Reply 8 - current info
Ok so here is the theme of this thread, (also sorry for the wall of text!)
If anyone played Enfo's (warcraft 3 mod) they would know about the spellbringer which allowed you to perform actions based upon mana points obtained over time. (if you havent it is worth a look if you have warIII, google enfo's MT, its fantastic and is actually what brought me to demigod)
So what if we were able to spend some of our warscore? I know what your thinking, warscore is already hard enough to come by, however, apart from creep upgrades and currency warscore does not have all that much of an impact on the game. (well not in the ones that i have played anyway)
So my idea is that to add some more strategic depth to demigod, that we have another building (another shop or tab on the citadel) that allows you to spend your warscore to purchase ingame bonuses. Some limits would have to apply to this of course, and i suppose that this would be limited to a particular game type (maybe add a new game type which automatically puts warscore on high and adds these new features, similar to how fortress works -adding new fortresses to the map). Also it would have to be such that you could not go backward in War Rank (WR), however, spent war points are deducted from warscore, and you would have to regain spent war points + those remaining to reach new tiers of WR. Effects would be sustaintally longer than items, but not perminent, allowing the using team to gain a slight edge for a small period of time, a worthwhile investment; and I think that this would make controlling flags ALOT more important than it is currently.
Further it would change game styles from the current - hold flags, try to stick together to get a kill, hit WR 3, currency/priests, hit WR 8 get angels and Cats, hit WR 10 get giants. Instead a team could invest in small bonuses throughout the game which allow them to gain the upperhand, ignoring creep upgrades and instead, denying the enemy team kills and flags, which would eventuate into a level difference and allow a team to push through tactful demigod actions (or use of both strategies through a game!). Also it would allow teams to utilize war score AFTER they have reached WR 10, as currently once both teams get there, flags seem to loose their importance.
Note: all purchases will be repurchaseble upon the effect ending.
So what would you get for spending war points:
Some of my ideas are (not sure on how much these should cost, so please comment if you think they would be too cheap/expensive or OP):
Cripple- slows enemy team by -5% movement speed for 3 minutes, cost -500 war points (WR 2 required)
Severance -30 damage AA for all enemies for 3 minutes, cost -700 war points (WR 2 required)
Fatality - All enemy demigods lose 15% total health for 5 minutes, cost -1500 war points (WR 5 required)
Regen - all allies of team gain +20 HP regen for 3 minutes, cost -700 war points (WR 5 required)
Construction - Builds 2 fortresses (positions take from fortress game type), cost -1800 war points (WR 5 required) (max 2 bonus fortresses at a time can be constructed, after they are destroyed this ability becomes active again)
Summon- increases creep spawn rate x2 for 3 minutes, cost -700 warpoints - (WR 6 required)
Rebuild - rebuilds all lost towers (not fortresses) with 50% health, cost - 1800 war points (WR 8 required)
Caplock - Caplocks all TEAM flags (ie on cat this would be 2 ports, creep health/damage, gold and cooldown flags), cost -1800 warpoints (WR 8 required) (to prevent late game portal cap pushes)(control of these flags is required before cap lock is possible)
What do you think? Feel free to suggest some upgrades / comment on ones already here
Cheers, Exx
(also note that i know these are very powerful, but i have tried to make them expensive, so a team will have to decide what is more important, a powerful limited time bonus, or a weaker but perminant bonus (current cit upgrades)).