Besides different abilities, what else should I vary between heroes in my Hero Arena game?
So far, I have:
-Health
-Armor
-Atk Dmg
-Atk Speed
-Movement Speed
Range of attacks
Regen of health/energy/shields
Range of Vision (unless the map is designed to show everything)
Size of hero, being huge can be a bad thing
Rate at which they level up
Secondary behaviors/auras which don't directly benefit the hero, like giving 1 mineral every 3 seconds, an aura that can help pets/helper units, that sort of thing.
If you get really ambitious, have a few different coloring schemes for heroes so players can pick one?
Different UI look based on the hero you get?
Many of these are good, but some are not what I'm looking for. Lemme rephrase what I said:
I am making a Hero Arena game based on animes & mangas and was wondering what stats that should vary between each character.
@Deadzergling:
I don't wanna use regen because it's annoying and I don't wanna have to make tons of UIs, albeit it is a good idea.
Also, I was actually planning to make a shop where people could spend win-points to but thingslike different color schemes and pets.
@Kueken531:
What do these words mean: backswing, damage point, cast point
Thx for your help so far.
What do these words mean: backswing, damage point, cast point
These are terms from WC3 mapping, they referred to the timings of weapons and abilities. Damage point for weapons was the delay from starting the attack until actually hitting the target or launching the missile; cast point was the same thing for ability casting. Backswing refers to the time your hero spends finishing the spell.
While these might seem insignificant, they actually make a huge difference in a game like DotA, because for example the damage point of a weapon has a major impact on the hero's ability to last hit and deny properly. Might be less important for a hero arena, but still, a slightly higher cast point could decide over defeat and victory ;)
Might also worth mentioning, that, unlike in WC3, where the cast point and cast backswing was dependant on the hero, in SC2 you can set those for each ability individually.
2.pathing radius/collide (maybe could have a smaller weaker hero, but his advantage is he could explore tiny nooks others cant for items or powers)
3.additional attack bonus figures (can really make it complex, to have one hero that specializes in taking out another type of hero, must spend time on flags too)
4.vital (health,energy and shield) leech and boost from attacks and abilties (careful with this one, very overpowered and no one likes playing unbalanced game)
Besides different abilities, what else should I vary between heroes in my Hero Arena game?
So far, I have:
-Health
-Armor
-Atk Dmg
-Atk Speed
-Movement Speed
@jaxter184: Go
Range of attacks Regen of health/energy/shields Range of Vision (unless the map is designed to show everything) Size of hero, being huge can be a bad thing Rate at which they level up Secondary behaviors/auras which don't directly benefit the hero, like giving 1 mineral every 3 seconds, an aura that can help pets/helper units, that sort of thing. If you get really ambitious, have a few different coloring schemes for heroes so players can pick one? Different UI look based on the hero you get?
All I can think of, hope that helps.
Damage point, backswing, turn rate, projectile speed, stuff like aoe/bouncing/cleaving attack or multishot, cast point & backswing...
These are terms from WC3 mapping, they referred to the timings of weapons and abilities. Damage point for weapons was the delay from starting the attack until actually hitting the target or launching the missile; cast point was the same thing for ability casting. Backswing refers to the time your hero spends finishing the spell.
While these might seem insignificant, they actually make a huge difference in a game like DotA, because for example the damage point of a weapon has a major impact on the hero's ability to last hit and deny properly. Might be less important for a hero arena, but still, a slightly higher cast point could decide over defeat and victory ;)
Might also worth mentioning, that, unlike in WC3, where the cast point and cast backswing was dependant on the hero, in SC2 you can set those for each ability individually.
More attributes that are fun to have variety in.
1.sight radius (more important than ppl think)
2.pathing radius/collide (maybe could have a smaller weaker hero, but his advantage is he could explore tiny nooks others cant for items or powers)
3.additional attack bonus figures (can really make it complex, to have one hero that specializes in taking out another type of hero, must spend time on flags too)
4.vital (health,energy and shield) leech and boost from attacks and abilties (careful with this one, very overpowered and no one likes playing unbalanced game)
Ok, I think I actually have enough stats, so thx for trying to help, guys.