Andras
07-11-2010, 01:01 PM
First off, this idea is not completely original. This idea has been taken from another game and adapted for this one (primarily because it was my favorite part of that other game and it may work here). Also, I do not want to create anything game-changing. I want to add something that, while not needed, makes the character just a bit stronger.
When you look at our residences, many of us have some sort of castle, hall, tower... ect. In other words, we have buildings that would ideally have space for more people to live at or possibly have a small town built around. Of course, our residences have been infested with monsters before we have taken them, so no one else would be there and no town would be there either. This is where the basis of my idea begins.
______________________
Buildings:
Buildings more or less create places for people you can recruit to live or work. Afterall, if you recruit a Blacksmith without having a Forge, he can't exactly work. That being said, you can't just build a forge without materials. So the beginning buildings would have to be...
Lumber mill - Allows you to go on repeatable quests for lumber. If lumberjacks are hired, they will acquire lumber daily.
Mine - If miners are hired, they will acquire ore and stone daily. If special ore veins are found, new minerals are accessible. My original idea was to have ore veins added in various quests. One issue would be the fact that many people have completed old quests and wouldn't have access to them. So, in new quests, added as random encounters (in those random caves perhaps?).
Once those two buildings are built (with a stash of materials found in the store room of your residence), more advanced buildings can be created. Some would also be Mutually Exclusive
Barracks
Forge
Graveyard
Wizard Tower
Witchhunter Quarters/Wolf-den
Merchant - Adds a place to sell items
Ect.... if this idea takes off I will add more ideas here.
Edit
In order to prevent this from becoming a resource management game, one possibility would be to simply scrap the idea of resources and simply use gold. This would prevent it from making the game (or this aspect of the game) about getting resources. Scrapping the idea of resources does effect the next few ideas so keep that in mind.
______________________
Recruitment:
Recruiting people to join your residence in order to add new features. These characters can be people from other quests, often depending upon choices, and from challenges and quests. A fine example would be....
Barynbor - To recruit him, you must first beat him in combat and own a barracks. Unlocks Combat Training at your residence, where you must beat him again for a temporary MR boost.
Lumberjack ______ (up to three, random names?) - Recruited from Borimm's Forest Hall with gold.
Miner ______ (up to three, random names?) - Unsure for now.
Ranger _____ - Allows you to choose a favored enemy, giving you an MR bonus against them (Ogre, Troll, Goblin, Tzaril). May only choose once.
Alchemist - Creates potions for your guards to use during their quests.
Ect....
_____________________
Now for what I really wanted to focus on... the choices the player would have to make. If certain minerals are extremely limited (say only enough for one building that requires it), then the player would have to choose between the ones listed and decide which of the bonuses they want. Of course, the ideas aren't listed yet, and once again, I will expand if other's like the idea.
In addition to making choices, I would like to add an alignment effect here. Different alignments get access to things the others do not. If you are no longer of that alignment, you lose access to that bonus until you return to it.
For example, Diabolic/Demonic (I would say demonic only but that would be pointless because then only Iakor wielders can get it) can summon (with gating) a Demon. I say Marquis Andras (there is a reason I chose this name, Andras is reportedly a Marquis of Demons and focuses on Chaos) and can make a deal with a demon. What bonus this would gain, I am uncertain. Perhaps a minor damage boost to Gating damage. Saintly would be able to either summon or recruit a different being and get a different bonus, perhaps a minor bonus Restoration Healing (in combat).
____________________
Guards:
Here is a part that I am uncertain that if it is needed or not, or if it would even fit, but it would allow for a lot of the buildings to be more useful. Characters are recruited and placed in a guard retinue. They get upgraded by gear created by the blacksmith (and maybe even the enchanter... afterall, if you recruit a mage, he will likely need a staff) and trained by various recruited characters and through your own General Experience.
While they do get stronger through training from recruited characters, they also get stronger from quests they embark on. In other words, they go on their own seperate quests, without you. You fight as them for some easier quests (perhaps as simple as defending the town or clearing a small dungeon). Their stats go up as they level. These quests would have to be repeatable.
These guards would be different depending upon what type is hired. I would limit the number of guards you can hire, lets say 5 for now. Also, recruited people/built buildings unlock different guards, maybe even a guard of a certain type of a certain level to unlock advanced ones as well.
Warrior - The first average character. Medium Armor.
Knight - Can wear heavier armor than Warrior. Heavy Armor.
Rogue - More damage for less SP. Light Armor.
Berserker - No Armor. Average Damage, increases as SP decreases. Access to Battlerage.
Elementalist - The basic mage. Requires a Wizard Tower. Low SP. Average NV. Robe armor.
Summoner - Can use gating in combat. Low SP. Average NV. Robe armor.
Necromancer - Requires a Graveyard. Can use Necromancy in combat. Moderate SP, Low NV. Robe armor.
