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Elder Scrolls


Author Topic: Sheep Tag Remake - Aesthetic  (Read 641 times)

XXXandBEER

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Re: Sheep Tag Remake - Aesthetic
« Reply #30 on: March 03, 2017, 06:04:06 am »
I think gold is probably still a good idea for building farms and buying passive items though.

Could you elaborate on this? What is the difference between gaining gold passively (if there's no sources of gold for sheep) and gaining mana passively. We can assume Saving a wisp can grant extra mana.

Then for wolf, what passive items are there? Claws you would level and get damage. Cloak would be an ability under damage tech tree, Aura's would be support tech tree, essentially we'd have various tech trees so not every play as wolf is the same.

I just don't see the point on passive gold when mana is the same thing. Also, we are not restricted to only 4 abilities like Wc3 limited. I can let the wolf have 100 abilities if we want lol.


Madhatters

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Re: Sheep Tag Remake - Aesthetic
« Reply #31 on: March 03, 2017, 06:42:45 am »
For sheep I was thinking they would get some abilities that cost mana and that farms would still cost gold, just to separate currencies, so you didn't have to choose between using one or the other. I suppose you could have abilities with no cost and high cooldowns, then use mana for farms, but if you're going that route, it seems weird to have mana be the currency for building farms over gold.

For shepherds, I agree that you could probably replace all passives with tech trees, but I'd be concerned about how much time people would spend just looking at their options, and how often they would have to open a menu to tech into something. I was thinking something like max level of 5, and after every level up you get to choose one of 2-4 abilities, then leave passive items in the shops to be bought with gold. I'd also say that, in general, buying items is considered a positive part of games.

XXXandBEER

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Re: Sheep Tag Remake - Aesthetic
« Reply #32 on: March 03, 2017, 06:42:50 pm »
What kind of abilities would the Sheep have? Assuming they have abilities you are correct, but otherwise mana/gold are interchangeable and practically the same.

Once people have the tech trees memorized they won't spend much time in them. But it could kill game flow opening up a menu or navigating whatever UI I setup for it.

I agree buying items is positive, but I really don't think there's room in Sheep Tag for items and leveling up.

I think I'll just stick to the conventional Sheep Tag for now, and see how that goes.

XXXandBEER

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Re: Sheep Tag Remake - Aesthetic
« Reply #33 on: March 03, 2017, 07:52:58 pm »
Some physics-based questions:

Should there be a 'jump limit' like in the current Sheep Tag? I believe it's 7.5 farms or something?
Should Sheep be able to jump up hill?

Nmcdo

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Re: Sheep Tag Remake - Aesthetic
« Reply #34 on: March 03, 2017, 08:49:06 pm »
Jumping Up a hill: No this would be broken and abused way to easily. I don't think there should be a jump limit.
Respect the Runtag.

Madhatters

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Re: Sheep Tag Remake - Aesthetic
« Reply #35 on: March 03, 2017, 09:52:27 pm »
Without really considering fairness/balance, Sheep abilities could be stuff like:

Give a farm + 100 health for 5 seconds.
Move at 5% increased move speed for 5 seconds then move 10% slower for 5 seconds or maybe move slower first then faster.
Redirect as an ability (cast on a farm to make nearby golems attack it)
Taunt (like a self-redirect, make all enemies attack you, to help bridge)
Make all farms in a small area invulnerable for a few seconds, but then they all die.

You could even have tech trees like you're talking about for shepherds (harassing/expanding/saving/bridging/monetary specializations).

Agreed with nmcdo on physics stuff.

But yeah, we are probably getting ahead of things, just getting a functioning game would be really nice.

XXXandBEER

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Re: Sheep Tag Remake - Aesthetic
« Reply #36 on: March 06, 2017, 07:24:21 pm »
Some cool ideas for abilities.

What are your guys thoughts on the option for a camera follow? So you dont have to scroll left/right

 

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