I thought I'd post some ideas that I have that I'd love to see be implemented in Tynon. I'm not going to get into the whole "fix the glitch" mode, so don't worry.
Caution! Wall of text!
General Changes
1) The ability to trade runes
Now, I know what you are thinking "People will use this to twink their alts!". Well, first off, you shouldn't have an alt (against the ToU). Second, I think that all trades should have an equivalent value when the trade is made. For instance, 1 rune is equal to a full rune chest of the runes that are 1 rarity below it. So, 1 yellow rune would be worth a rune chest full of purple runes. Also, runes should be roughly equal on experience. So, a lvl 1 yellow rune will not buy a lvl 9 yellow rune.
2) The ability to downgrade the graphics or set battle animations to skip
I've upgraded my hardware, so this isn't an issue for me anymore, but not everyone has that option. I used to encounter some severe lag during some battles, so I figure that this would be a nice addition to the game. The downside is that, if you choose to skip battles, you won't see how effective your formation is.
3) More variance in white hero skills
Instead of giving common quality heroes skills that are just variances of "Driving Blow", give them other useful skills. This would allow more variance in formations and would make the game much more interesting. The common heroes can't become as powerful as the blue, purple and gold heroes; so there shouldn't be any worries about this making the epic and up heroes pointless.
4) The ability to change a heroes skill
I'm thinking that this would be best done with runes. Maybe make some more 100 fragment runes that would change a hero's skill to what the rune's skill is. This way, you'd be able to give your leader skills like Willbreaker, Thousand Strikes and Ambush. Or, you could give your leader a staff and give him Horns of Hell.
5) More equipment options
Honestly, what's the point of saying that the equipment is "Epic" quality when there is no other equipment of equivalent level to compare it to?
Guild changes
1) The ability to form alliances and non-aggression pacts with other guilds.
It is already done, between guild hosts, but it can be a pain to enforce. I'm thinking that a non-aggression pact would make it so that the 2 guilds could not attack each other, for a set period of time (anything from 24 hours to 1 month). The alliance would act like the non-aggression pact, but without the time limit. Also, alliances would have some other benefits that I will go into in some of my other change suggestions below.
2) The ability to aid guild members in battles outside of guild wars.
I'm thinking that a guild tech that would allow you the option of requesting a random guild members aid, prior to going into a battle. Each level of the tech would allow you to request aid once a day per level. It would act kind of like the "shield", but only for the next battle. Also, if your guild has an alliance with another guild, you may get help from your allies instead.
3) More guild ranks, besides the Host and Vice-Host
The functionality of this will be explained in my suggestions for guild wars
Guild Wars
1) The ability to assign guild members to help an allied guilds battle(s)
This would really help out if one guild starts to dominate a server. Also, it would help give an alliance some real meaning.
2) The ability to assign "squads".
Squad size and makeup would be determined based off of guild ranks. For instance, the lowest officer rank may have only 3 people total, but the Host may have 10. Squads might be useful for allocating people for guild wars in a timely manner, but the real benefit would be in my next point.
3) Squad leaders may also command offline squad members
The offline members would move with the squad leader. However, if the squad leader falls, and the rest of the squad survives, then the squad members would automatically start heading back to base, until they meet up with their squad leader.
Not everyone can make it to guild wars, due to various real life commitments. This would allow them to participate, without having to actually be there for guild wars. However, I say that they should only get half rewards, to help encourage people to actually show up for guild wars.
4) More variance with guild war battle designs
I'm not talking about changing graphics or anything. The following is what I suggest:
lvl 3 cities would keep the current guild wars layout and style, so no change here.
lvl 4 cities would be a resource war. Control the more resource nodes for the most turns to win. I suggest that the map be a put into a diamond pattern, with the 2 bases on the left and right. The resources would be located at the top, bottom and center. Place 1-2 spaces in between each resource location. Defenders would control 1 node at the start of the battle.
The lvl 5 city would also be in a diamond shape, but the objective would be to take out the defender's leader. The leader would be whoever has the highest rank in the guild and is participating in the battle. Defender's must either capture the attacker's base or avoid losing their leader. Attackers must take out the defender's leader, while defending their base.
The lvl 6 city would be a "King of the Hill" style battle, in a pyramid shape. Control the top space at the end of turn 30 to win. However, pirate npc's will occupy any space that does not have at least one guild member in it and they will attack the top space each turn. If no one controls the top space at the end of turn 30, then the city reverts to "neutral" status.
The level 7 city would be a treasure hunt. Attackers must find and occupy a random space on the map, while defending their base. Defenders will know which space is chosen, and must defend it. However, defenders may also win by occupying the enemy base. I suggest a square grid layout for this map.
The level 8 city would be like the lvl 3 cities, but with 2 catches. First, durability loss is doubled. Second, there would be 3 direct routes to get to the base. Each route would provide various bonuses, to make them attractive to capture.
5) Instead of a flat power boost per camp captured, make each camp give a different boost.
Some different boost suggestions would be things like the following:
Reviving takes 1 less turn
Physical and magical attack +10%
+20 dodge rating
etc.
These boosts would only pertain to the individual guild war and no where else.
6) Guild war specific skills
This actually gets back to the point of "More variance in common hero skills" and the "Runes to change skills" suggestions. Here are some suggested skill effects that I can think of:
Stacking a debuff (1 per hero in a formation) that would delay recovery by 1 round (up to a maximum of 5 rounds)
Poisoning a hero, so that they take damage during the command phase and/or between fights.
Defeating a hero with the skil makes it so that the hero cannot recover for X number of rounds. Variance would be determined by the specific skill and/or rune level.
Hitting a hero with this skill keeps them from participating in any more battles this turn.
All in all, this would cause more variance in formations for guild wars and would make things more interesting. It would also help with keeping 1 guild from controlling a whole server, due to them being outsmarted by the other guild.
Let me know what you guys thing.I'll check back tomorrow to see what replies I get.


I'll check back tomorrow to see what replies I get.
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