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| 17 Dec 2012 07:26 PM |
I have too many to post on the one thread.
1. Mercenary Camp -This allows nomads to sign on as mercenaries for a specific kingdom. You can also buy NPC mercenaries to defend the castle. Hired mercenaries take a small amount away from the king every few minutes.
2. Crossbow -Self explanatory. Best ranged weapon and adds on this limited category.
3. Claymore -A greatsword in-between the steel and blacksteel blade.
4. Blacksteel Claymore -Best sword in-game.
5. Berserker's Potion -Increases speed and causes the player to make rapid melee attacks.
6. Catapult/Trebuchet/Ballista position -Allows these siege engines to be built. They can be controlled and used in the defense or seige of enemy castles.
7. Kick King/anti-guest or safechat script/VIP only king -This allows for the subjects of a kingdom to vote to kick their king if they need to. Another script would allow safechatters or guests to NOT become king. I believe you can see the justification in this. Or perhaps only VIP/Mega-VIP holders can become king.
8. 4th Kingdom -A 4th castle to even things out a bit. I'm thinking Knights of the Splintered Sky, no?
9. More mines/buffed main mine. -Add mines scattered throughout the map. These mines are smaller than the main roadside mine and carry less resources, but they can be claimed for a kingdom. The main mine should also be expanded and the resources doubled.
10. Barracks function.
What's the deal with the barracks? It's just a big building with beds in it. Maybe add some kind of function to it? Maybe armor?
11. Team-oriented hats -This would mean the teams would have hats better suited to their faction. Overseer king would have the overseer eye, etc.
12. Scatter the castles. -Make the castles farther away from each other. The Redcliff castle is just a short stroll from the Korblox keep, and the Nomad spawn point leads directly to the Overseer fortress.
That's all I got for now. |
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| 17 Dec 2012 07:35 PM |
More ideas!
13. Arcane Hall -Adds the ability to teach faction-related spells. Such as "Summon Skeletons-Overseers" among others.
14. King's Throne Room -Just a pretty little room that matches the faction. Overseers have bones and corpses everywhere, stuff like that.
15. Portcullis -A more secure gate that makes it more difficult to open the castle.
16. Forge/Smith Rank -This would add a purchasable blacksmith site. Here, a smith can make better weapons for his team without buying them from the shop. However, forging costs resources (although for less than it would be to buy them directly) and it takes a long time to forge blades. A blacksteel sword could take up to 15 minutes. |
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| 17 Dec 2012 08:02 PM |
Thought of a couple more.
17. Roadside Nomad Stores -Nomads can't take the advantage of walking into a team's castle and buying new weapons and potions from their shops. These shops would service nomads (and anyone else) along roads I'm hoping will appear in the next update.
18. Siege/Capture system -These would allow players to lay war upon other kingdoms. The portcullis/gate/walls can have a set amount of health before they collapse. (this is where the siege engines mentioned earlier will take into effect) After the attackers have a way in, they have to take a control point set in the middle of the castle. (This point goes into the throne room if it is purchased, giving the flag more cover) If the castle is captured, the losing kingdom is reset and forced to build again from the ground up. The capture system can also be applied to the scattered mines I pointed out.
19. King loses rank on death -A King's death does give a large amount of credits, but that still doesn't stop kings from rushing in solo outside the castle to engage an enemy or chop a tree. I think the King should lose his rank if he dies. If the team likes the king well enough, he can claim the kingdom again. This would encourage the king to rule from his castle or surround himself with guards.
20. Buff the bows -Bows are pretty under powered and inaccurate. They need a good buff.
21. Nerf maces -At times, it seems the Heavy Mace does more damage than the Blacksteel sword.
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| 17 Dec 2012 10:45 PM |
A few of these suggestions are already being implemented.
Maces have the exact same damage as swords, they just don't have the lunge to throw you off.
Bows are being worked out right now, I added in new ones in 1.5.0, but i'm not entirely sure they even work (lol).
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| 17 Dec 2012 11:32 PM |
| I whole heartedly disagree with the VIP thing. I like the VIP, Not game breaking, But useful. If I have to wait fifty days to get king, Than.. |
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| 18 Dec 2012 09:17 AM |
@Sloppy
I don't mind if non-VIP holders become king. I just get a bit disgruntled whenever safechatters/guests take the king rank.
-/(Hail Cthulhu)\- |
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| 18 Dec 2012 10:00 AM |
@Schematics
I thought some of the things I listed would be already thought of. I thank you for taking the time to read this all the same.
A few more ideas.
22. Buffed mega-VIP -I paid 110R$ for this. It does add quite a few more credits and that comes in handy, but I feel it could have a bit more kick.
23. Towns -Adds towns to a hopefully expanded map. These towns are simply small villages and have a capture point. Once captured, Korblox, Redcliff, or Knights of the Splintered Sky (if added) would have the oppurtunity to have a fixed amount of income from the village's labor. Teams also have the oppurtunity to build reduced-cost farms and seige engines in the towns. If the Overseers capture it, however, the town is destroyed and pillaged for a large amount of resources. After the overseers raze the town, a large group of hostile (except to the overseers) zombies inhabit the town. Destroyed towns can be reclaimed and rebuilt by the other teams. Towns could also be the location of Nomad shops mentioned earlier.
24. Classes/New Ranks -I think a class system should be avaliable whenever joining. They would be along the lines of... -1. Man-At-Arms: Melee class that does increased damage and default bronze sword is replaced with an Iron sword. -2. Peasant: Worker class that can harvest, mine, smith, or chop faster and with more resources gained. -3. Ranger: Ranged class with increased damage with bows and seige engines. Has a bow added to their inventory. -4. Mage: Magical class that can learn spells with less money spent. A simple spell such as 'Fireball' is added to the inventory.
