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+1
Riot invented bridges. Every time you pay a toll to cross a bridge they get a cut.
1. it could be wider, or have very small jungles on each side.
2. it doesn't have to be straight, maybe a zig-zag lane
3. maybe it could be king of the hill where the team that controls the center of the map for longer wins, or have 3 areas to control in each lane for points or whatever.
Sadly, it can never have Poros. :`(
Maybe a two lane map, or maybe a map with some mechanic aside from lanes. Who knows, this is only the beginning!
The kicker would be that at some point the monsters you faced could very well prove to be safer to run away from than confront directly (hydras and dragons and trolls, oh my!), because the pelts you had amassed up until that point would be no good to you if you died (no respawning/collecting pelts from corpses in that particular mode, owing to its more frantic, action-packed nature.) In other words, you'd have to make a choice between killing these larger monsters for their very high pelt bounty, or running away from them if the imminent threat was not worth the potential payoff.
The PvP nature of the map would arrive in the form of "bait"; at every shop, your team could sacrifice whatever amount of pelts you currently possessed in order to scatter "bait" along the opposing team's trail, resulting in larger amounts of that particular section of trail's "mascot monster" to spawn in front of the enemy. This would effectively impede their progress, or cause them to forsake what could otherwise have proved to be an easily farmable tract of trail (20 verics are pretty smashable at level one, but 200 of them might not be XD)
The counter-counter-strategies in that game would also be pretty intense (do we dump all our pelts into killing off the opposing team, or try to reach the end with them? Should I build a more tanky hero to survive all the bait the enemy might throw at us, or should I build a mobile hyper-carry who can massacre the earlier waves of monsters and then just hotfoot it to the end of the stage? I see they have no ranged heroes, so shouldn't we should only use our pelts to bait in ranged monsters for them to kill, so they get potshotted while they run around trying to survive?) Additionally, I'm pretty confident that no other DotA-clone in the history of gaming has ever attempted a level setup this ambitious, so it might become a memorable talking point regarding Sins if the mode catches on.
And the ideas don't have to stop even near there; all the above is just food for thought, you understand =P
The current random hero pickdoesn't work well, because it shows you your hero before locking in, so you just keep clicking until "it's random but it's the one I want". I would propse that if you select a random Hero, instead of generating a new one on each click, just generate the hero after the lock button is pressed. This would allow for true random Hero matches.
Obviously if it was to be implemented a special map would probably be better, but it's not the only option. (Also the Dota 2 version gives you access to the jungle still, which is nice)