User:Gcircle/Warcraft IV

=Introduction=

My idea for a new RTS game. It's basicly a "Warcraft 3" version of the events that take place at the Burning Crusade expansion, with a few bonuses to the history.

The game is pretty similar to Warcraft 3, following the story of the heroes you play with while not focusing much on warfare. But don't worry, in the ocasion where you control a base and create units, the warfare system is much more complex. Instead of controlling an army that can't be much bigger than 30 units, you can control huge armies, just like other games like Company of Heroes and Age of Empires.

I'd like to call this game:

WARCRAFT IV: THE OUTLAND WAR

=Factions=

Story
Many years ago, the Alliance invaded Draenor to put an end to the orcish threat. They fought bravely but ultimatly, Ner'Zhul opened a series of portals in order to invade them. But the magical stress tore the planet apart. The Alliance expedition closed the Dark Portal behind them, to protect Azeroth from the magical energies. They got trapped in what has become Outland for many years, but against all odds, they survived. Now, with the Dark portal reopened, and reinforcements coming through, the Alliance must end that they began. They must defeat the Fel Horde so the veterans of Honor Hold can return home.

Play as the young male human mage, Rohan Manablade and the mysterious female high elven nethermancer (mage/warlock hybrid), Tyren Netherflame and discover the forgotten world of Outland.

Resources

 * Food
 * Wood
 * Gold
 * Stone

Levels of Development

 * Encampment
 * Keep
 * Stronghold

Buildings
All buildings increases population cap, some more than others.


 * Command Post: main building, needed to create many others. Creates Yeomen and the Heroes. Can be upgraded to Keep to unlock more advanced buildings and then to Fortress.


 * Stockhouse: used to store all resources gathered. Can be upgraded to have greater capacity.


 * Rations Lodge: creates food that can be transported to the Stockhouse to be used.


 * Garrison: creates Footmen and Riflemen.


 * Stables: creates Knights. Can be upgraded to create Gryphon Riders in Stronghold.


 * Alliance Siege Workshop: creates Ballista, Mortar Team and Gnomish Enginners (and then Gyrocopters and Steam Tanks in Stronghold). Requires Keep.


 * Arcane Shrine: creates Mages and Priests. Requires Keep.


 * Enchanted Tree: creates Druids, Sentinels and Ancients of War. Requires Stronghold.


 * Wood Wall: wooden wall.


 * Stone Wall: stone wall, requires a Keep.


 * Defense Tower: stone tower that shoots nearby enemies when there's ranged units garrisoned inside, requires Keep.


 * Alliance Navy Port (Total War Campaign only): creates naval units. Can only be built in Keep level and near water.

Units

 * Workers: Yeomen
 * Standard Soldier: Footmen
 * Standard Ranged: Riflemen
 * Officer: Paladin - mounted melee unit. Uses Devotion Aura (more armor) that buffs all close friendly units. Can cast minor heals.
 * Primary Support: Priests - heals other friendly units and use Dispel Magic, and Cleanse.
 * Secondary Support: Mages - casts Slow and Polymorph.
 * Terceary Support: Gnomish Enginners - repairs machines and plants exploisives.
 * Multi-Purpose: Druids - can shapeshift according to need (Bear for endurance battles, with Bash and Roar; Cat for quick combat, with Stealth and Shred; Bird for scouting) and can cast Rejuvenition, Entangling Roots, Cyclone and Faerie Fire.
 * Elite Ranged: Sentinels
 * Elite Melee: Ancient of War - has War Stomp and can throw boulders at buildings.
 * Primary Siege: Alliance Ballista - can come as Darnassus or Stormwind Style, good at destroying buildings.
 * Secondary Siege: Mortar Team - fragile but powerful long-range mortar team, good against clusters of troops.
 * Elite Siege: Steam Tanks - very powerful land siege unit, effective against buildings.
 * Primary Flying: Gryphon Rider - good at destroying enemy units.
 * Secondary Flying: Gyrocopters - good at destroying buildings.
 * Naval Transport: Alliance Transport Ship - transport units only.
 * Primary Naval Combat: Galleon - good against units and enemy ships.
 * Secondary Naval Combat: Battleship - good against buildings.

Heroes (campaign)

 * Rohan Manablade: Starts with Arcane Missiles and Fireball. Learns Blizzard at Level 5, Blink at Level 7 and summon Water Elemental at Level 10.


 * Tyren Netherflame: Starts at Level 5, with Rain of Fire, Ethereal Form (vulnerable to magic, but invunerable to physical attacks; runs faster) and Banish. Learns Mana Burn at Level 7 and Phase Shift (same effect as Invisibility) at Level 10.

Campaign
Rohan is shoot down from his gryphon by Fel Orcs when he was flying from the Dark Portal to Honor Hold. He's saved by Tyren and she takes you to Honor Hold.


 * Level 1: Baptism by Fire: Level begins in they're trip on foot. In Honor Hold, she disappears and Trollbane then instructs you with your mission: to place Arcane Orbs is especific locations to spy on the Horde, Fel Horde and Burning Legion. Rohan is escorted by a few footmen and riflemen.


