Make a MOBA! ~ The impossible Spring?
Posted: 20 Nov 2019, 20:23
This thread is just for sh*t's and giggles; but a thought occurred to me, If someone made a MOBA using the Spring RTS. DOTA was originally a mod for Warcraft 3 before Blizzard picked it up and Before League made their own afterwards.... and tried to sue Valve; though failed in the lawsuit, since their originality wasn't original. I know it's not the official reason why they lost, but bare with me, I'm getting off track with poor jokes.
I wanted to post this to see what kind of insane ideas for a MOBA could be generated and hear everyone else's ideas if they had any. Does the idea need to work in practice? World no; this is just for fun. If someone attempts an idea listed here in Spring as a mod, go for it; I think some of us would like to try our ideas for the fun of it, no matter how insane it is.
If I had to kick things off-
A 2D MOBA using SNES inspired pixel art and all of the characters would be spiritual successors to old game characters never brought into Today's generation! Like Geno from Super Mario RPG; his ult could be his ultimate spell from the same game and one of his skills could be an arm cannon! Or Boogerman!... Which, I won't write out his skills, but you get the picture.
Why this would not work? A 2D MOBA? As much as I'd like to see one of even a Demake of Dota 2; I don't think anyone would jump on board to tackle this. Too much sprite work maybe? Heck, I'd even settle for 2.5D to see this insane dream come true.
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A Moba where the characters skills are based on card. and No, I'm not talking about Valve's attempt to cash in on Hearthstone through Artifact; I mean where a player would have a starter deck of skills at the beginning of each game, they buy item cards from a shop to act as passive's or give instant heal and everytime they level up, free cards are added to their deck based on a skill they look for along with a handy bonus of a fragile or destroy-able card that gives a handy use.
Why this would not work?
Deck based skills in a full action game; interesting on paper, though it would be chaos in practice. Players would blame their luck on the skills they need on RNG when they could sell their cards back to a shop to lessen their deck and further improve their odds of better draws per pull. Even then; how would decks and discarding work? When you run outta cards,m all you get is a basic attack? How do you restock cards fairly? If the heroes have a MANA system, how do determine cost's fairly? Can you customize the cards the hero gets per level? There's a sh*t ton of uneasy answers here.
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I wanted to post this to see what kind of insane ideas for a MOBA could be generated and hear everyone else's ideas if they had any. Does the idea need to work in practice? World no; this is just for fun. If someone attempts an idea listed here in Spring as a mod, go for it; I think some of us would like to try our ideas for the fun of it, no matter how insane it is.
If I had to kick things off-
A 2D MOBA using SNES inspired pixel art and all of the characters would be spiritual successors to old game characters never brought into Today's generation! Like Geno from Super Mario RPG; his ult could be his ultimate spell from the same game and one of his skills could be an arm cannon! Or Boogerman!... Which, I won't write out his skills, but you get the picture.
Why this would not work? A 2D MOBA? As much as I'd like to see one of even a Demake of Dota 2; I don't think anyone would jump on board to tackle this. Too much sprite work maybe? Heck, I'd even settle for 2.5D to see this insane dream come true.
---
A Moba where the characters skills are based on card. and No, I'm not talking about Valve's attempt to cash in on Hearthstone through Artifact; I mean where a player would have a starter deck of skills at the beginning of each game, they buy item cards from a shop to act as passive's or give instant heal and everytime they level up, free cards are added to their deck based on a skill they look for along with a handy bonus of a fragile or destroy-able card that gives a handy use.
Why this would not work?
Deck based skills in a full action game; interesting on paper, though it would be chaos in practice. Players would blame their luck on the skills they need on RNG when they could sell their cards back to a shop to lessen their deck and further improve their odds of better draws per pull. Even then; how would decks and discarding work? When you run outta cards,m all you get is a basic attack? How do you restock cards fairly? If the heroes have a MANA system, how do determine cost's fairly? Can you customize the cards the hero gets per level? There's a sh*t ton of uneasy answers here.
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