View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008349 | Valley 1 | Suggestion | May 31, 2012 5:09 pm | Jul 12, 2012 9:59 pm | |
Reporter | Buccee | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0008349: Rescue a ''Golden Age of Piracy'' NPC | ||||
Description | As the name suggests, it's about a new NPCs idea, the pirates. We all know, pirates like treasure and rum, so they get a bonus on the droprate of shards. More Importantly, they are real water rats and love the deep sea. They are very tolerant against water, but have a weakness against earth spells and also a problem with the casting of them. Pirates are very agressive fighters, but sometimes they get scurvy. That's not really healthy. :P Life: Weak - Normal Attack: High - Extreme High Mana: Normal Time-Period-Based Character Bonuses: Pro: Acid Water immunity or Swimmer 20% more consciousness shards 40% Water resistant Contra: 40% earth weakness -40% earth spellpower Ocean chunk addon Actually, the ocean is a very boring place to explore. There should be a couple of sunken ships on the ground, like pirate ships, trading ships, containerships, etc. Pirate ship: There are a lot of enchant chests. Trading ship: Stash rooms! Yarrrr. Containership: A giant ship with one puzzle room. I hope you like the idea and support us =) Greetings Buccee (general idea) Blackdate (tips and translation) "i tried my best..." | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I think the character itself needs more balancing numbers wise, but other than that I'd love to see underwater structures. |
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I do like this, though I'm not so sure about the elemental weaknesses or strengths, since it seems it might pigeonhole them a bit. (Pirates tended to be opportunistic anyway, so sticking to only one type of spell seems out of character.) Maybe give them increased mana costs combined with reduced cooldown times - essentially, they're not very efficient but they can hit hard and fast before they run out of mana (blitzkrieg attackers). As for time period... I'm not sure whether it'll be better to rejigger ocean / ocean shallows (and then maybe create a zone for Wild Garden Age; maybe a lush, dense jungle area?). As for the new buildings... I'd suggest having both shipwrecked versions (at the bottom of the ocean) and still afloat versions; the afloat versions would need a way to get up to them, though. (I'd suggest anchors, and have the anchor rope knotted and climbable similar to ladders (with the knots being the bits you stand on.) |
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First: Thank you all for the support. @BenMiff: "(Pirates tended to be opportunistic anyway, so sticking to only one type of spell seems out of character.)" we don't really know what you mean, because they only get poblems with the earth-spells. The other spells are normal. The main idea was, they are water fighters. They only get a restistance on water spells, but don't have a bonus on casting them. Pirates don't like the other land rats, for example evergreen forest and grasslands are not the perfect place for them. Not Impossible, but they have to handle more carefully. He can use all spells, but earth make not much sense. time period/place: After some time of thinking and discussion, we think the best place for rescuing them is the ocean ares. Therefor, the wild garden npc have to leave the ocean, but they are also in the lava flats. Your idea with the climbing up the anchor rope to reach floating ships is awesome too. |
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Not a bad idea. * What should Pirates' NPC Dispatch bonus be? * 20% more shards may be a bit OP - it could leave players feeling like they have to use one of these characters, if they're wanting more shards. * Here's another idea: how about "automatically detects stash/gem rooms in the current [building/cave level/whatever]"? It's an interesting counterpoint to Industrial Revolution characters' increased scouting. Pirates wouldn't be able to see what's in between them and the stash (a boss room? a maze room?), at least not until they did some scouting - but they would know the general direction to go (into the attic, or the basement?) of a big building, in order to get to the stash(es) (since the way the mini-map works, you can still see which rooms you'd need to enter, in order to /eventually/ reach that stash room). Naturally, this would also help the stash-seeking player see if they even need to bother exploring a building, or a certain wing of a large building. A slight variation of this would be to let pirates find all "yellow" rooms instantly - so not just gem/stash rooms, but also mission rooms. * This next idea may seem a bit weird, but - how about also giving Pirates increased current-map scouting? (Lore-wise, it could be justified as "Pirates have an especially keen vision from being on boats all the time, watching the horizon for land, ships, etc - plus they're always on their guard, and they have an eye for finding important things.") It's not the most useful ability, but it has its benefits: finding resource deposits quicker (including gem veins in gem rooms), and finding exits quicker - both of these making it less likely that you'll get too close to an enemy; and scouting all rooms quicker - which could be important when, say, wanting to know your surroundings in a boss room ASAP. |
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@Buccee: My problem is that opportunism doesn't really fit with ruling out one sixth of the possible weapons; it seems a bit odd that a pirate couldn't use, say, cannonballs (which would likely be Earth). @Pyrrhic: I like the auto-detect of stash / gem rooms, though I don't think missions fit as well since the loot isn't quite so available from them. As to the NPC dispatch bonus, I'm thinking a % chance to bring back 2 of the desired ingredient instead of 1 when on Find Arcane Ingredient missions would fit. |
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Hmm. My original idea was just insta-seeing stash/gem rooms. Then I thought, "Well, but there's still mission rooms to find. Maybe the player will feel like their stash-detector is useless, because they'll scour the whole building anyway, looking for mission rooms." And I still think there's some truth to that... ...but at the same time, being able to see /all/ yellow rooms might be a bit cheap? It would let Pirates enter a building, know exactly where to go to find everything "important", or whether they could just leave the building without even exploring it. The sense of exploration and discovery would be pretty lost, replaced by "well, there's where I need to go - let me just get there." So both options have their downsides. Which is a shame, since insta-seeing stash/gem rooms still seems pretty cool. --- The NPC dispatch bonus idea sounds great. |
Date Modified | Username | Field | Change |
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May 31, 2012 5:09 pm | Buccee | New Issue | |
May 31, 2012 10:18 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 31, 2012 10:18 pm | tigersfan | Status | new => considering |
Jun 1, 2012 1:32 am | ZCaliber | Note Added: 0025346 | |
Jun 1, 2012 5:06 am | BenMiff | Note Added: 0025352 | |
Jun 1, 2012 5:08 am | BenMiff | Note Edited: 0025352 | |
Jun 1, 2012 8:30 am | Buccee | Note Added: 0025358 | |
Jul 12, 2012 5:04 pm | Pyrrhic | Note Added: 0026717 | |
Jul 12, 2012 5:05 pm | Pyrrhic | Note Edited: 0026717 | |
Jul 12, 2012 7:03 pm | BenMiff | Note Added: 0026718 | |
Jul 12, 2012 9:59 pm | Pyrrhic | Note Added: 0026719 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |