periodically receive resources to be used for making units (e.g minerals for units, vespene for minor structures).
The map will use something similar to an attack and damage roll system, to shake things and make it less of a numbers game. Each unit type will have some simple stats associated with it; armor, defense, damage, and attack. Unit types will receive bonuses and penalties against other specific units types (infantry vs spear/pike infantry, ranged vs large, mechanical vs structure, etc). So for example a gondorian archer will have a higher chance of hitting a large unit, but will also receive a damage penalty, unless it's a critical hit.
Note: These bonuses and penalties won't be significant, except for where it makes sense.
When an ally is defeated or leaves the game, the rest of the players on the team will receive a small boost in resources received each turn. Not enough to account for a lost team member, but enough to encourage people to not drop out.
Heroes will not be stupidly OP. The bonuses they get as they level up will also factor into attack and defense. How many points heroes will receive and how they'll be distributed is something I'll chew through later; they'll also be receiving a somewhat higher than normal defense vs ranged attacks, cause focus fire.
That's all I can think of at the moment. If anyone else has any thoughts, please chip in.
The map will be using WoW units with custom LOTR gear, and the first faction I'm working on is Isengard. Not much is done as of yet, but here are a few WIP screens.
I started working on some assets for a WOTR map a couple days ago, and I've been rolling around some ideas for gameplay changes. The most common complaint I read about WOTR and similar maps is that there's no tactical depth, since the game just continually spawns sets of units and the rest is a meat grinder (in which the first team to lose an ally is usually screwed for the rest of the game).
My own ideas:
Note: These bonuses and penalties won't be significant, except for where it makes sense.
That's all I can think of at the moment. If anyone else has any thoughts, please chip in.
The map will be using WoW units with custom LOTR gear, and the first faction I'm working on is Isengard. Not much is done as of yet, but here are a few WIP screens.