So, yeah. Just a random idea I thought of some time ago that I don't recall ever posting on the forums.
Storm The Fotress is basically just one team attacking a defending team. Yes, I know, extremely unorigional.
Attackers
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The attackers are supposed to try to invade and break into a fortress, and do something that I haven't actually really thought of yet. Maybe cap an LD control point or something. Anyway, they'd have special units and buffs to help them break in, but also weaknesses.
Units:
Attackers: Just people who assault the fortress. They have an damage increase. Weakness not yet thought of.
Disablers: Knights we can disable traps set by the defending team. More on that later. A bit quicker speed than others, but low health.
Siege Men: Knights with those personal rocket launchers rom OCH. They can launch rockets over the fortress walls and do whatever to the area inside the fort. Have a speed decrease, but deal heavy damage.
Defenders
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The defenders have to protect their fortress and prevent the attackers from achieving their goal.
Units:
Defenders: Knights who protect the fortress. They cannot leave the fortress. They have a health bonus, and a Guardian shield. Slight speed decrease.
Trappers: Knights who can sneak outside the fortress and lay a limited amount of various traps (blocks, exploding blocks, mines, spike traps, status panels, etc). They have a slight invisibility (think chromalisk invisible). Slight speed increase. Low health.
Turret Men: Knights who can arm controllable Mecha Turrets and shoot enemies. Weakness pending.
Hunters: Knights who can sneak outside the fortress and harass the enemy. Low damage, fast attack speed.
Gameplay
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The attackers have to break into the defenders' fortress and achieve some sort of goal.
The side (attacker or defender) you are on is chosen randomly when you join the game. Since the defenders have the upperhand (as far as I can tell. Correct me if I'm wrong), the attackers have 2 or 3 extra men then they do.
The game begins with the defenders inside their fortress and the attackers in a camp some distance away from the fortress. They pick their class from those things that are also inside LD lockerrooms, and attack. The defenders do the same, but defend.
The fortress has two layers, ground level and battlement. Defenders (the class, not side) with guns can shoot attacking Knights, while turret men can shoot them using controllable mecha turrets.
There are two entry points into the fortress, closed by gates. The attackers have to attack and break down the gates in order to gain entry. However, traps may impede their doing so.
In order to let out trappers and hunters, the gates must open. As they come out, the attackers, if they're in the correct place during the correct moment, can enter the fortress.
The trappers have their choice of several different traps to set. I am still wondering how they should do this. Anyway, they have a limited supply of trap, which is only replenished is an enemy disabler disables their traps (Ex: One disabled spike trap = one new spike trap for the trapper). They aren't allowed to set traps inside the fortress. Also, their traps can affect their own allies (to keep hunters from exploiting situations such as attacking an enemy frozen on a freeze trap, when they can just run across without getting frozen), so everyone has to be careful where they step. I'm also still thinking about how the disablers should disable the traps. They could always destroy blocks with weapons, but the other stuff... ???
The turret men have to find a Mecha Turret on the battlement and gain control of it. When they do, an aiming thing appears, and the view in front of the turret man becomes visible. In order to shoot, they aim and click their attack button. They can shoot one shot every 5 seconds, and deal elemental/normal damage. Their range is depicted by a large red circle. Any area beyond the perimeter is out of range. The same goes for any Guardian on the battlements, except they have to use normal guns, and they have a much shorter range circle. They'd be using sniper mode, I suppose. The Defenders don't have to engage sniper mode, though. In order to engage it, you have to right click. There'd be a thing like what lets you use the auction house for you to use sniper mode.
The siege men have to get withing striking distance of the fortress before they can attack the fortress. Other than that, they can launch their rockets for regular battle against trappers and hunters, although the shots will be random seeing how they can't aim yet. When they get within striking distance of the fortress (determined by a red circle around the fortress. Pass the circle and you're in) They recieve a full ariel view of the area within the circle. They can still move around, but now that can aim and attack the fortress. The same aiming thing that the turret men get appears, and they can use that to aim and fire a rocket to anywhere withing the circle.
The game ends aftera max time of... 10 minutes? 5? Anyway, if the time is up and the attackers have not achieved their goal (destroying a battl epod), the defenders win. But if the attackers achieved their goal before time runs out, they win.
I know. Awfully messy and unorganized, isn't it?
I think there's some bit more that I'm forgetting, though. I'll post more later once I remember. Feel free to post opinions, comments, suggestions, and the what not.
I don't think traps should damage friendly troops. That would just raise the oppurtunity for epic trolling (like the many famous engineer team-killing/trapping pranks)
If you're going to have indestructable blocks, make it so that a pathfinding bot prevents the castle entrances from being completely blocked off like the restrictions in Desktop Tower Defense.
Depending on how large the fortress is, perhaps allow traps to be set inside it.
Trap setters should be completely invisible (by activating an ability) or not invisible at all. A chroma-like invisibility once played against for a few times will be almost completely useless except to the most careless of players.
Perhaps they could share a recon-like ability: Cloaking with the shield key, switching traps with the switch weapons button, and placing them with the attack button. Or they could Cloak with the shield key, switch weapons and attack like normal, but be able to pick up trap "pills" and place them by pressing the 1-4 keys.
There should be a lot of restrictions for trap setting, such as being inable to set a trap down where a player is standing, or having a cooldown time on how fast traps can be placed, or a "ghost-mark" where a trap is about to be placed to prevent perma-trapping teammates and enemies.
Remember, having constructable units can create a LOT of abusements (again, like engineers)