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geofrey
Postmaster General
Joined: 31 May 2011 Status: Offline Points: 1013 |
Topic: Ancient ArtifactsPosted: 25 Sep 2012 at 19:41 |
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I would think that the artifacts would at first be capturable on the map, through a tournament or maybe just appear like the mines did.
Maybe the minor artifacts only last so long before they get used up, then you have to go capture them again. Also unique artifacts could be awarded during tournaments.
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010 Location: Windhoek Status: Offline Points: 313 |
Posted: 25 Sep 2012 at 18:43 |
I already said that. Limit of 1 Major artifact and/or 3 minor ones
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EvilKatia
Forum Warrior
Joined: 30 Jun 2012 Location: Canada Status: Offline Points: 210 |
Posted: 25 Sep 2012 at 18:27 |
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thatss a good idea, maybe alliance shoudl have a limit on how many artefacts they can hold at the same time ?
maybe artefact should have a timer : after 2 weeks being held they disapear back on the map so someone else can pick it up ? If during the time an alliance has an artefact it cannot be stolen smaller alliance thus wouldnt be attacked. People would fight 'on the way' to discover the artefact for ssure thought. once someone grabs it the fight would end....
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Kat
'They have to always turn a forum post into a badly written book that gives a headache and takes your iq points' - AO |
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010 Location: Windhoek Status: Offline Points: 313 |
Posted: 25 Sep 2012 at 18:10 |
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I was thinking more that the artifacts would be a type of "discoverable" resource. Possibly among critter remains after killing them. Or possibly your miners discovering them while mining a rare mineral spot (extremely rare).
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dunnoob
Postmaster
Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
Posted: 25 Sep 2012 at 17:18 |
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Winning an alliance artefact in a tournament could be more interesting than victory statues. And capturing an alliance artefact instead of razing the alliance capital is fine, it reminds me of Kalle Blomkvist.
But actually I hope the next tournament will be in the direction of tournament IV, where individual players down to completely new players could "compete", or rather, my first commander was killed about a dozen times, it was perfect fun after losing the rainbow. The alliance artefact idea would be more in the direction of tournament V, and that was boring for folks without alliance or in smaller alliances.
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Sisren
Forum Warrior
Joined: 03 Feb 2012 Location: PA, USA Status: Offline Points: 446 |
Posted: 25 Sep 2012 at 17:00 |
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Good points SunStorm... what if the artifacts gained power the longer they are held?
Farmer K's Sacred Garden Hoe - gives everyone in the alliance +1 food, gains +1 food for each week the artifact is held up to +200.
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SunStorm
Postmaster
Joined: 01 Apr 2011 Location: "Look Up" Status: Offline Points: 979 |
Posted: 25 Sep 2012 at 16:40 |
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Very cool thoughts!
Some questions: Would every alliance begin with one random artifact? If so, wouldn't this be manipulated by some starting alliances with their alts just to go claim the artifact with their main in another alliance? Additionally, wouldn't it also encourage the larger alliances to start up a siege the moment a new alliance is founded? That is, they would go for an easy target.
I seem to recall someone mention treasure hunting as a game feature. Hints and clues could be gathered (maybe when visiting the "temple of reason" or some other location) and then the alliance could go search for their relic. This side quest could activate once a new alliance is founded and there could be minimum requirements for the alliance to actually be able to acquire the relic (e.g. minimum population, members, land claimed, etc.) Also, you will get some alliances who have met the cap on relics (have all they can hold in the capitol) during times of war. I wonder if more can be taken and held onto, but only a set amount can be utilized at a time. So during tournaments, some can be unequipped that would not be helpful while others can be activated to boost specific skills for that specific tournament. I look forward to reading additional thoughts and comments on this! (^_^) Great thoughts again! |
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Hadus
Postmaster
Joined: 28 Jun 2012 Status: Offline Points: 545 |
Posted: 25 Sep 2012 at 15:17 |
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This is a pretty great idea. It would certainly bolster the recognition of alliances...although I wonder what the side effects would be for unaffiliated players. Do they simply miss out on a whole new element of the game?
You could tie the artifacts to Faction Hubs to fix this. Perhaps each Hub possesses one Major Artifact and several Minor Artifacts. Major artifacts are owned by an alliance, minor ones by a single player. They can be won by either improving faction standing with the Faction, or sending a Raid to the Hub and stealing it. Once won, these artifacts are the property of that alliance or player until someone else comes along and takes it by force. Obviously, stealing from the Hub is a faster way to win the artifact, but it means the Faction will be passively attacking you by joining the armies of real players going after you who have good standing with them. If you win it through befriending the Faction, you're a bit safer, but it's a race to butter up the Faction. |
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Smoking GNU
Forum Warrior
Joined: 12 Jun 2010 Location: Windhoek Status: Offline Points: 313 |
Posted: 25 Sep 2012 at 15:10 |
Nice, but the devs won't go for the spell-range idea they still haven't given us their mana projector, remember?
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geofrey
Postmaster General
Joined: 31 May 2011 Status: Offline Points: 1013 |
Posted: 25 Sep 2012 at 15:03 |
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Great idea! The benefits of each artifact would have to differ to form a priority list. The Major artifacts would each be individual unique effects, while the minor artifacts would have to be stat increases.
Few ideas for Major artifacts: - Allow spells to reach everywhere on the map - Select what you want your thieves to steal - Build unique Cavalry units (Centaurs) - Build unique infantry units - Build unique crossbowmen units - Build unique spearmen units - Access to a new defensive spell that bounces back all spells to the caster - Alliance cities make 1 hide /hour/cotter without sending out any cotters - Alliance cities make 1 mineral/hour/cotter without sending out any cotters - Alliance cities make 1 herb/hour/cotter without sending out any cotters - Caravan orders are completed instantly (teleportation spell) - Double the speed of troops - Commanders never die, just go back to city - Catapults have double the accuracy |
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