Demoness - Requires the Demon Andras. Can use Gating. Moderate SP
Werewolf - Requires a Wolf Den. Then bring a guard with you against Talderus Redborn (must get bitten and then brought to the wolf den to complete the transformation). Randomly regenerates small amounts of SP. High Base SP (but cannot use armor)
Witchhunter - Requires a Witchhunter Barracks. Extra damage versus anyone with specials.
Armors increase SP depending upon what is built and what that character has access to.
Now for the big bonus that everything led up to....
You can take a guard with you on normal quests (only one). Different Guards grant different bonuses.
Warrior - As the first Guard available, s/he is the weakest. Deals small damage randomly.
Knight - Will randomly block some damage taken (does not include specials, and does not include all damage taken, just a fraction. So if you are suppose to take 8, he can block at a certain number of it, say 3. But if you get hit by 30, he will still only block 3).
Rogue - Randomly backstabs an enemy at the start of combat, dealing damage.
Berserker - Deals damage randomly, dependent upon your SP. The less you have, the more damage he deals.
Elementalist - Uncertain
Summoner - Uncertain
Necromancer - Uncertain
Demoness - Uncertain
Werewolf - Taints them, lowering the enemies MR for either a set amount of turns or for the battle.
Witchhunter - Will rarely block an enemy special... completely.
The effects get stronger as that guard gets stronger.
If anyone has ideas for what special abilities the various guards can have, please post them. Ideas for buildings, guards, and recruit-able NPCs are welcome as well.
__________
Simplified Version:
First off, You'd pay to freshen up your residence. Then you can pay to add buildings.
You'd build buildings (Barracks allows all fighting types, Forge allows for armor to be made, and Wizard Tower allows for all mage-types) with ranging gold/minor XP costs. Then you can hire people at varying rates (X gold per every hour that character is logged in) to work as craftsmen and supply gatherers. They will support your guards.
Then you can hire up to 6 guards: 3 fighters and 3 mages. Fighters: Warrior and Knight/Rouge (only if you're above/below Neutral). If you're at Neutral, you can only recruit warriors.
Mages: Elementalist/Necromancer, Summoner and Healer*/Witchhunter.
There would be some way (probably a hidden random roll every X minutes) for Bandits and monsters to attack your residence. This cannot happen until you have at least one guard. Then battle would ensue with 3 pairs pair of guards (one Mage and one Fighter in each) Vs. the bandits or monsters.
Healer - Decreases the time it takes for your troops to recover in the barracks (itself included). Low SP. Average NV. Robe armor.
When you look at our residences, many of us have some sort of castle, hall, tower... ect. In other words, we have buildings that would ideally have space for more people to live at or possibly have a small town built around. Of course, our residences have been infested with monsters before we have taken them, so no one else would be there and no town would be there either. This is where the basis of my idea begins.
______________________
Buildings:
Buildings more or less create places for people you can recruit to live or work. Afterall, if you recruit a Blacksmith without having a Forge, he can't exactly work. That being said, you can't just build a forge without materials. So the beginning buildings would have to be...
Lumber mill - Allows you to go on repeatable quests for lumber. If lumberjacks are hired, they will acquire lumber daily.
Mine - If miners are hired, they will acquire ore and stone daily. If special ore veins are found, new minerals are accessible. My original idea was to have ore veins added in various quests. One issue would be the fact that many people have completed old quests and wouldn't have access to them. So, in new quests, added as random encounters (in those random caves perhaps?).
Once those two buildings are built (with a stash of materials found in the store room of your residence), more advanced buildings can be created. Some would also be Mutually Exclusive
Barracks
Forge
Graveyard
Wizard Tower
Witchhunter Quarters/Wolf-den
Merchant - Adds a place to sell items
Ect.... if this idea takes off I will add more ideas here.
Edit
In order to prevent this from becoming a resource management game, one possibility would be to simply scrap the idea of resources and simply use gold. This would prevent it from making the game (or this aspect of the game) about getting resources. Scrapping the idea of resources does effect the next few ideas so keep that in mind.
______________________
Recruitment:
Recruiting people to join your residence in order to add new features. These characters can be people from other quests, often depending upon choices, and from challenges and quests. A fine example would be....
Barynbor - To recruit him, you must first beat him in combat and own a barracks. Unlocks Combat Training at your residence, where you must beat him again for a temporary MR boost.
Lumberjack ______ (up to three, random names?) - Recruited from Borimm's Forest Hall with gold.
Miner ______ (up to three, random names?) - Unsure for now.
Ranger _____ - Allows you to choose a favored enemy, giving you an MR bonus against them (Ogre, Troll, Goblin, Tzaril). May only choose once.
Alchemist - Creates potions for your guards to use during their quests.
Ect....
