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New Game Features Commanders, Merchants and Dungeon System

DeletedUser126

Guest
Like the other idea I just posted this was part of my suggestion mail over a month ago to developers but i'm expanding the idea here and sharing it with the community as well. I appreciate any input.

Everything mentioned here is with the assumption that combat fixes suggested and requested in combat improvement topic will be eventually implemented first. Its also connected to the other idea for Caravans and Encounter system I wrote in this topic.


Commanders & Advisor General System Information:
- There are two types of Commanders with several variations available and every player can have both types picked up.
- You can have one Tactical Commander and Merchant
- Sub types of each commander would have different passive and active bonuses you can use to further customize your city.
- Commanders would be available through research and Upgrading your Barracks
- Merchants would be available through unlocking research and upgrading Trader
- Their level would be limited by their original building and research unlocked, and how much experienced they accumulated from either fighting or trading.

Commander System Details:
- Think about them like your traditional Heroes in most similar games
- Commander would add additional special abilities you can use during a fight.
- Battle commanders could use limited special attacks that would boost units or debuff enemy. Abilities would depend on the type of commander and how you developed it.
- More abilities would be available as he levels up, and trains them at the Barracks.
- Examples of Commanders: Archmage, Grand Paladin, Eldritch Knight, Grand Druid etc
- Commanders would be only unit in game to be able to gain unique equipment that could only be acquired by doing either single player daily challenges or Guild dungeons.
- Depending on what commanders you use the look of your Barracks would slightly change (different banners for example or commander you use hanging outside the barracks building.
- Artefacts the commanders would wear would affect normal units stats and passives as well as add unique new abilities with some very rare ones you would get from dungeons.

Merchant System Details:

- Merchants would be a non combat version of commander that unlike the prior one, would add perks and bonuses to your City and Trade.
- You would level your Merchants in your Trader Building
- To level them up to higher level you would need to upgrade your trader and do research.
- Merchants would gain experience from the successful caravan runs (see the Caravan and encounter system topic here ) and normal day trading (limited to XX trades a day to prevent abusing) and the more you trade the more experience you get.
- Instead of gaining items to wear they would gain Trade Contracts (name can be changed) that would give the city various unique bonuses like extra production, extra caravan size, bonus to culture, daily random resources, better trade range, faster knowledge points acquisition etc The imagination is the limit here.
- There would be 3 distinctive lines of training that you would have to specialise, and maybe one day get all of them. Trade, Production, Management. The names kinda speak for them selfs and provide variety of options to chose from. the higher you would specialise the better bonuses you would get.
- The look of a trading building would change depending on what your trader is specializing the most in, adding different unique look to it.

Dungeon System Details:
- Dungeons can only be done by guilds
- Dungeons would be the only reliable way (other than daily challenge for solo chance to get artefact) to always get an artefact, the better and harder the dungeon the better the reward.
- There are varied sizes and boss difficulties to match the players. The harder it is the bigger the rewards.
- Dungeons could vary from easy 5 man, mediocre 10 man to 20 man
- You need certain lv of Barracks to participate in dungeons, lets say lv 15 min ?
- To win dungeon you need to do enough damage to the boss during the 24h period as a guild
- Guild leader or anyone with permissions can chose and activate the dungeon for the guild each day. Its not free it will cost guild resources to do the dungeon expedition. this would req a guild banking and tax system.
- Fight would happen as any other fight, but instead fighting normal monsters you would fight unique boss monster with special attacks and tactics.
- The total damage you do would add up to the dungeon challenge success or failure. You win if you do XX damage during that period, you lose if you dont. You cant retry those battles unless you pay diamonds.
- To participate in it you would have to have permissions from guild master to do it.

Ok thats it, im waiting for your opinions :)
 
Last edited by a moderator:

DeletedUser745

Guest
Great idea, like the other

One question about the commanders: do we have to choose one at the beginning and we will be stucked with this choice or can we have both with one active in the moment? I would prefer second option

Commanders' names are fine to me. So we would have 2 types of commanders:
- 1 physic: gives good boosts in HP, damage... but has low mana
- 1 magic: gives low boosts but has high mana

Instead of training them in the barracks, I think it would be better to train them with fighting (your encounter system will then unleash its potentiel). Concerning the spells we can imagine some sort of skills tree. For each level your commander gets, he (or she) will recieve one or more points to unlock spells in one of the trees (boost/debuff). As far as the spell levelling is concerned, one idea I really love but only see very rarely is the spells increase with their use: the more you use them, the higher they will be (until a maximum of course). Added to that the fact that their mana regenerates over time and not filled in each combat (the regeneration rate could be increased with some resarch in the barrack depending on its level), training your commander will then be a really strategic decision. For those who wonder what such a system could be I suggest to take a look at the King's Bounty saga (PC offline game). The fightning system is the same here, just missing heroes :(

Speaking about dungeon system, I also like it. But where would they be placed? On a separate map? Having a minimum level in the barracks is a good idea but I suggest lv 5 for easy, 10 for medium and 15 for hard. And of course you can bring your commanders
Now the stuff. What I suggest is to level the stuff and make it class dependant (Warrior/Mage). Some examples of items:
- Warrior: Sword, Shield, Armor, Insings/Banner...
- Mage: Staff, Robe, Magic artifacts...
 

DeletedUser126

Guest
Ok answers time ;)

- The system is designed in more of a game design style in the topic to cover most of the angles, i obviously didint cover all, thats what the topic is for to see your opinions and ideas.
- Its good idea to be able to switch the commanders, but only 1 active at a time
- Barracks where only to limit their maximum level so they cant grow to fast, same with research. The actual experience for commanders would come from encounter system and your usual battles.
- Skill tree is what i had in mind as well for both types. Then you can add skill ranks for each skill based on their use.
- Dungeon system is more of a guild feature. They would be available from a menu in a guild tab.
 

