So, after watching a little bit of a video from rag tagg
This is the video i got it from
He said something that made me think:
Overwatch attracted a lot of different types of players, RTS, players who havent even played FPS before
And i realized, Hey, Thats right, Im not even an FPS player and i got attracted by the game due to the diversity of the characters,
now this is where it gets alittle bit less factical and more personal, i mostly try to talk facts but i want to throw this out there,
But lately, the game has been changing to a little bit moreâŚi dont knowâŚboring? straight forwards?
heroes like sym and torb, who mostly offered a whole different skillset, less based up on just âclicking headsâ and a little bit more on the strategy side, like Oh where do i place my turret, oh do i use shield gen or TP, should i use the buff on my turret and capitalize on its power or despite it beeing down its worth using for myself and kill them,
it was rather fun, honestly, especially when my strenght is more on the strategy side rather than the mechanical side
but the reworks made them more reliant on their guns and made the turret placement rather irrelevant, sinec its not really that important now
but here comes my question, Should the game get more heroes that are less mechanically based and more catered towards heroes that are from different games?
So, to give out an example, This is a RTS-Based hero i came up with
Sure, the idea is rather utopic and it probably wouldnt really work or be hard to balance, but here goes nothing:
Athena, RTS Hero (warning, LONG)
ATHENA
Stats
Role: Support (Any, she is capable of beeing anything due to how she works, but ill put her in the support category)
Health: 50
Shelds: 200
Armor: 0
Overview
Athena in-game appears as a laptop on a desk, Upon the match starting, the athena player will choose a spot to spawn, and will deploy there, From this point onwards, the athena player cannot switch locations until death, if so where to happen, normal respawn time would occur and the player would be able to pick a different place to spawn,
Game Mechanics, PlayStyle
Upon spawning, athena will have a menu at her disposal, in which she´ll have a list of units where she can drag and drop units, the only can only be dropped at a 5m radius arround athena herself except in certain cases, this will be expanded upon in the units list, Upon then, Athena will be able to click on the units and order them arround as so, This will be expanded in Unit control section,
Athena is in the support role, But she can fill any roll she wished, depending on the units she chooses to deploy, Therefore this role is only for the matter of clasification,
Athena will have a constant eagle eye view of the battlefield, which she can move arround the camera using the directional controls, She also posses an F ability called âRelocateâ
RELOCATE
Relocate is an ability Bound to the Interact button, on a 30 second cooldown
As the name states, Like I stated in the general mechanics, Athena once she spawns she gets a prompt to select where to deploy, from her aerial view, This relocate ability will do the same, But its usable once Athena has already been deployed, She may deploy somewhere else. She has a 10s duration until she is forcibly placed wherever she currently has her cursor over, similarly to doomfists meteor strike
Eagle eye view
Athena despite having a eagle eye view cannot see all the map, She may only see
The capture point (if captured in favor of her team)
10m arround her teammates
10m arround herself
10m arround the scanners
The payload and 5m arround it (only if its beeing pushed by teammates)
The rest of the area will not be visible and will be darkened
She may move the camera with WASD, Mousewheel to zoom in and out
Athena has a drop down menu of units she can deploy, the unit cap works on a resource system that is a maximum of 14, each unit takes up a x amount of resources and once their full, no more units can be added until one is removed and enough resources are avaible,
Assault Unit:
The assault units have 150 hp, They posses a hitscan rifle with 20 ammo that shoots 5 shots per second, each shot doing 8 damage, with a reload time of 1.5 seconds, They cost 2 resources each, They possess normal player speed
Heavy Assault Unit
The heavy assault units have 250 HP, they posses a hitscan minigun with a total of 150 ammo with a slightly faster firerate than Orisas, each projectile fired by it does 6 damage (almost half of orisa) and have a reload time of 2 secondsThey cost 4 resources each
Barrier
Athena can deploy barriers anywhere on the map (as long as its visible), she is not limited to the 5m range of her other units in this case, Each barrier as 500 hp and costs 3 resources, This barriers cannot be repaired whoever, they are slightly smaller than reinharts barrier, barriers cannot be moved nor ordered arround, they may only be destroyed
Scanner
Athena can deploy scanners anywhere on the map (even if not visible), she is not limited to the 5m range of her other units in this case, Each scanner has 30 hp, They reveal enemies to teammates nearby in a range of 10m 360° degrees of the scanner itself also gives visibility to athena in tthe same range they cost 1 resource each, Scanners cannot be moved nor ordered arround they may only be destroyed
Turret
Turrets are hitscan units similar to torbjorn turret itself, This turrets are located on small wheeled platforms, and are unable to fire as it moves, In fact, they must be deployed before firing, they have a range of 10m and deal arround 50dps and have 100 hp each, they cost 3 resources each
Artilerry Unit
Artilerry units are turrets located on small platforms that can only fire in their Deployed state, They have 100 hp each, they posses a single, front mounted cannon in front aimed slightly upwards, This turrets have a range of 50m and fire a single explosive projectile every 2 seconds at enemies , the explosive projectile has a small splash radious of 3m of the impact zone, Direct hit damage beeing 120, The Projectiles are fired upwards by the cannon arcing downards and to land directly on top of the enemies, They cost 4 resources each, Artilerry cannons cannot target an enemy at close ran
Heal Pod
Healing pods are Small pods in a base with wheels that can be moved arround, the heal pod heals 12Hps in a 5m radious arround it only in its deployed state, They have 75 health
Note 2: If athena where to be killed, all her units will be despawned
