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
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
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