PDA

View Full Version : Technomages vs. Technology - I'd like all of ya'lls input/suggestions



innociv
10-20-2007, 03:49 AM
http://img86.imageshack.us/img86/1051/dogfightbyomen2501bj9.th.jpg (http://img86.imageshack.us/my.php?image=dogfightbyomen2501bj9.jpg)

The above image isn't something I made. It's just a really great picture to help visual what I mean with one side of mages versus a technological side. Not silly medieval mages but badass ones in awesome armor.

I'd really like to make a mod like this. Class based like weapons factory arena, weapons factory unreal tournament, team fortress, quake wars.
But with customizable classes so you don't have the game broken because your team has too many gunners, too marine marines, too many engineers, or whatever (You'd have like a small techtree and skilltree to pick abilities from, and that'd save in an INT file so you didn't have to do it each game that way you can play the class you want and still be useful as long as everyone of that class isn't doing the same thing.
Like with WFUT you really wanted to have one gunner, MAYBE two, one recon, a cyborg, one engineer, one or two demo, one or two marine, so on, because your team was gimped without this class balance. This is nice, but it forces people to play something they don't want to, and that game is really made for 5vs5-8vs8. More than 16 people and the game is just silly.
I'd like to make a warfare mod probly designed for 12vs12-25vs25.
Instead of capping flags you're tyring to destroy a base or do some objective.

That's if warfare is popular, if not i'd probly make it CTF.

So you'd have one side using magic, the other technology. The technology side would probly be sort of super-soldierish, while the magic side endowed with magic to make them stronger than human.

Simple, eh?

Okay well the hard part is coming up with the classes, roles, and abilities for the technomage side.
I need to define the basic roles and names for the classes on this side so I can make concept art for them and get started on trying to make their abilities with effects for them.

I know for the technological side I'll probly do Gunner(slow moving, big gun for defending), Marine(pretty fast, manuverable, shoots rockets or something), Recon(jetpack or jetboots or something, maybe teleport, i don't know.), Medic (healing aura, automatic drug dispensor, other team support), engineer (makes turrets, other stuff), technition (tripmines and other gadgets, and team support)

... Or I might just make the technology side heavily reliant on vehicles.. that way i could make much more devastating abilities for the magic side since they'd be made to go up against vehicles.

To the point: What should the names and roles of the classes be on the magic side?
Like I was thinking for the technomages engineer it'd make some orbs that float in the air and then shoot at people automatic, simular to a turret but instead of putting it on walls they float in the air and fire something different.
I think something better than orbs floatnig in the air could be came up with though. :/

I'm not concerned with the technology side, since I'm going to just do the mages one first and make the mod mages vs mages at first.. as that takes nearly half the time, and could be released sooner. :)
But feel free to post your ideas for the technology side and anything else you'd like to see.

Alucard
10-20-2007, 02:23 PM
Summoner could be like the engineer and could bring out beats or stationary relics or somthing along those lines.
Mage I guess would be the light, fast marine parallels with quick spells of some power.
Warlock as heavy-spell caster but instead of slow movement give them a long spell cast time which they must be stationary during.
Observer(stolen directly from Star Craft) would be like a recon or spy. As a magical twist, invisibility could be an option for them but with almost no offensive abilities while invisible.
Cleric or priest as the medical unit maybe capable of magically boosting teammates for short periods of time.
And for the hell of it a Necromancer or Reaper-like unit just to be awesome. They get awesome one-hit kills but with crappy range. Also they can either affect their opponents with spells(slow-down, poison, blurry vision) so tht ppl will actually use tht unit.

innociv
10-20-2007, 06:43 PM
Mage and Cleric are good but i'm really looking for more interesting names.

But those names also have to be intuitive to what the class actually does. When someone selects an engineer, they have a good idea they're going to be building stuff and being defencive.

When there is a spy, people are sure they're going to go invis or something and backstab people.

But those class names don't work for a Mage race and I think like summoner name is a bit dull.
Necromancer idea is cool. I did want a close range class.

I just can't really think of what names would be good.
I could have things like Mage, Evoker, Conjurer.. but these classes all basically then sound like they do the same thing.