A few new jobs should be avaliable. 1 Smith rank, 2 Archer ranks, a 3rd Soldier rank, an Archwizard rank, a Seige Gunner rank, and 2 Mage ranks. There should also be a caption recommending jobs based on classes (Farmer. Preffered class: Peasant, etc)
25. Alliances -These would allow alliances to be made with 1 other kingdom. (with a GUI probably) You cannot have more than one alliance active at a time. These add an anti-TK script to allied players and allows them to enter allied mine gates.
26. Dungeon -This allows a jail-like dungeon to be purchased in a castle. These cells would be directly under a castle. It would work through GUIs. Every player has a small GUI "Surrender" button in a corner. When pressed, Kings, Knights, & Archwizards have the option to capture the surrendering player. (They also have the option to automatically jail anyone on their team, surrender or not, but only the King can do this) When captured, the player is put on a "(faction-name) Prisoners" team and put in an outfit of roughspun rags. All dungeons have a way of escape, however it should be well hidden and changed regularly. If a prisoner escapes, they are put on the Nomad team. This would encourage placing guards. This would be good for Roleplaying, Defiant Subjects, Defeated Kingdoms, Nomads, etc.
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| 18 Dec 2012 10:08 AM |
Just an add-on to the dungeon, guards can release prisoners by opening a door. If one of a kingdom's own subjects are detained, all of the captive's money goes to the King.
I also saw some good ideas on the main thread that I didn't come up with.
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nubb101
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| Joined: 31 Oct 2010 |
| Total Posts: 7 |
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| 18 Dec 2012 02:07 PM |
| to stop safe chatter and guest being king what about you have to say a word to be king such as claim (kindom name) then you can own it stops safe chatter from joining |
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| 19 Dec 2012 09:24 AM |
@Nubb
Perhaps.
-/(Hail Cthulhu)\- |
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| 20 Dec 2012 09:17 AM |
In part of the buffed VIP, I don't want it to be Pay2win like many other games. I hate this, even though I can usually afford most VIP upgrades. Maybe more credits, an easier way to become king, things like that.
-/(Hail Cthulhu)\- |
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| 20 Dec 2012 10:35 PM |
27. Royalty VIP -This VIP has one function. It would allow only these VIP holders to become king. It would be pretty costly, but it would allow you to become the ruler of any kingdom. Half of the king nerfs I listed earlier can be countered with this idea.
"But what if no one has this in a server or there's not enough with it on?"
The gate system would still be in effect in a "first come, first serve" manner, but this doesn't make you king. It makes you a castellen, meaning you rule the kingdom without the king. However, when a king comes in, you lose the power to demote and spend money for castles. You still keep your rank, however. This would also counter any "ogm is pay2win" arguments.
I suggest pricing it around 350-800R$
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| 21 Dec 2012 12:14 PM |
I would understand if the last VIP wouldn't work. I just want a better system of being king than "First come, first serve". I'm kinda unmotivated to play unless I'm the overseer king. I know, childish, but there are seldom any kings that don't use team funds to buy swords, act like an autistic chimpanzee, etc.
28. Pick team as soon as you enter -This would be a good suggestion to listen to. Nomads are mercilessly slaughtered whenever trying to join the team they want. Some of it is because the gate is closed and there is no way in, other times the guards are too bull-headed to listen. However, last night, this gave me the idea. Some high and mighty people like to make their kingdoms exclusive. I guess you can't blame them for not wanting less desirables on their team, but this takes the fun out of it. Their team is usually just two-three people that just sit in their castle, using potions and blacksteel swords (which they usually exploit money to get in the first place) to kill harmless nomads wanting to join them. When asked "Can I join?" they usually reply with "NO NOMADS ALLOWED!!1" and kill you. (despite that they were Nomads before joining) Elitists like that take the fun away and compromise an entire server by closing off their team to the public.
29. Nomad base -This is to supplement my last suggestion to get people to join the nomads. Nomads will have a pre-built walled city with shops, inns, jails, and anything else a town would have. Here, Nomads can improve the town and add things just like a regular castle. There wouldn't be any ranks, but common sense should dictate that most of your money go to a single person responsible for improving the town.
30. Mobs -This adds on the the Bandit camp idea. Mobs would be scattered throughout the map. These can range from feral dogs to a great, three-headed dragon. Outlaws/Bandits, Forest Trolls, Wolves, Giants and many more would make them up. They should guard all unclaimed mines and any other point of interest.
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| 23 Dec 2012 10:58 PM |
31. Realistic castle location -this would add realistic areas to the locations of each faction's castle once the map is enlarged. Like, Overseers would be in a haunted forest, KOTSS would be on a mountain, Redcliff in a desertscape, & Korblox in a tundra/taiga. Each location suits the lore behind the kingdoms and gives a specific advantage. Overseers are well hidden and have undead mobs to help their masters during a siege. KOTSS have an elevated location that makes it very difficult to siege. Redcliff have natural formations that serve as watch towers and safe routes back to the castle. Korblox is isolated from the rest of the map and has considerably more mines nearby than other kingdoms. The nomad town/camp is unraidable (it's gates can be destroyed though), but lies near the center of the map. Nomads can close off the roads that lead to each kingdom and demand a toll to anyone wanting to pass.
32. Campaign/story -this would add a fun little story behind the goals of each kingdom. Redcliff wants to keep peace in the lands of roblox. KOTSS wants to expand their prospering civilization. Korblox wants to preserve their ancient ways of life. Overseers want to raise an army of undeath, conquer all and see the other kingdoms burn.
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