_____________________
Now for what I really wanted to focus on... the choices the player would have to make. If certain minerals are extremely limited (say only enough for one building that requires it), then the player would have to choose between the ones listed and decide which of the bonuses they want. Of course, the ideas aren't listed yet, and once again, I will expand if other's like the idea.
In addition to making choices, I would like to add an alignment effect here. Different alignments get access to things the others do not. If you are no longer of that alignment, you lose access to that bonus until you return to it.
For example, Diabolic/Demonic (I would say demonic only but that would be pointless because then only Iakor wielders can get it) can summon (with gating) a Demon. I say Marquis Andras (there is a reason I chose this name, Andras is reportedly a Marquis of Demons and focuses on Chaos) and can make a deal with a demon. What bonus this would gain, I am uncertain. Perhaps a minor damage boost to Gating damage. Saintly would be able to either summon or recruit a different being and get a different bonus, perhaps a minor bonus Restoration Healing (in combat).
____________________
Guards:
Here is a part that I am uncertain that if it is needed or not, or if it would even fit, but it would allow for a lot of the buildings to be more useful. Characters are recruited and placed in a guard retinue. They get upgraded by gear created by the blacksmith (and maybe even the enchanter... afterall, if you recruit a mage, he will likely need a staff) and trained by various recruited characters and through your own General Experience.
While they do get stronger through training from recruited characters, they also get stronger from quests they embark on. In other words, they go on their own seperate quests, without you. You fight as them for some easier quests (perhaps as simple as defending the town or clearing a small dungeon). Their stats go up as they level. These quests would have to be repeatable.
These guards would be different depending upon what type is hired. I would limit the number of guards you can hire, lets say 5 for now. Also, recruited people/built buildings unlock different guards, maybe even a guard of a certain type of a certain level to unlock advanced ones as well.
Warrior - The first average character. Medium Armor.
Knight - Can wear heavier armor than Warrior. Heavy Armor.
Rogue - More damage for less SP. Light Armor.
Berserker - No Armor. Average Damage, increases as SP decreases. Access to Battlerage.
Elementalist - The basic mage. Requires a Wizard Tower. Low SP. Average NV. Robe armor.
Summoner - Can use gating in combat. Low SP. Average NV. Robe armor.
Necromancer - Requires a Graveyard. Can use Necromancy in combat. Moderate SP, Low NV. Robe armor.
Demoness - Requires the Demon Andras. Can use Gating. Moderate SP
Werewolf - Requires a Wolf Den. Then bring a guard with you against Talderus Redborn (must get bitten and then brought to the wolf den to complete the transformation). Randomly regenerates small amounts of SP. High Base SP (but cannot use armor)
Witchhunter - Requires a Witchhunter Barracks. Extra damage versus anyone with specials.
Armors increase SP depending upon what is built and what that character has access to.
Now for the big bonus that everything led up to....
You can take a guard with you on normal quests (only one). Different Guards grant different bonuses.
Warrior - As the first Guard available, s/he is the weakest. Deals small damage randomly.
Knight - Will randomly block some damage taken (does not include specials, and does not include all damage taken, just a fraction. So if you are suppose to take 8, he can block at a certain number of it, say 3. But if you get hit by 30, he will still only block 3).
Rogue - Randomly backstabs an enemy at the start of combat, dealing damage.
Berserker - Deals damage randomly, dependent upon your SP. The less you have, the more damage he deals.
Elementalist - Uncertain
Summoner - Uncertain
Necromancer - Uncertain
Demoness - Uncertain
Werewolf - Taints them, lowering the enemies MR for either a set amount of turns or for the battle.
Witchhunter - Will rarely block an enemy special... completely.
The effects get stronger as that guard gets stronger.
If anyone has ideas for what special abilities the various guards can have, please post them. Ideas for buildings, guards, and recruit-able NPCs are welcome as well.
__________
Simplified Version:
First off, You'd pay to freshen up your residence. Then you can pay to add buildings.
You'd build buildings (Barracks allows all fighting types, Forge allows for armor to be made, and Wizard Tower allows for all mage-types) with ranging gold/minor XP costs. Then you can hire people at varying rates (X gold per every hour that character is logged in) to work as craftsmen and supply gatherers. They will support your guards.
Then you can hire up to 6 guards: 3 fighters and 3 mages. Fighters: Warrior and Knight/Rouge (only if you're above/below Neutral). If you're at Neutral, you can only recruit warriors.
Mages: Elementalist/Necromancer, Summoner and Healer*/Witchhunter.
There would be some way (probably a hidden random roll every X minutes) for Bandits and monsters to attack your residence. This cannot happen until you have at least one guard. Then battle would ensue with 3 pairs pair of guards (one Mage and one Fighter in each) Vs. the bandits or monsters.
Healer - Decreases the time it takes for your troops to recover in the barracks (itself included). Low SP. Average NV. Robe armor.