Originally posted by Demandred
View Post
Announcement
Collapse
No announcement yet.
Ideas
Collapse
This topic is closed.
X
X
-
Zycandos and Jaethor's karaoke rendition of 'I Feel Pretty'.
Jaethor goes solo with 'The Sound of Music'.
Minstrel Sharallin sings: "The lord of revenants is a withered man, sunken by age and evil. But his blood is sweet, say the young men - and they should know?"Jaethor, God of Enlightenment tells you, "((Stop breaking Akanbar.))"
-
Idea:
I'd like to see a feature/skill that is based around the idea of immunity. (I can't remember if a skill already exists with this same name... oops)
Anyways, it would have to do with the effects of poisons, certain spells, and runes... If I were to land 100 Eterenities upon a foe, then said foe would gain a level of immunity towards that rune. This would maybe take .1 seconds off of the duration of this attack. Same for toxins, maybe i'd have a x% chance of the toxin not doing it's intended purpose. The added feature to this skill would be that if you are not constantly exposed to said toxin, spell, or rune, that your immunity towards it would decrease. So certain classes of people wouldn't be able to expose themselves to everything. Runesmiths could make themselves immune to runes... but who else fights with runes, lol.
The reverse to this would also be true. The most obvious example I can think of would be the Force rune. As we grow more accustomed to its effects, maybe we learn to make the effects last longer, or be stronger, Arnica might cure for just a 'little' bit more, the salves might heal more bones or last longer (gravity).
I think that if this was implemented in the right way, it could create a stronger economy as I know that many people might try and abuse this. People might buy 100 force runes just so they can become more accustomed to it and make it last longer. People might buy toxins so that their effects don't last as long or do less damage and so forth. At some point the cost of becoming immune would have to counter in terms of gold and time. Each level takes 10x as much as before. Where as it might have taken 100 force runes..., next time it might take 1000 to get accustomed. Each level of immunity would have to be quantified in a certain length of time. This means that the most active players would be rewarded.
Comment
-
"People might buy toxins so that their effects don't last as long or do less damage and so forth."
I like this, as it makes sense when you think about Assassins. I vaguely recall a teaser in one of the training dialogues that Assassins could become immune
to various toxins, this is probably an IC/RP way to refer to assassins being able to cure most toxins instantly, since they have unrestricted access to it.
Tweaking the idea original idea slightly, and combining it with a bit of game lore, which I've experimented with to verify if it's true or not. Fresh herbs according to something related to apothecary training, are supposed to heal better than dried. I've eaten freshly picked arnica, which had no additional benefits over dried.
Ashrabia's idea got me thinking about an old idea I had with my first foray into the world of herbs and herb preparation.
Poultices! The idea was that they'd be a more potent version of certain herbs: arnica, comfrey, herbs that could be eaten or applied (primarily applied) could be fashioned into a poultice for increased restoration, but the draw back would be a longer balance recovery - it is tied to you rather tightly after all.Let's make 'em scream
Comment
-
It's a short term boost in economy/ something to be involved in.
At the end of the day, it only adds that much more for people to do to get involved with PvP and other things. Instead of just having armour, weapons and skills, now you have to purchase 100 force runes, 1000 arnica flowers, etc etc.
Comment
-
Originally, this was just a question i had, but it had too much of an idea in it to go in Quick Questions.
I've seen it when i switched from being a Warrior to a rogue, I lost a few skills in warfare. Asking around got me an
answer of 'there are certain skills that are linked to each realm inside the skillsets.'
Brainstorming while fishing is quickly becoming a regular occurrence for me, and this is what i've stormed so far:
Could it be possible that Lore gets the same kind of treatment? It already does (indirectly) through the sun/fire orb runic combonation but perhaps actual skills in Lore could be tied to each realm?
Perhaps even a few other skills could be given the same ability?
Second idea: Can there be a rogue 'realm'? Not a city, just a realm. I don't want to miss out on my previous idea due to my chronic inability to stay civilized.Let's make 'em scream
Comment
-
New Army System
Ok. If armies are not going to be scrapped heres how I propose to make it interesting.
The whole occupation system goes out the window. Instead each city will have a 'sphere of influence'.
Moving armies now takes way too long and is incredibly tedious and boring. So in this new system the maximum it will take to move an army is one or two minutes regardless of size.
To prevent one city racing over to the others gate there will be obstacles setup along the way. Something that the players will have to destroy to allow their army to pass.
And to further prevent it all being down to one or two people, one player will have a set maximum number of troops that they can command.
So in order to get a large army together the Master of War/Praetor for Military/Chieftain of Force will need to make other players into Warlords/Captains/Clan Leaders. These players will then have their own barracks and recruit their own army.
This would make warfare faster, more dynamic and would require teams of players working together. More action/excitement and no tedious, boring slog of marching for hours.
There would/should also be a set maximum number of troops a city can have. So there won't be an eternal race of who can get the most guarding the gate. With a set number you will have to decide how many units you want for attacking (soldiers) and how many you want for defending (archers) and then this would have to be co-ordinated with the Warlords to get the right amount.
