Proposed thoughts about clans |
Raxis
Set Abominae
Registration Date: 12-12-2007
Posts: 1,168
Race in game: Beastmaster
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Proposed thoughts about clans |
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Right I definately checked in detail about whether I could suggest this, and nothing in the important notes nor regs has said I can't, and neither has Szesjez.
I was thinking about the clans, and how the only real difference between clans is the strength, and then I thought 'well what if there was a little more variance?'
Basically my idea, which you can throw in my face if you wish, was that why not have clan leaders able to pick a clan ability when they create the clan, stuff like, maybe everyone in this clan gains a +5% bonus to quests, or maybe siege damage in attacking sieges is increased by 10 points per player. Kinda throwing out ideas to show the basic principle.
So clans become specialised in their formation, and so no two clans are not identical except for power. I have noticed that some clans try to do this, some specialise in helping expoditions, well why nto have a specific bonus to it.
If needs be maybe the bonus' would be a double edged sword, to make people really think hard about what they want. Basically say they improved siege in attack damage but lowered siege in defence or something.
I hope people are intelligent enough to really take the whole concept of what I am suggesting
Any thoughts?
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06-24-2008 01:52 |
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Evangelion
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Registration Date: 03-01-2007
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Location: Poland Race in game: Beastmaster Clan: BoS
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RE: Proposed thoughts about clans |
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quote: |
Originally posted by Raxis
(...)or maybe siege damage in attacking sieges is increased by 10 points per player. (...) |
Well, that would ruin the whole balance. For example the attacking clan pikced this damage bonus. Let's say there are 30 players with 4 attacks per round so 30*4*10=1200 more damage per round. After 10 rounds that would make 12000 more damage (an addition to the basic damage). If any clan can survive such damage then there is no way of getting some PoH.
I personally think that the clan system doesn't need any changes right now but it's only my opinion.
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06-24-2008 02:17 |
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Raxis
Set Abominae
Registration Date: 12-12-2007
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'Kinda throwing out ideas to show the basic principle. ' (Don't know how to do box thing)
As you can see these were just ideas thrown out, I sorta was grasping a conceptual ideas to get my point across. Of course it'd need thinking through, but that wasn't the point I was trying to make you see, it was an example.
Maybe even if it were 1 point per person, that'd still maek a difference over time. But can you see where I am coming from?
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06-24-2008 02:20 |
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Evangelion
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Registration Date: 03-01-2007
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I understand that but damage is a bit too much. Maybe a small bonus to hit but definitely not damage.
A 5% boost in chance of completing a quest is not a good idea. This game is named BloodWars so there should be wars between clans. A clan that picks the quest bonus would exist just to do quests...
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06-24-2008 02:44 |
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Raxis
Set Abominae
Registration Date: 12-12-2007
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There are many ways to fight a war, but I understand that point. But I had the concept and then no ideas to go with it, so I made them up on the spot.
I really think expo bonus' and the like might be an idea though.
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06-24-2008 02:47 |
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theheraldofogc
Viking
Registration Date: 02-27-2008
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The idea could still work though, but it needs to be toned down a bit. Try these suggestions on for size...
Honourable Fighters
+2% Honour earned
Martial Prowess
+3 to Hit of Clan members (not amazing but let it apply to everything, it gets better then specific bonus)
Lucky Clan
+5 Luck on Quests
Mean Reputation
+3 Reputation in an ambush
Defenders
+6 Charisma in an ambush, higher priority in seiges (small bonus)
That covers a wide range of benefits, and aren't too unbalanced (although could be finer tuned).
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06-24-2008 03:46 |
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Evangelion
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Registration Date: 03-01-2007
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quote: |
Originally posted by theheraldofogc
Mean Reputation
+3 Reputation in an ambush
Defenders
+6 Charisma in an ambush, higher priority in seiges (small bonus) |
Charisma and Reputation are useless in sieges unless there is a server event called Night of Heroes.
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06-24-2008 03:53 |
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theheraldofogc
Viking
Registration Date: 02-27-2008
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They were supposed to be useless in a seige, I was thinking of non-seige clan bonuses too to give them personality.
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Okay, try this:
Seige Priority bonus goes on to Mean Reputation. (+6 hit EQUIVALENT, no actual bonus to hit).
Defenders get a defence bonus for the Clan leader and initiater/target of seige. A small boost (+5 to each), but the idea behind that is that if they live your Clan does better in a seige too. That one REALLY needs work...
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06-24-2008 04:25 |
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Artoir.
Avenger
Registration Date: 02-24-2008
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i like the idea, but implementing on a server where there is already a strong leaderboard of clans could be devastating. Imagine what bos and db would pick? Clearly the extra damage bonus which would further increase the steamroll tactics. Also, how would the system work? Could the bonus be changed regularly? Or would it be like names and the one that is picked must be stuck with?
There would have to be some control over it. Imagine a big clan. One week they focus on getting every member a nice square, pick the damage one. The next week some people need badges. Simple, dissolve the clan and reform wit expo bonus. Week after that they decide to find some nifty items, dissolve, reform wit + luck bonus.
Idea isnt bad but things like this have to be considered.
