>>323847679 Eh, I'm curious to see where this goes, although you are starting at the wrong step. Step 1: what kind of MOBA do we want? Do we want a FFA MOBA where everyone is an "assassin" of some type, whole map is a jungle and do objectives to further your goal, generic lanes with creeps, towers, and bases, or something in-between.
>>323848062 Also like this idea, but would be a challenge to figure in properly.
Two players are bruisers. They pick their character based on combat and their job is to constantly slay mobs to net their team more money, or fight other bruisers (each bruiser has a 30 second respawn cooldown, netting their team less money per second if they die)
One player is defense, he allocates money to purchase turrets, mob upgrades, traps, and enemy debuffs (Longer cooldown for the next death, half as many mobs, etc.)
The last player is support. He allocates money into the most varied of choices. He can choose to purchase more turrets for defense, more debuffs for the enemy, can buff his own team, can purchase farms or such that generate more money after the initial investment, and lastly he can also leave the base and power play it so that they have 3 bruisers for a short amount of time at the risk of leaving his base weaker.
You can upgrade towers/creep waves and shit. Maybe put a designated "spawn" area in each lane where you can build structures (i.e. you build the catapult structure) and then your waves start spawning said units along with other stuff. Make heroes cap out early or something and make it more push/defense oriented and less about the moba stuff. Basically try to make it as much as an RTS without actually becoming an RTS.
>>323849645 Ooh, I just had an idea about this. >bases are the poles of a planet >everything in-between is pure Jungle. >One character is designated a "Builder" class whose job is to build the "lanes" and the turrets to go onto it. >Game starts out and allies have to fan out and scavenge up shit in the Jungle for the Builder to use and build up the base lanes, by cutting down trees in the designated "lane" spaces, laying the road, then constructing turrets at each pre-determined interval. >You can have >50% of a lane by building faster than the enemy, which means more Towers, more path for your enemies to deal with. >There are only 2 lanes along the 2 "Tropics" of the world >Teams can focus on one lane each, which requires both teams be more spread out or both focus on one lane and have one helluvah Jungle for ganks and such. >Jungle holds many secrets, ranging from legendary monsters that spawn in the partially randomly-generated Jungle, underground caverns that can travel you across the map, etc. >No secrets/Legendary mob camps can spawn along lane paths, but can spawn directly next to them and can be abused to help a team turn a battle.
>>323850348 And subsequently, the "builder" can modify and improve the lane minions/towers at the cost of not building up lanes further and subsequently letting your opponent get more up, which means you have to start dealing with pushes. >Or you could completely turtle and just work on base upgrading for one helluvah base that'll take forever to break and just let the enemy siege it.
>>323850632 Hmm... actually, yeah... >team has to hunt down and capture "construction" beasts, creatures native to the world that will help the Builder build up lanes >Team can also find and rebuild various construction vehicles former colonization attempts left behind for the same job that work faster, but require more investment >Towers have to be scavenged up from old machines/Rare mobs >Machine towers are built on-site >Rare mobs will just sit/burrow up at Tower locations
>>323851035 Who said that was the win condition? That's ONE win condition. There are 2 others I have in mind: 1. Find and kill a legendary subterranean creature, which requires your team be strong enough to do it >But you still have to deal with the enemy 2. Gather and build a drill to tunnel to the center of the earth and drop a bomb in it to destroy the planet >Enemy team can do the same thing,but there's only enough resources to finish one drill+bomb, so you will have to siege/steal parts to finish yours
>>323851720 yeah, sure, but I want each "side" to be segregated so that if you want to move from one side of the action to the other, you've got to either travel back through your home base or rush through the enemy base, so that it's more risky. Alternatively, a character might have some sort of teleport or perhaps an item that does it.
>>323851812 sure, but 2D, and I think that trying to make a MOBA means that we should stick to 3D.
>>323853208 >Only special abilities can have heavy crowd control effects That sounds... surprisingly easy to balance in comparison to other things. >Specials always have a Crowd Control effect >Can include a root, suppress, stun, heavy slow, or position movement, back side, forward, etc. >basic abilities can have minor slows and silences, but no other forms of crowd control
>>323853796 >This Anon is the boss Hmm, how about a MOBA in an office setting >Supervisors and managers patrol the lanes and "jungle" >If they see you, they aggro on site to send you back to your workstation (base) >No lane minions, but no turrets either >Just jungle creeps, enemy players, and your superiors
>>323853902 >>323853982 if we're going to be including jungling, then there has to be a winding swiss-cheese-like area to travel between lanes. Besides, if there's only little cut-throughs, then ganking (which is fun) is restricted too much.