 * Level 2: The Path of Glory: Rohan is ordered to help in the Alliance attack to capture the Path of Glory and surround Hellfire Citadel. There's an optional quest to destroy Zeth'Gor.

Tyren appears again and asks Rohan to come with him. In the middle of the night, Tyren uses a powerful invisibility orb on both of them and they sneak in Hellfire Citadel.


 * Level 3: Bloody Origins: You can see invisible units an those who can see invisible so you must stear clear of their sight. You learn of Magtheridon's imprisonment and the origins of the Fel Horde. Tyren also asks Rohan to help him vanquish Vazruden and free his enslaved drake. Rohan learns of the Nether Dragons and Tyren's devotion to free the dragons Illidan enslaved. You are caught after the duel and flee to your base camp, where you face a quick orc skirmish.


 * Level 4: Siege of the Citadel: here, you must conquer the citadel, with help of the Horde and Honor Hold. You must kill the Fel Horde warchief, Magtheridon, and destroy the inner defenses.

With the Citadel in Alliance hands, it's forces can now relocate to other regions. After all those years, the Alliance has regainned hope of victory against the orcs. Trollbane asks Rohan to bring news of this victory to Allerian Stronghold and then Wildhammer Stronghold. Tyren volunters to accompaign Rohan. Upon arrival at Allerian Stronghold, Captain Sunchaser welcomes you, but says the war is not over, that even though the warchief is dead, the orcs will not surrender, as they have an unknown leader rulling from some ancinet temple in Shadowmoon Valley. He then explains that the Blood Elves under the rule of Kael'thas are allies of these orcs. Rohan and Tyren offer themselves to investigate that alliance by recovering some documents from their local encampments. Sunchaser offers his help, IF the Arakoa colonies nearby are destroyed, as they are the most dangerous threat.


 * Level 5: Strange Alliances: First you need to destroy many nearby arakoa camps. You only control some of the buildings (they're not the convecional Alliance buildings, but have same functions). Then, as you receive full control of the Stronghold, you must attack Firewing Point and Bonechewer Ruins to retrieve any intelligence documents.

The documents reveal that there is in fact an alliance between the Blood Elves and the Fel Orcs, and that the Naga and enslaved Broken and renegade demons also are part of this coallition. The master is not reveled in the papers, but they refer a "Black Temple" as a very important place.

In an effort to investigate the Black Temple, Rohan and Tyren enter Shadowmoon Valley, where they find out that the Alliance forces based in Wildhammer Stronghold, led by Kurdran, are under siege by the Burning Legion estacioned at Legion Hold.


 * Level 6: Besieged!: In this level, you follow the questline involving the Legion Hold (excluding the inicial Nagrand quest). The level is completed when you complete this questline. However...

After the Infernals in Invasion Point: Catacyslm are destroyed, Rohan and Tyren are spotted by the sentries. A Fel Reaver appears and blocks the Legion teleporter, blocking the escape for the heroes. Tyren then makes a desesperate move: she turns into her true form, a nether dragon. The demons grow hesitant, and Tyrenaku (her real name) asks Rohan to climb on to her. While still very surprised, he does so. Tyrenaku flies off, leaving the demons behind very frustrated. During the return to the Stronghold, Rohan finally gets to his senses and starts yelling at the dragon, very angry for the fact he was fooled by her. Tyrenaku says she just wanted to help, but understands his feelings, and they separate completely upon arrival. Kurdran gets very happy with the news of victory, and asks for Tyren, but Rohan lies: he says she had other businnes and had to leave. He doesnt want to raise suspicions regarding he befriended a dragon!

During the night, Rohan has this very weird dream: he sees a blackned field riddled with crystals, and in the middle of it, he sees a dragon being wrangled and subdued by several fel orcs. The dragon helpssly strugles but he falls unconcioness and the orcs drag him to a big fortress. In a last strugle, the dragon lets out a massive roar, and Rohan recognizes the voice: it's Tyren! He wakes up very shocked, at first thinking it was nothing but remorse-based nightmare... But he never saw the fortress nor the crystal field, so it could be a some sort of magical message sent by Tyren. Still unhappy about her, he decides to investigate. He asks Kurdran's help, and he accepts: he doesn't want to be responsible by someone's death (he still doesn't know of Tyren's secret). The dwarf speeks of a field to the east, like the one he described, with a fel orc fortress overlooking it, and orders an expedition team to leave imediatly to the east.


 * Level 7: The Dragonmaw Clan: Destroy the Dragonmaw Fortress, and find Tyren. It doesn't sound much hard, but is actually tactical demanding: the dragonmaw orcs have a few extra units (wranglers, subduers and dragonriders) that'll make your life miserable. But if you kill the Dragonmaw Subduers that are channeling at the Enslaved Nether Drakes, they will become your units, and they are very powerful. Once you kill Zuluhed the Whacked, the level is over.