Aeon of Strife
The second
mode that has come to my mind is a take on the current MOBA genre (games like
LoL, DotA, HoN). For those who have
actually played a Strife map back in Warcraft 3 days, this will seem pretty
familiar. I do believe however that it
would fit very well into the Diablo 3 engine and universe.
Goal
Each map
will consist of two bases on opposite sides.
One will be the player base, the other will be the base of the
demons. They will be connected by multiple
paths upon which computer controlled minions will travel down and fight. Players will spend their time pushing enemy
minions down the lanes, ultimately attempting to reach and destroy the enemy
base.
Lanes
A good
majority of the players time will be spent in the lanes. As the enemy will only be NPCs, their waves
of minions will be stronger than the players and will quickly push towards a player’s
base if a lane is left alone for too long.
Under normal circumstances, when a player is in lane, they will begin to
push the lane towards the enemy base. As
time progresses, the enemy minions will go stronger and new types will begin to
spawn.
The lanes
themselves will each be different. One
may be a straight shot to the base, others may wind through a forest or
swamp. Some may even go through a cave
system. Having paths of different lengths,
perhaps even different spawns than the other ones, would force players to
decide the priority of each lane, and how far they wanted to push them respectively.
The Player Base
A large
part of player decision making would be made at the player base. Here, there would be a lot of options for
them to spend the resources they will earn over the course of the mode. Players would have to choose from buying
equipment for themselves, upgrading their troops, adding new spawns, creating
new buildings and defenses, summoning special troops, and a host of other
options.
Champions, Control
Points, and Events
While most
of a players time will be spent in a lane, several things will happen that will
force players to have to change lanes and shift their focus from simply pushing
them. The first and most common of these
will be Champion spawns. Occasionally
and generally in a random lane, a Champion pack will spawn. These will represent a major threat to the
lane they are in and players will be forced to shift their attention to this
spawn or otherwise watch the lane quickly make the way to the player base.
The second
distraction from the lanes will be Control Points placed along the map. These can be directly in the lanes, or off in
random places. Players will fight the
NPC’s for these points and the team that controls them will acquire some sort
of advantage. This could be in the form
of resource generation, way points, long range defenses, or area/global buffs. Keeping control of these points would greatly
benefit the player and while under their control the enemy would at times send
special waves to try to reclaim them.
A third
distraction, would be events. These
could be triggered by the player (such as the construction of a trebuchet), or
be random generated (such as a massive enemy wave, or having to interrupt the
channeling of an enemy spell.). Some
events could even be the claiming of an objective in which both sides must
fight to reach it and bring it back to base
Player Characters
There are two ways to use the
classes of Diablo 3 and players characters in this mode. The first is an extremely simple
implementation. Just use player’s actual
characters. For most situations this would
work out well, basing difficulties off of the difficulty structure of the main
game. The only downside to this would be
that players could out scale the challenge at extremely high levels of gear.
The other option would be give
players a starting set of gear at the beginning of the mode, and allow them to
use resources or gold gather in the mode to upgrade their gear from shops (as
well as potentially having enemies drop loot.
This would allow designers to create a stable level of challenge based
on the map/difficulty of that mode, keeping it as something for players to overcome,
not overpower.
Of course, both methods could also
be used with varying difficulties created for both.
End
A mode like this would allow for
designers to quickly create content that would be both enjoyable and
challenging to players. It would be
different and fresh style of play while still remaining true to the feel of
Diablo 3. Current content could be
recycled and used in a new way providing players with a change of pace without
a lot of design time. As the main Diablo
3 game progressed, any new content created there could be used in this mode as
well.
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