Assault Defense
My first idea is a take on the
classical tower defense genre, but much more action oriented. For this mode, I have made a small map as an
example.
Grey – Ramparts
Blue – Area to Protect
Brown – Destructible Barricades
Red – Bridge
Yellow – Cliff
Green – Underground Entrance
Arrows – Wave Spawn Points
White – Monster Paths
Blue – Area to Protect
Brown – Destructible Barricades
Red – Bridge
Yellow – Cliff
Green – Underground Entrance
Arrows – Wave Spawn Points
White – Monster Paths
Goal
Players will be attempting to stop a
constant flow of monsters from reaching their revive crystal located at the end
of the NPC pathways. If this crystal is
destroyed, the mode is over. Players
will protect this crystal by actively fighting against the stream of monsters
and hiring squads to aide them in their defense.
Squads
Rather than your traditional towers
for defense, Squad Captains will be placed in various locations of the map (or
a new system could be designed to allow them to be placed anywhere, but with
the current mechanics, preplaced NPC’s would be easiest). Players could then talk to these squad
captains to hire various types of soldiers under their command. These squads would then protect their area,
attacking and/or distracting anything within range. However, unlike traditional defenses, your
squads will be attacked, causing the player to have to decide how to build
them, based upon their location (some captains will be in places monsters never
attack, others may be right along the paths).
The squads will the player’s main source of dealing with the constant
stream of monsters, allowing the player’s to focus on the more dangerous
threats.
Monsters and Events
In each map, weak/normal monsters will
constantly be attacking from the main spawn points. At first, players will be handling this
stream on their own. As they collect resources, they will begin to hire the
squads to deal with them. Over time,
they constant streams will get stronger, forcing the player to keep an eye on
them, and continue to upgrade and hire squad members. The primary focus of the players however,
will not be these streams of monsters, but rather the random events/spawns that
will occur throughout the defense.
Throughout the course of the mode,
most of a player’s time will be dealing with Champion and Elite spawns. Left unchecked, these spawns will take a
heavy toll on your squads, putting the player far behind and causing the
regular stream of minions to become a big threat. So players will run to the various lanes and
spawn points (aided by waypoints) to handle this larger threat.
Aside from just champion spawns,
players will have to turn their attention to events that transpire over the
course of the fight. These could include
new paths opening up, a wave of flyers, or a group of mobs that climb your
walls attempting to attack your squads from behind. Events could also include protecting workers
while they build a long range catapult, new training facility, or put up a
wall. Players could also be required to
stop enemy events that would summon devastating creatures or debuff spells.
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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