Lanes are really just "unrestricted movement/sight" areas. It's not like you can't go to pretty much any point on the map if you don't mind taking a few winding paths
A ring/mobius strip is going to work better than a sphere, I'm telling you.
Rather than having the same old RTS based system everyone else has we need to go different. We make it 2D platformer based. Top lane is a cloud path, best for agile characters with flight and double jumps. Middle is mostly flat ground. Bottom is caves good for ambushes and assassins.
>>323854704 >>323854765 Okay so basically what you do is: >Pick Pudge >Rush blink dagger and buy some wards >Ward the river outside of spawn for a hero with no mobility >Blink up onto a cliff next to the spawn >Hook the hero and the instant you see the hook land blink back off of it >Hero is now stuck on the cliff unless somebody knocks them off with an ability
>>323854983 Awesomenauts exists. To a lesser extent, King Arthur's Gold.
I'm starting to think that the people on /v/ who blindly hate the concept of a "moba" have never actually attempted to investigate the genre outside of LoL or DOTA. It's like looking at Street Fighter, and saying "naw, I fucking hate fighting games."
>>323847679 The first order of business should be how to stop the experience of playing the game from being "get grouped with four retards for an hour and may God have mercy on your soul" that make MOBA an inherently unfun cancerfest genre
Three teams square off in a triangular field of battle. Each team represents one city state vying for dominance over the realm, only one can win. If one faction becomes too powerful the other two may gang up on them. I dunno, that's all I got. Maybe make it as much PvE as PvP and you can do quests and shit to make your city state stronger.
what about a chaos based MOBA literally,a no working MOBA,broken as fuck >2 lanes >4 towers each one >bases are squares,in a way lanes dont curve themselfes to each other >20 players per game >absolute chaos,10 players in both lanes,killing each other >exploding scenery twist >one player of each team gets a riot like shield >when both players with the shield meet each other on the map,shields disappear and everyone killthemselfes >the only way to win is pushing foward as fast as possible it would be fucking awesome
>>323858423 >you get 0-150% gold whenever something drops it >even from player kills >you lose 10-50% of your gold whenever you die >tripping is a mechanic >spells have a 10% chance to fail >everyone has a 1% chance to critically strike for 500% damage >spells can critically strike >creeps waves have a 5% chance to just not spawn sometimes
>>323858423 What about.... >Focused on free for all combat >Whole map is a giant Jungle >Center is the spawn zone for everyone initially >Goal is to get a certain number of kills/points >You have a large circular Jungle and set your new spawn point basically anywhere with an item you spawn with >Center spawns gear every X minutes that anyone can interact with to pick up >There are wild shopkeepers out in the field to buy items with gold from monsters/other players, but you can't sell them your used items, only destroy them, so picking up items you don't need is solely for denial purposes, like picking up a magic item as someone who uses pure attack damage.
