Medieval & Fantasy Minecraft Roleplaying

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Hollowworld MOBA

C

Cubey

Guest
Each campaign would be a different map, and the 'champions' would be the 'main-player' characters in each of those campaigns. An example:

The Exodus Map:

The Layout:
Identical to Summoner's Rift (LoL) in that there are three lanes spanning diagonally across a square map, with the opposing bases in the bottom left and top right corners. One lane (The Charge) heads directly down the middle between the two bases, and while it's the shortest path, it is the most dangerous. The Flanks (1 and 2) are the other two lanes that follow the edges of the square, and they take much longer to head along.

Between the lanes is the Jungle, in this case, an acrid mire of twisting corruption, filled with gross nether beasts and nameless fighting alliance troops (Hawklight/Arcturus and all those other houses brought loads of NPC fighters; this is them). Depending on which side your champion is fighting, they could come across friend or foe amidst the corruption jungle and fight with/against them for extra lootz. The main jungle bosses include:
  • An Arcturan General, surrounded by a small squadron of armour-clad Legionaries. Gives small armour + magic resist buff on kill. Found in top Jungle, close to the Alliance base. Any Champion in play that is in the Arcturus faction gains morale boosts (attack speed and damage bonus) with every kill the General and his men make, stacking up to three times.
  • A pack of vicious hell hounds. If the Champion Scardrac is in play and alive, the hounds gain attack speed and a bleed effect to their bites, plus Scardrac gains experience and gold for every kill the Wolves make. Gives tiny speed boost and small bonus to basic attack damage on kill. Found in bottom jungle, near the middle.
  • A rogue Nether Worm, crazed and hostile to all champions. Only really possible to take down in a group, and gives gold, experience and a health regeneration buff to either the Alliance champions, or Nether champions, depending on who deals the killing blow. Found in the top jungle, near the middle.
The lanes themselves are hastily lain planks on the Alliance's side (for ease of passage across the corruption) and hardened dark nether brick for the Corrupted side. Walking on them offers more move speed than walking in the jungle.

The turrets are basic siege constructions- The Alliance has a mix of ballistas, cannons and trebuchets, and the Corrupted have nether worms, siege towers and catapults at their disposal. Here's the cool bit though- They can be moved (but only after 20 minutes of game play).
If your team clears a wave and kills a champion, leaving the lane vulnerable for a minute or so, they can begin moving the nearest siege weapon up the lane. This renders whoever is moving it unable to attack or defend for as long as their moving. More than one champion can move a single weapon at a time, which will speed up the process, but it is still an incredibly slow process.
Different siege weapons will have different properties depending on what it is, and some of them need to be manned to be of any use at all (catapults, trebuchets, cannons and ballistas. Siege towers have to be manned by minions (they automatically move to them until their full, and fire from them) but can only be moved by champs, and nether worms don't need to be manned at all)).

The minions will be nameless ground troops. Soldiers of the different houses for the Alliance side, and skeletons, spiders, creepers and general nightmarish nether creatures for the Corrupted side.

The champions will be the main players of the RP event that actually happened (Axex, Ced, Jaret, Naelwyn, Leminth, Legion all spring to mind though obviously there are looooads more that I just can't remember at the moment. Oh, and Tavish and Scardrac obvs, plus some Greyling and Earthspawn and Moor Elf chars), and each'll have appropriate abilities etc etc. Leminth, Naelwyn, Legion, Tavish and Grief will be unplayable, though. This is why-

If all Corrupted siege engines are destroyed, and the Allied champions and minions reach the edges of their base, Full Siege is announced. All Corrupted units gain "Forced Frenzy" as Grief desperately attempts to gain level ground on the field. When moving towards enemy units, all Corrupted units' movement speed will increase dramatically, as will the damage of their next five successive attacks or abilities. This applies to both minions and champions.
However, while Full Siege is active, Naelwyn and Legion appear in the Allied base, and begin working on the Stargate. After, say, 10-15 minutes of gameplay (if the Corrupted players haven't regained their siege equipment), then the Stargate is complete, the Corrupted units loose their Frenzy buff, and El Landship begins crushing its way down middle lane. All Allied champions that stand near it get mega buffs, and usually the game is won very very quickly after that. El Landship can be destroyed before it reaches the Corrupted base, but it's hard, and if it does, game over.

If all Allied siege engines are destroyed, and the Corrupted champions and minions reach the edge of their base, Last Reserves is announced. A very strong defensive unit named Leminth enters the battlefield (an NPC), and begins fighting in a random lane for the Alliance. She can't be killed, but can be wounded, and will need to be brought back to the base by an Allied champion to heal before entering the fray again. On top of this, all ranged Allied units gain defensive buff if they are standing in the Allied base, and all non-spec units (Champions with no armour or ranged attacks) gain "Helping Hand", a passive aura that heals units around them over time, and grants a small movement buff.
If the Allied troops fail to regain level footing after around 10-15 minutes, all positive buffs are lost, and the Ender Dragon enters the battlefield. It swoops down on Leminth and kills her, removing her from play. This gives the debuff 'demoralised' to all Allied units (lowered attack). It is obviously impervious to any melee champions or minions, and has a dodge and resist chance of 75% on all ranged or magical attacks. This obviously makes it nigh on impossible to kill, and usually means a victory for the Corrupted side, unless Champions Ced and Jaret are in play.

Ced is able to bring the Dragon to ground, lowering the dodge and resist ratings by 50% and making it possible for melee units to attack the Dragon, for a limited amount of time. To do this the champion requires the positive affect of one of Jaret's unique abilities; "Quick draught from hip-flask and a sharp one-liner." With this Ced benefits from a "Jovial" buff, which dramatically increases any of his basic ranged attacks to ground the Dragon, thus making it killable.

Totally 110% balanced and fair game mechanics IMO. Riot Games hire me pls.

Gonna miss this story.
 
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