DeletedUser43

Guest
Some elements of this idea have already been proposed in earlier threads, but never as detailed and coherent as this. Therefore, I'd like to suggest that we would all work together in this thread to elaborate this idea even more (and tweak it until most players are happy with it), so this idea could be forwarded. :)

The links to related, earlier threads:
- Heroes (click), proposed by @Phanes
- Artifacts (click), proposed by @Hoshi
- Dungeons (click), proposed by @JahldeVautban
 

DeletedUser580

Guest
Hey guys. I would like to see a new research tree in which you can different benefits from the normal tech tree. You are also able to unlock legendary buildings! :D

Below you will see a Tech Tree. That means that you have to focus your research in one direction or you can go for all of them. You can use your KP to unlock. The following can be found in the trees:

Note: The things in this tree are NOT important to develop your city, these things are just helpful, but the most important things are in the main research tree. These are just additional things. You can research these things if you are to fast for the main research tree or if you have to much ressource.

The costs to unlock should be pretty high ... it should be just an additional tree. Progress here should change the icon of your city on the world map. If you spend to much points in military, the city icon looks like a military elve village. The research which is the highest let your city look like this. if you researched 5 in military but only 3 in politics ... your city will look military. If you have 5 Military and 5 Politically, the research which was first on 5 will give you the skin.

Military:

+ X % Attack increase for your Army
+ X % Hitpoints increase for your Army
+ 1 Squad Size increase for your Army
+ 1 Training Size increase for your Army
- X % Training Time reduction for your Army
* Military looking Avatar Picture
* After 5/10/15 Researches unlock a military frame around your avatar picture to show your progress

+ Legendary Building related to Military
+ Legendary Building related to Military
+ Legendary Building related to Military


Technically:

+ X % supply production increase
+ X % cost reduction for building
+ X% Building time reduction
+ 1 trading range
* Technical looking Avatar Picture
* After 5/10/15 Researches unlock a technically frame around your avatar picture to show your progress

+ Legendary Building related to Technically things
+ Legendary Building related to Technically things
+ Legendary Building related to Technically things


Politically:

+X % Culture increase from buildings
-X % Culture need to get 120%
-X % Culture need to get 140%
-X % Culture need to get 170%
-X % Culture need to get 200%
-X % Reduction for the fee when trading with someone outside the range
* Political looking Avatar Picture
* After 5/10/15 Researches unlock a politically frame around your avatar picture to show your progress

+ Legendary Building related to Political things
+ Legendary Building related to Political things
+ Legendary Building related to Political things


Economically:

+ X% increase for collected gold
+ unlock city space
+ unlock trade advantage*
+ X% increase of goods you will get (all of them, not only your boost good)
* Economical looking avatar picture
* After 5/10/15 Researches unlock a economically frame around your avatar picture to show your progress

+ Legendary Building related to Economically things
+ Legendary Building related to Economically things
+ Legendary Building related to Economically things



Picture source: http://www.atomicboysoftware.com/Blog-images/EndlessSpace/TechTree2.png
 

DeletedUser126

Guest
Already mentioned it in the other topic but will do this her as well.

This is more or less what I had mind for the Merchants progression system unlike what Commanders (name still in progress, could as well call them Heroes) get since they are focused on combat.
 

DeletedUser317

Guest
Dungeon System
I not like figth, so why not make something new in the dungeon área?, why always be defeat the big ugly monster boss?
What about if instead of defeat that ugly boss, i can hire him to bash some encounter? so we give him x coins/supplies/goods and we get x encounters cleared by him how many encounters are cleared depend in how much you give to them and offcourse with a limit to avoid abuse. This can be related to you encounter system as both are in a daily basis if i recall correctly.

Commander System
Nothing to say, i let warrior speak in there.

Merchant System.
Well thinked nothing to add or complain.
 

DeletedUser745

Guest
@ Thuncal : This is exactly what I had in my mind, just needed a picture to illustrate it
I imagined something like this :
- progression on the tree is leveled : the higher in the tree, the higher is the level required to unlock the skill
- skill levelling depends on how many times your Hero/Guild Master (could be the name for the merchant) use it
- need KPs to unlock levels

For example: first skill can be unlocked at lv1. This skill needs, let's say 2 KP to be unlocked. You hero use it until the progression reaches 100%. Then you need for exemple 5 KP to unlock lv2 and so on until level max. This is a similar way we have with research tree: we need KP to "train" the research and resrouces to unlock
 

DeletedUser

Guest
Dungeon System
I not like figth, so why not make something new in the dungeon área?, why always be defeat the big ugly monster boss?
What about if instead of defeat that ugly boss, i can hire him to bash some encounter? so we give him x coins/supplies/goods and we get x encounters cleared by him how many encounters are cleared depend in how much you give to them and offcourse with a limit to avoid abuse. This can be related to you encounter system as both are in a daily basis if i recall correctly.

Commander System
Nothing to say, i let warrior speak in there.

Merchant System.
Well thinked nothing to add or complain.
You don't like to fight, so hire him and fight someone else anyway? o_O

What if battle Commanders, were related to the different kind of troops, and some could provide a bonus to damage and stats leading one kind of troop, while other's would provide special abilities while in battle. And then even make them like a sixth unit on your side, but when they get wounded too badly they're out of the battle. Give certain commanders spells and melee attack options that can be upgraded(by KP?).
 

DeletedUser

Guest
Dungeons: Possibly limit the # man to barracks level. IE: lv 5 barracks can do a 5 man, lv 10, 10 ect. This way newer players would be able to get into it faster. Possibly make it so you have it maxed/age for each step up to the next dungeon. (could accually just use what age were in for a difficalty scale)
 
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