Earlier this morning, on a laptop not very far away....
Me: HOLY CRAP THEY MADE A DRAGON FOR BLOCKLAND?!?!?
In all seriousness, I started tinkering, as I often do, and decided to work on a semi basic concept for a TDM, Siege, and CTF game- one side as a group of warriors, the other the slightly beastial and powerful Dragons.
Originally the weapon selection was going to be a mix of various weapons I allready had onhand (stuff like the Eyelander, basic blockland weapons, Crossbow from T+T, a siege worker class that used the Rifle Sentry, etc) but I came to my sences and instead came up with the idea of digging up some of the old medivel weapon packs. Now for the most part weaponry comes from Legend's Medivel Weapon Pack 1, 2, and 3, with the assistance of Amande's Elemental Spellpack, Heed's Medivel Pack (only for the Ice Bow and Flame Bow) and a few other spare add ons (Dragons of course, Health Playertype, Mutalid, and Jetpack for the Dragon Knight class)
Story: The citys and castles of Icovia, a desert-based town, have always been a fan of dragon-hunting, where the finest warriors throughout the kindoms would set out and slay the biggest dragon they could find in fourty-eight hours. A extremist group advocating dragon preservation (A.K.A. the Dragon Knights) took major offence to this ritual and have declared war on Icovia Keep, which is situated in the desert wastes. Likewise, Icovia has called for thier finest warriors and magicians to counter the extremists and return themselves to thier peaceful way of life.
Gamemodes planned:
Siege: The dragons fight to take the roof of the Knight's Outpost, the Magician's Tower, and Castle Icovia's capture points.
Capture the Flag: Both sides have a magical artifact that must be carried out.
TDM: The war flows into full swing; the higher the casualties, the better your side is doing in the war.
VIP: The King and the Chief Dragon Knight go into battle and must be protected!
Classes:
Icovia-
Knight: The Knight is a general melee and distraction class, able to hold itself against a Dragon Knight or Hatchling revatively easy with a few casualties, but going toe-to-toe with a Land Dragon may be a entire threat alltogether. Due to thier close range of weaponry, horseback may be the best route to go.
Equipment: Scimitar, Shortsword, Pike, Throwing Daggers
Ranger: Rangers are the complimentary archer class in a medivel game, armed with 3 styles of bow to help defend themselves- the Blade Bow as a standard weapon (and a decent melee attack), the Blastbow, which does explosive splash damage on either contact or when the arrow disappears, and the Compact Bow, which can strike the most accurately over far distances. At closer range they have thier dagger and Blade Bow's alternate attack, but are still not the best for melee combat.
Equipment: Blastbow, Blade Bow, Compact Bow, Dagger
Assassin: Stealthy and fast, the Assassin works best when the enemy isn't expecting him. If he can strike both hits of his Hidden Blade's attack, the Assassin will cause 100 damage to a target, killing anything that would be a standard human. Sadly it'd be rare to fight a 'standard' human when you're facing dragons, but it's still not a bad chunk of pain. The other weapons round the class out for a stealth combatant and fast attack unit.
Equipment: Rapier, Dagger, Throwing Knives, Hidden Blade, Invisibility Watch
Wizard: Powerful but Energy-hungry spellcasters, the Wizard is able to cast some truely powerful spells but beyond it's magic wand doesn't have much along the line of defensive capabilities.As a result, magic conservation is inherintly vital.
Equipment: Magic Wand, Stone Magic, Fire Magic, Ice Magic, Lightning Magic
Cleric: Similar to the Wizard, Clerics instead of being designed for a truely offensive force, are geared for defense and support. Sure they have the Light Magic spell with the big pillar of doom, but it's often forgotten that it's alternate ability is a healing spell. It's only other majorly offensive abilities incluse the Water Magic skills, Dark Magic's alternate fire (due to it trading your spot with your target) and Wind Magic's alternate if you're facing off with a Air Dragon.
Equipment: Magic Wand, Light Magic, Dark Magic, Wind Magic, Water Magic
Dragon Knights-
Land Dragon: Brutish dragons who's slowness is only matched by thier closeranged superiority. A full combo swipe can level a Knight, and it can lob fireballs at surprisenly long distances to counter bowfire and magic. Even still, it's a revatively large target and more then likely will be one of the fist targets.
Equipment: Dragon Claws, Dragon Fireballs
Air Dragon: The airial cousin of the Land Dragon, the Air Dragon can rain fireballs from the z-axis and thus can become quite unexpected by other warriors. However, it's also substantially weaker then a Land Dragon and can be taken down revatively easier. Beware if it get's close- it also has a devastating Firebreath attack.
Equipment: Dragon Fireballs, Dragon Firebreath
Dragon Hatchling: The Hatchling isn't old enough to breath fire yet, but it's fast and can cath up to a warrior faster then expected, and has a revatively nasty claw attack. However there's only one real strategy with these creatures: Charge and claws at a target until it's dead.
Equipment: MutalidClaw
Dragon Knight: Half-dragon extremists who instigated this entire war. Armed with a magical shield and the ability to soar at incredible speeds, the dragon knights also are trained in at least two arts of the sword and carry flaming bows, as well as being able to launch fireballs of thier own!
Equipment: Vengenece, Rage, Flamebow, Dragon Fireball, Jetpack, Shielded Playertype
To-Do List:
-Finish Dragon Cave
-Create Castle Icovia, Magician's Tower
-Test weapon setup for balance issues
-Create a better Knight's Outpost
Pics below of current progress and a look at some classes.
EDIT1-
*Changed some equipment setups. Sorry boys, no more Ice Bow, it had unforseeable consequences >,>;
*Forgot Assassin's description so included it this time