This would take the 'slog' out of marching, require a cities generals to work together, the eternal and boring enlisting race would end because there would be a cap on how many a city can have, players would be needed to overcome an obstacle just like players are needed to raid.
It would also mean armies are more about strategy and player power, population, co-ordination than who has a bigger army and who has the time to march an army for eight hours.
Comment
-
+1 to Demandred's idea. Though I feel that it should somewhat be who has the biggest army. Or at least there should be ways for the warlords/captains/clan leaders to upgrade their barracks to house more soldiers, get better equipment, etc. cause to be honest, there being a limit to how many soldiers you have isn't realistic as long as you have the funds and commodities to house them, pay them, and feed them. Most of the time in history it's who had the biggest armies and the better technology/weapons that won wars. But also if you strategize, a smaller force could take out a bigger one. So my point being, bigger armies win wars, but should not be the only factor.
Also another thing to add, other than just adding obstacles, how about building a sort of fort in villages, helping them defend themselves and such from an army trying to march through them to get to the enemy gate.(because of course, armies always leave destruction in their wake even in the villages along the way) And for certain villages they would only be able to fortify themselves mostly with what commodities they can produce the easiest. Example: Forloch would not be using a bunch of metals to build their fort, they would use mostly wood.
that might be a bit too much as cities usually end up having all their extra comms bought up or all their money spent on things they need, but I felt I might as well throw that out there.Last edited by Seig; 1 November 2012, 09:12 PM.Seig is rather Dashing and Charming no?
Dashing Seig says, "We should run an ass slapping train on dat phat booty"
2240/2240h 280/280m 58xp >
"I dont assume to understand women" -Sir Magnum Veritan 2016"...and RNGesus hates me cause I don't believe in him so..." -myself 2016
Comment
-
This doesn't really sound like it's going to fix the state of things to be honest. If anything, it's going to break other aspects (I'm looking at you, village "trading") even further.Zycandos and Jaethor's karaoke rendition of 'I Feel Pretty'.
Jaethor goes solo with 'The Sound of Music'.
Minstrel Sharallin sings: "The lord of revenants is a withered man, sunken by age and evil. But his blood is sweet, say the young men - and they should know?"Jaethor, God of Enlightenment tells you, "((Stop breaking Akanbar.))"
Comment
-
Originally posted by Chyren View PostLol village trading.
On a more constructive note, however, I would still like to see a CORPSELIST ability implemented for the Forsaken.
Code:CORPSELIST You have the following corpses in your possession: heretic12026 DRAINED heretic1820 DRAINED heretic3550 DRAINED heretic3556 NOT DRAINED
Last edited by Dimetrius; 2 November 2012, 05:14 AM.Zycandos and Jaethor's karaoke rendition of 'I Feel Pretty'.
Jaethor goes solo with 'The Sound of Music'.
Minstrel Sharallin sings: "The lord of revenants is a withered man, sunken by age and evil. But his blood is sweet, say the young men - and they should know?"Jaethor, God of Enlightenment tells you, "((Stop breaking Akanbar.))"
Comment
-
Originally posted by Dimetrius View PostOn a more constructive note, however, I would still like to see a CORPSELIST ability implemented for the Forsaken.
Code:CORPSELIST You have the following corpses in your possession: heretic12026 DRAINED heretic1820 DRAINED heretic3550 DRAINED heretic3556 NOT DRAINED
You lunge at Jaethor, God of Enlightenment, viciously biting his shoulder,
causing him to cry out in pain.
Comment
-
Originally posted by Tylpha View PostMaybe this for searching as well?
e___________eZycandos and Jaethor's karaoke rendition of 'I Feel Pretty'.
Jaethor goes solo with 'The Sound of Music'.
Minstrel Sharallin sings: "The lord of revenants is a withered man, sunken by age and evil. But his blood is sweet, say the young men - and they should know?"Jaethor, God of Enlightenment tells you, "((Stop breaking Akanbar.))"
Comment
-
Idea:
I'd like to see a feature added. For simplicity, I am going to coin this as an "Auto Taxation". For every quest that you complete, a % of the coin would be deducted and would appear in the city log same as a regular donation. I think it would be important for each individual to set their own taxation rate seeing as some citizens might be more hard pressed for coin than others. Also, donations as a whole are completely voluntary. At the end of each month, each character's taxes would be totaled and one singular donation would appear instead of "1 copper donated by Ashrabia" Everytime i were to complete a quest. This could even be a skill added to the generals we already have? I most easily relate this to "Devotion" but in terms of city.
Comment
-
...probably the best idea that has ever come to this thread.
It must be so.Zycandos and Jaethor's karaoke rendition of 'I Feel Pretty'.
Jaethor goes solo with 'The Sound of Music'.
Minstrel Sharallin sings: "The lord of revenants is a withered man, sunken by age and evil. But his blood is sweet, say the young men - and they should know?"Jaethor, God of Enlightenment tells you, "((Stop breaking Akanbar.))"
Comment
Comment