Dear Santa,
- In battlegrounds more interactive objects, more damage to bee-hives and such because you almost completely ignore them as they do so little damage, also more pick-up objects that affect the battle itself (Lina's chargers were not much as you had to use alot of rage to summon them), appearing right in the beginning of a battle, e.g. objects that increase the picking creature's stat by certain amount depending on player's experience level, reload their talents, give rage, mana or AP like chargers do, allows you to instantly cast a random spell without mana cost.
- Some kind of arena where you can fight monsters without limits, whence you get very little experience (so players realize it's alot more effective to fight outside monsters than stay fighting at the arena) and winning coupons if you win; these coupons to change them for rewards.
To enhance the arena furthermore give it difficulty levels and different modes, like in one mode random spells constantly attack your troops (or possibly also enemy troops on easier difficulties), another where some of your abilities are randomly removed (the higher the difficulty more removed) e.g. can't cast certain type of spells, can't use the dragon pet, rangers can't shoot, creatures can't use their talents, or their abilities are nullified, a mode where enemies get random beneficial spells while you get harmful ones, their effectiveness modified by difficulty, your mana or rage generation might be reduced by a random amount, invisible traps randomly placed on the battlefield in the beginning of a battle, or certain types of creatures get something in them improved, and of course, a normal mode without anything special.
Now, so that everyone wouldn't always play the normal mode and easiest difficulty players have to get more coupons if they play on harder difficulty. The enemy troops would be generally calculated depending on the player's experience level but on higher difficulties there is higher propability that enemy troops are more numerous. That's also more experience on higher difficulties because it's more monsters killed. Also to get players familiar with all kinds of modes, the amount of coupons the player receives from a battle when played on certain mode changes depending on how many times you've recently played with other modes, like this:
You go to arena, there is a mode A from which you get 7 coupons, mode B from which you get 10 and mode C from which you get also 10. Now you choose mode A and win the battle, you get seven coupons, you decide to fight some more, now you get only 5 coupons from mode A and from B and C you get 12.
You still choose mode A because it's easy win. You fight and win. Next you get only 3 coupons from A and 13 from B and C (now it's only increase of one coupon so players won't wait them to grow into immense amounts; next time they don't increase at all but after that they increase by one again, and after that you would have to play two rounds of mode A before they increase again etc.)
But now the player chooses mode B and wins 13 coupons, after that the choices are mode A: 7 coupons (the amount has returned to default because another mode was played), mode B: 10 coupons (it always returns to normal if played when the amount of coupons is above the default) and mode C: 15 coupons (yes, an increase of two because the number of rounds played on mode A doesn't affect the increase of coupons on mode C when played on mode B (hope that's not confusing) this way players will play all modes quite equally.
Now, so that players would acually spend these coupons and not just try to collect a huge amount of them to get some ultimate mega staff in the end, the amount of coupons required on certain items is decreased as you spend coupons on certain other items. Also some kind of level requirement for the items might be necessary.
- I also wish more item-sets that give set bonuses. In King's Bounty: The Legend, the only set I managed to gather was the beer keg and telescopic sight and I didn't even use it because telesight is good for elven archers and the ale was for dwarves and they don't manage so well with each other.
- What I don't understand is the burning and poisoning damage; it's ridiculous. It's like: Choose from two spells with same mana cost: spell A that deals 3000 damage and has 80% chance of burning or a spell B which deals 5000 damage and has 60% chance of burning. The burning does 10 damage per turn. I would like some considerable damage from them.
Now these are ideas I've thrown; I guess that's what this thread is about. I believe these are not hard to implement, as I always take that into consideration.
Last edited by King's Hunty; 12-26-2008 at 05:58 PM.
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