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06-24-2008 04:47 |
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Raxis
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Registration Date: 12-12-2007
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the idea was meant for the bonus to stick. Once iti s chosen then there is no going back, hence making clans diverse which was the concept. I got the ideas from actual war tactics, no two armies are the same. Some are stealthy, others are brute force (Nuke the hell if they could). so the point would be that the bonus would be stuck with that clan.
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06-24-2008 15:19 |
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nelacar
Double Ace
Registration Date: 11-07-2007
Posts: 128
Location: Ireland Race in game: Absorber Clan: -END-
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hmmmm i like this idea alot
Battle frenzy
+2 dmg in seiges.
-5 def
Lifetimes of experiance
+3% exp from ambushes
+3% exp from quest
(need to think of a drawback for this one)
silent Hunter
+3% crtical hit.
-5 char
-5 rep
Iron skin
+5 def
-3 dmg
Bloodhound
+5% blood from ambushes/quests.
hmmm -??% other resources
hmmm cant think of any more.
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06-24-2008 15:43 |
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Raxis
Set Abominae
Registration Date: 12-12-2007
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Exactly. You got the double-edged sword idea rather well there.
May the +3% ambush/quests and -3% from expos.
But 3% to quests and ambushes would only equal maybe +1 exp.
But yeh you'vecaught on to what i was saying about. It would definately need fine tuning though.
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06-24-2008 15:48 |
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diablo
The contract has expired - former moderator.
Registration Date: 07-05-2007
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Location: Hell Race in game: Cultist Clan: BoS
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All these bonuses can be achieved by disposable items. Especially the bonuses for sieges.
Give BoS +5 damage per attack and I will draw every gunman to join!
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06-25-2008 00:52 |
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Raxis
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Yes. But think, if the clans had these small bonus' then they'd all be different. My major problem is that clans are the same world over, so if they had just these little tweaks then the differences would be more than just clan strength.
Look at 'The Expo kings' now if they had a small expo bonus then they'd be even better suited to their job, can you see what I mean?
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06-25-2008 23:37 |
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theheraldofogc
Viking
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I see what you mean, but it should be REALLY understated so it's present but can't unbalanc the game.
A hard damage bonus is a terrible idea, as diablo has pointd out there is an immediate exploit right there...
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06-26-2008 02:19 |
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diochawolper
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what if there are no bonuses in siege.
but only for quests, ambushes and expos
then there wont be an exploit because those bonuses dont affect sieges, so noone gets overpowerd
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06-26-2008 08:05 |
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Raxis
Set Abominae
Registration Date: 12-12-2007
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But then the unbalance could be done like a double edge, so what is gained in one could be lost in another.
EG. All members get +5 chance to hit in attack siege and -5 chance to hit in defensive siege.
It wasn't meant to be a huge bonus, and like I said I really was just throwing the idea into the open, the damage was ludicrous, but it served the purpose of getting the point across.
I do however think that bonus' would be a good idea.
Another idea oculd be as the clan improves so does the bonus? Eg. the longer the clan stays together the bonus improves by a fraction, a very small fraction, applying to each person within the clan... so that mercs can't hop between clans to get the best bonus possible for them at the time. I'm finding it hard to convey what I mean here
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06-26-2008 11:49 |
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diochawolper
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quote: |
Originally posted by Raxis
Another idea oculd be as the clan improves so does the bonus? Eg. the longer the clan stays together the bonus improves by a fraction, a very small fraction, applying to each person within the clan... so that mercs can't hop between clans to get the best bonus possible for them at the time. I'm finding it hard to convey what I mean here |
you mean like, the longer a person is in a clan. the bigger the bonus is he recieves?
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06-26-2008 12:28 |
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Raxis
Set Abominae
Registration Date: 12-12-2007
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Yeh, I don't mind if that one doesn't even scratch the surface, however I definately am in favour of my clan bonus idea.
Basically it'd get fractionally bigger, it'd need to be really low still. SO you'd have to be in a clan for a longer time.
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06-26-2008 23:50 |
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Szeszej
Administrator
Registration Date: 02-21-2007
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Location: Poland Clan: Overlords
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Counting time of belonging to a clan for almost every player would eat a lot of server power and without the bonus over time it'd be to easy to expoit this by simply making a new clan.
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06-27-2008 22:14 |
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diochawolper
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i have another idea for a bonus
clan bloodbank:
blood production: +10
Lgo production: -5
people production: -5
maybe it is also possible that the longer the clan exists, the more powerfull the bonus will become.
i think this wont drain that much power from the server
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06-29-2008 09:49 |
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Evangelion
The warning machine
Registration Date: 03-01-2007
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quote: |
Originally posted by diochawolper
maybe it is also possible that the longer the clan exists, the more powerfull the bonus will become.
i think this wont drain that much power from the server |
Actually this is the thing that drains the power of the server. Counting the time for every clan is deadly to the server.
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06-29-2008 09:56 |
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diochawolper
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quote: |
Originally posted by Evangelion
Actually this is the thing that drains the power of the server. Counting the time for every clan is deadly to the server. |
yes, but as far as i know it will cost less then counting for every player
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06-29-2008 10:52 |
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