View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005796 | Valley 1 | Suggestion - Spell Ideas | Feb 11, 2012 5:54 am | Feb 15, 2012 1:53 pm | |
Reporter | KDR_11k | Assigned To | |||
Status | closed | Resolution | no change required | ||
Summary | 0005796: [Guardian Powers] Suite of war buildings | ||||
Description | The basic idea is a set of structures that allow players to spawn reinforcements for use in battlefield missions and similar situations. A war structure produces a coffer with deployable summoning beacons in the settlement, this coffer is the only source of these beacons. The number of beacons in the coffer depends on the structure. These are a way of using your built-up NPC professions to benefit you in the action. Warp Cannon: A big artillery piece that fires teleporting shells. The beacon is thrown and once it lands a shot teleports in near it and impacts. The coffer contains multiple beacons. This is a rather simple and versatile structure that only causes some big explosions but should be available at a fairly low profession level to be the player's first war structure. Tank Factory: This factory produces powerful battle tanks but the coffer contains only a single beacon. When the beacon is set down the tank is teleported in and advances slowly. On battlefields it automatically moves in the direction of the front line, otherwise it goes in the direction the player is looking in. Tanks are very durable and dish out big damage with their main cannon. They take significantly more damage when hit from behind or above so deploying one in a boss room would require keeping smaller monsters off its back. Airfield: An airfield lets your settlement launch air strikes. The coffer contains one beacon and when set down in a surface chunk a bomber drops a large number of bombs, destroying all allied and enemy NPCs in the chunk (but not players). Due to the double-edged nature of the bombing it's meant as an emergency field clearer when you're on the brink of losing. Or just having fun in random surface chunks. Turret Assembler: Two beacons in the coffer let you spawn turrets on the field. The turrets simply shoot at anything approaching them from the direction they're looking in (the player's direction in normal chunks, the front line in battlefield chunks). They're fairly cheap reinforcements but offer extra firepower when you need it. Landspeeder catapult: One beacon, this structure tosses a crashed landspeeder to your location to shoot stuff with guided missiles. Helipad: Comes with one or two beacons, not sure. When the beacon is placed a helicopter drops a crate full of health orbs. This allows some healing provided you have open sky above you and of course you must return to a settlement to refill the uses. Shield Projector: One beacon, spawns a shield that blocks enemy shots but not allied ones (and NPCs of both sides can walk through the shield). Beneficial for obvious reasons. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
parent of | 0005930 | considering | Build war structure: Warp Cannon | |
parent of | 0005931 | considering | Build war structure: Tank Factory | |
parent of | 0005932 | considering | Build war structure: Airfield | |
parent of | 0005933 | considering | Build war structure: Turret assembler | |
parent of | 0005934 | considering | Build war structure: Landspeeder catapult | |
parent of | 0005935 | considering | Build war structure: Helipad | |
parent of | 0005936 | considering | Build war structure: Shield projector | |
Not all the children of this issue are yet resolved or closed. |
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I know it's a lot of work, but, if you wouldn't mind, would you put each of these into separate tickets? The reasoning is that if we only implement a few of these, or do them in a staggered fashion there's no way for us to mark individual ideas as closed. Thanks! |
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I added each building as an individual ticket and declared this one the parent ticket. |
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Awesome! Thanks! With that, I'll go ahead and close this ticket. We'll still be able to read it, and it will still be linked with the others, but, since there's nothing new in this one anymore, there's no reason for it to be open. |
Date Modified | Username | Field | Change |
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Feb 11, 2012 5:54 am | KDR_11k | New Issue | |
Feb 13, 2012 9:11 am | tigersfan | Note Added: 0018965 | |
Feb 13, 2012 9:11 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 13, 2012 9:11 am | tigersfan | Status | new => considering |
Feb 15, 2012 12:23 pm | KDR_11k | Relationship added | parent of 0005930 |
Feb 15, 2012 12:23 pm | KDR_11k | Relationship added | parent of 0005931 |
Feb 15, 2012 12:23 pm | KDR_11k | Relationship added | parent of 0005932 |
Feb 15, 2012 12:23 pm | KDR_11k | Relationship added | parent of 0005933 |
Feb 15, 2012 12:24 pm | KDR_11k | Relationship added | parent of 0005934 |
Feb 15, 2012 12:24 pm | KDR_11k | Relationship added | parent of 0005935 |
Feb 15, 2012 12:24 pm | KDR_11k | Relationship added | parent of 0005936 |
Feb 15, 2012 12:25 pm | KDR_11k | Note Added: 0019170 | |
Feb 15, 2012 1:53 pm | tigersfan | Note Added: 0019172 | |
Feb 15, 2012 1:53 pm | tigersfan | Status | considering => closed |
Feb 15, 2012 1:53 pm | tigersfan | Resolution | open => no change required |