>>323859035 >>323858715 >>323859064 >towers REMOVE health based on player luck,full RNG >911% chance to trip when attacking >GAME BY PURPOSE LOCKS DOWN TO 5 FPS WHEN ABOUT TO KILL ENEMY SO TEAMMATE CAN GET THE KILL >userbase combats itself about their harware we ruin e-sports forever
>naked mole rat character design (pic related) >dominates other heros one-on-one >drags them underground into a deep dark fantasy dungeon >his dick erupts from the ground and there is an eruption of cum >he can have various 'safe holes' that he can jump and hide into and quickly leap out of them to grope and molest enemy heros
>>323858715 How about >randomonium >every time you start the game, all properties are randomized >this includes character of all non-playable entities, replace lane minions with any neutral mob, swap their colors, etc. >On death, you lose X% of gold, Y% of XP >On kill, you gain X% of gold, Y% of XP >Mobs have their XP and Gold values randomized as well >On death, you have an X% chance to respawn every second, your timer continues below 0 >The entire map is in chaos, storm effects of varying types spawn constantly >Half of one lane may be caught in an acid storm while the other half is literal sunshine, rainbows, and happy unicorns. >Boss camp can randomly explode, leaving the reward on the ground and killing all present in the camp >Items from shop have had their statistics, Unique or otherwise, randomized in both value and actual stat >you could buy a sword with cooldown reduction and spell damage, but damage leeched from attacks >All item prices randomized from 0-whatever most expensive base item is >Earthquakes can shift the map, connecting lanes randomly, rift opens across center and tunnels now link upper left to lower right, center left to upper right, and lower left to middle right >EVERYTHING IS RANDOM
>>323860297 AYY! My really cancer tile. I knew it was still around. Take a guess. >Boss mob has been replaced with a basic jungle creep >lane minions of one team are now all copies of that boss mob >All player's abilities are thrown into a pool >Randomly doled out to all players >You can have between 0 and 4 ultimates, but always have 4 abilities total >Game has X% chance to completely change rules >Gamerule events have a global time between once every 30 seconds and 10 minutes >Gamerule changes can range from: you no longer gain XP to "The map has shrunk!" where the map literally shrinks, bases are next to each other, remaining towers shoot each other and the game will be done in <30 seconds assuming no rules fuck shit up in those 30 seconds.
>>323860770 >spectator mode is deactivated >On a joke match between pros, booting everyone, including Twitch software >spell damage now applies to auto attacks >It's raining! >OH god, it's raining snakes! >Venomous snakes! >Oh god, they're in my eyes! >All players have their legs broken, permanent 80% slow >All players receive a wheelchair >Now only 20% slow, but not able to go up any tile that classifies as a "step"
>>323858016 I have a better idea for a chaos MOBA >Each match begins like the standard >Every minute, things change >Map and base layout are randomly placed and completely crazy >Different events show up >Heroes getting swapped >Other madness
>>323860770 >Game has X% chance to completely change rules >Game has X% chance to revoke all player's abilities and redistribute them >If a player's health drops to 777 or 7777 they go into berserk mode dealing 777 damage per hit until they are killed
The rest of this idea is fucking bananas, but bigger teams would be a huge step forward.
Get rid of the 3 lanes super linear mess, make a bigger map with more complex jungles and cover and less focus on dedicated pushing lanes.
Suddenly you have solved the problem with every game being the same formulaic team mess on both sides, you've lessened the impact one bad player can have, and you take emphasis off the stupid farming phase every damn game
Kind of like league but with more players in a round and more roles -2 top -2 bot -1 mid -1 in jungle to farm creeps -1 in jungle harvesting trees -1 in jungle fishing -1 in base doing random chores -1 on a mountain trying to climb up
>>323861138 >>323861605 How about... >A 6th player per queue as a "leader" >It's an RTS mode, you get a bunch of special units for resource gathering from the Jungles and such plus the usual >Can beef up everything >You are the base heart and get a ranged catapult that can hit anywhere on your half of the map
A game where you need to BUILD the towers, and the lanes.
>Game starts >Teams start on 2 floating islands that are only the base >2 islands on the sides, jungle >Starts off with a few bridges on hand, enough to pick a jungle and go to it. >Team must harvest resources to build bridges, which are hand placed by 1 player on the team >Unlimited combination of pathways, even towers must be hand placed
TWIST You can only see enemy paths when standing on them. The map also only shows your own placed objects, unless an item is used. Like a ward.
SO,i'm going to try to make a MOBA solely based on the best and most approved ideas of this thread >10/20 players per game >three or 2 lanes >full RNG on everything >random events,both bad and good >no last hitting >cast is pure furbait >game can simply change its rules by any reason whatsoever >earthquakes that change the map >mobs have random EXP and gold >you do random damage >tripping is canon and will happen a lot >spells can critical is this good enough?
>>323863563 >game can run on 2005 PC there,you get more 1 Billion people to be able to play your game. who is going to care about a game that can only run on NASA computers? besides you,you fucking faggot
Supports are actually fun to play there is no gold farming just creep wave control Creeps are way stronger but towers destroy them stupid fast but are easier to destroy you only get exp and gold from player kills
Seriously why do people play mobas, they're design is so boring.
>>323865709 Defense of the Shrines does something kind of like this, each base branches into 2 lanes but then one side's top and the other side's bottom branch out and connect as middle, so it's kind of like a yin yang shape.
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