Note 3: Turrets, artilerry units and heal pods have a specific order for them only that orders them to enter in deployed state
Unit Control
Upon clicking on units, a set of commands are displayed which the player can select and utilize
Move : The unit will move to the spot that was clicked at, if possible, if not the unit will Not move, Repetedly clicking on multiple spots can make a set of waypoints for the unit to go through, unit will not shoot
Defend: The unit will stay at the marked spot and attack any enemy that enters their range, upon the enemy leaving their range they will not chase after
Attack : The unit will target the selected enemy and fire at them, if they get out of their range they will chase after until the target is dead, Turrets will enter their undeployed state and follow after the target until they have range and then they will deploy and fire
Heal: Units will enter a inactive state, Healing themselves at a rate of 5hp per second, The unit cannot fire while in this state and will not attempt to unless ordered, upon attacking the effect is canceled
Fire: The unit will fire at the selected location even if a target is present in it or not, Especially useful for units like artilerry units, Units can only fire in their intended range, if a spot outside of their range is selected, they will move towards the spot until they are in range to fire
Destroy: Unit will be destroyed
Follow: Unit will follow the selected target and fire at anything in range
Note: Units will not fire automatically, they will only perform this behavior in the âdefendâ mode, and in this case they will target the first enemy they see, and not let go until the target is dead, out of their range, or the unit is destroyed, this is to further encourage the managment and manual control of the units, while letting the player set the units in auto pilot mode as they take care of another matter
Note 2: All units will spawn next to athena (unless specifically stated that they may be placed anywhere ) and must be moved to their desired spot
Note 3: All of her units have a internal cooldown of 3s each from their placement, so athena may not spam similar units
SHORTCUTS
Any good RTS player knows shortcuts are especially important (NOTE: THEY DONT WORK ON CONSOLE, sorry console players, your joysticks are too small)
Therefore:
0: Select all units
1: Select all assault units
2: Select all Heavy assault units
3: Select all Turrets
4: Select all artilerry units
5: Select all Healing pods
Note: Pressing more than 1 of this buttons at a time will select both groups of units
CTRL + A: Select attack order
CTRL + D: Select Defend order
CTRL + F: Select fire order
CTRL + H: Select Heal Order
CTRL + D: Select Destroy
CTRL + M: Select Move Order
CTRL + F: Selct follow order
Hero interactions
Sombra: Any hacked units will be disabled, If hacked athena herself, she will lose control of her units and they will resume the last task they were ordered
If stunned/frozen, she may lose control of her units, and they may resume the last order given
Athena may not be knocked,
Recon Arrow and Infra sight will reveal the area they act in for athena,
Ultimate
Upon pressing Q, athena will get a new unit, placeable anywhere (as long as she had view) on the map, (this unit is the one we saw and speculate that is athena in the pic)
Upon placing it, Athena will take control of the unit herself for 15s,
The units primary fire is a beam with a range of 12m, that does 80 Dps, coming from their left palm
The units secondary fire is the same as the primary but from her right palm, both beams can be fired from a continious 5s until they overheat, and need to cool down
Her E is a large Chest beam that does 120Dps and can be fired for 4s until it overheats
The android has 200 hp and 400 shields,
If the duration ends, the android is destroyed or athena is destroyed the ult will end
note: all of athenas units during her ult will perform the last order they had been sent to do, until ordered otherwise, athena loses control of her unis and cannot further order them as she ults, therefore its up to her to tell her units what to do on the pre ult phase
or another example: a hero catered towards clicking game players:
Button Masher
Button masher hero (DPS/SUPPORT HYBRID)
200 Hp (100 shields 100 HP)
Primary fire: Pulsing reactor,
Every time you click the mouse you gun will emit a pulse in a 45 degree angle (5m range) in front of you that would do 20 damage, Infinite ammo, it does low damage but the thing is, The faster you click, The more pulses you shoot, So essentially this character gets better the faster you can click the mouse (this goes through barriers)
Passive: Clicking assist:
Every time you kill someone your character automatically emits a single healing pulse and damage pulse every 0.5 seconds,
The more people you kill the more clicking assists you get (resets on death)
Secondary fire: Heal pulse
You emit a pulse arround you healing everyone nearby in a range of 6 meters, every pulse heals 15 hp, Just as the primary fire, The faster you click the more healing you can do (note: Balanced this number arround my Avg clicking speed per second, that beeing 6,50, equating at arround 97,5 healing per second, my max was almost 10, equating to 150 healing per second if your clicking with all your might
Ability 1: Kinetic Energy Shield
The hero will generate a shield that starts at 100 hp, The ability has a cast time of 4 seconds in which you have to repetedly click in order to bring up the shields health, each click increases the shield total hp by 20, (620 total shield hp at my average clicking speed of 6.5) After the 4 seconds of cast time, the shield is fully done (and it goes on cooldown for 10 seconds) and it appears all arround the clicking hero, it goes all arround its front and sides, leaving exposed the back,
Ultimate: Unnamed
The character would slowly raise in the air for 1 second (cast time) once this is done it will stay in and the effect will activate for 10 seconds, putting their pulsing reactor at full power, Similar to the primary fire, every time you click it would emit 360 degree pulses in an area of 8 meters arround where this character is floating, every time you click you deal 30 damage to your enemies and heal your team members by 40 hp and heal yourself by the same value, ultimate lasts for 10 seconds, hero takes 50% reduced damage during ultimate
those are just some examples
What do you guys think?