Multiple Ideas

If you have ideas to improve this great game, post them here!

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WARBRINGER
Posts: 497
Joined: Sun Dec 04, 2016 8:47 pm
Location: Hampshire, England

Re: Multiple Ideas

Post by WARBRINGER »

Archer quiver
Archers will have a new item located in the shield slot. This is a quiver.
Quivers will get more and more arrow space every level set.
Level 0 Quiver - 10 Arrows
Level 10 Quiver - 25 Arrows
Level 25 Quiver - 50 Arrows
Level 50 Quiver - 100 Arrows
Level 100 Quiver - 250 Arrows
Level 250 Quiver - 500 Arrows
Level 500 Quiver - 1000 Arrows
Level 1000 Quiver - 5000 Arrows

Quivers will be crafted in a new building located in the bank map.

There will be multiple kinds of arrow. To craft these you need:
Normal Arrow (These are unlimited and are not craftable. These are the arrows currently found ingame. If all other arrows are gone, or unequiped, these will be used)
Fire Arrow - 1 Plank + 1 Carbon = 10 Arrows (Possibly burns the character for 10 seconds after you stop attacking.)
Ice Arrow - 1 Plank + 1 Ice = 10 Arrows (Freezes character for 1 second/arrow)
Iron Arrow - 1 Plank + 1 Iron = 10 Arrows (+10 Damage)
More can be added

Arrows are stackable, with 50 in each stack (Must be same type)

There will be an Arrow crafting building for clans (Bows can also be made here)

In order for archers to not be OP, perhaps removing the current skills, as most of their features can be implemented into the arrows.

To have the option to use an arrow, you must have them in your inventory. The amount of arrows depends on the level of your quiver.
The multiple different arrows will be shown where the skills originally were, with a little number like when you see stacked pots or knives. These have no burnout time, and can be used at any time.
Each arrow stays in the bow until it is shot, if you change arrows, you lose the original arrow.

Ice

The ice found in snow maps should be mineable, if so, this will be used to make arrows.
WARBRINGER [raw][Very Hungry Ogre]
BlackBows [rod][Archer]
Echoes :twisted: [Duke of NTL][Sword]
Black Rose [AD][Mage]
WARBRINGER
Posts: 497
Joined: Sun Dec 04, 2016 8:47 pm
Location: Hampshire, England

Re: Multiple Ideas

Post by WARBRINGER »

Barrack improvement ideas:

Troops available in barrack:
Ogre - 3m
Mage - 3m
Archer - 3m
Swordman - 3m

When bought by a Duke or lord, soldiers start off at level 1 (or whatever the level of the barrack is). To level up, either they must kill players and monsters to gain XP (Players give XP based on their level, and monsters give XP like in PvM.) or the barracks building they originate from must be upgraded. (Level 500 barracks makes all soldiers level 250/500 depending on XP amount per level).

The Maximum number of troops per barrack building is 35 (Give or take).

Lords and Dukes both have the power to move troops across ground to enemy bases, they follow the player who made them follow them. When in a war zone, soldiers can attack players and buildings, getting into position like siege weapons, and only attacking the buildings or players that have been targetted. Though, they will automatically attack monsters and those who attack them. They have the toggle/stop/go/remove options like pets, and toggle is removed on clan maps.

Additional ideas for barracks include:
Builders - Build for a set amount of time. Will only use materials inside the barracks/building they are working on.
Woodcutters - Cuts wood for a set amount of time. All wood cut will automatically be put into the barracks or buildings.
Miners - Mines stone for a set amount of time. All stones retrieved will automatically be put into the barracks or buildings.

Requirements - More space in barracks

New rank ideas:
Currently in clans there are 4 ranks -
Members - The noobs of the clan. These members have barely any attributes in clans.
Marshals - The next step up from members, Marshals have ability to upgrade buildings, invite new members, use clan storage, create soldiers and remove members.
Lords - Superior compared to the other ranks, Lords have the extra abilities to sell buildings, create buildings, remove marshals and members and promote members.
Duke - The highest ranking officer of any clan, the duke has all abilities of a clan, and is the almighty ruler of them all!

This seems fairly imbalanced. Marshals can, as mentioned in other threads, waste clan money on soldiers, remove members, steal items and potentially invite thefts.

I propose the following ideas:
Either introduce new ranks;

Members - No special attributes.
Marshals - Can upgrade buildings, can invite members (As they have no special attributes, all that changes in the clan is the addition of 500K in the bank).
Lords - Can create buildings, sell level 0 buildings, buy soldiers, lead soldiers (As in idea 1), remove level 0 soldiers, can invite and remove marshals and members.
Princes - Can buy and sell all buildings, can sell and buy soldiers, can remove marshals and members, can lead soldiers.
Dukes - Have all attributes. Only duke can remove lords and princes.

As you can see, i swapped some attributes of some classes around and made the Prince rank fit in, it could possibly use improvement, but that is what replies are for am i right? Hope this was enough detail!
WARBRINGER [raw][Very Hungry Ogre]
BlackBows [rod][Archer]
Echoes :twisted: [Duke of NTL][Sword]
Black Rose [AD][Mage]
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