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Re: Tavern/Adventurer Guild Hall

Posted: Sun Feb 02, 2020 8:27 am
by SirLuciano
Then replace the bards with the money courier

And I just wanted some variety when it comes to recruiting these adventurers.That's why I made the 3 guilds thing determining their classes,fighting methods,and spells

I've already thought of spells for the 3
Dragonwill spells:fury(atk buff),persitence(defense buff),mighty strike(a powerful attack)
Ravenshade spells:snake bite(poison damage buff:poison damage:-1hp),agility(dodge buff),switch weapon(to bow or vice versa),sharpshooter(critical hit shot)
Elkmist spells:(well....any basic arcane magic spells you can think of)

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 08, 2020 1:17 am
by SirLuciano
With the "Hero" or "Adventurer" unit (that may have a different weaponry based on the possible guilds they may join) another thing should be with them...

"Bounty"

For example a strong 3 tier 2 headed giant from the orcs is wrecking your crap right now just put a bounty on it and when the hero unit slays it...it would have more experience than normal

This is if only ANY unit managed to slay 5 of YOUR units

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 08, 2020 6:38 am
by makazuwr32
I think it is completely impossible to make "bounty" thing.

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 08, 2020 7:05 am
by SirLuciano
makazuwr32 wrote: ↑Sat Feb 08, 2020 6:38 am I think it is completely impossible to make "bounty" thing.
is there no coding for it atm?

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 08, 2020 9:02 am
by makazuwr32
1. To make it repeatable yes it is not possible at all.
2. Who knows what units would produce enemy? And what race? Also quest will be one for all players (or will require even more coding to make it individual for each) and thus can target your own race type units.
3. Alright. You got quest to kill for example shielder type unit of your opponent race. But what will you do if he doesn't even train them?
4. What rewards should be for completing quest? We do not have gold or other resources to make payment for bounties.

Thus i do not like idea of bounties in multiplayer games.

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 08, 2020 11:26 am
by SirLuciano
I'll answer your points
Point 1:well ok then

Point 2:ok then

Point 3:its not the type of units its the individual unit like for example you trained many and some are duplicates but if your individual unit wether it has duplicates or not as long as that individual has killed 5 of your units and destroyed at least 1 building theb bounty would be valid

Point 4:experience....or in other words stat upgrades


But there's no point for this and I just want you to understand what I was thinking by answering point 3 and 4

Re: Tavern/Adventurer Guild Hall

Posted: Sat Feb 08, 2020 8:53 pm
by makazuwr32
3. Yes that could work as variant but problem in point 1.
4. Stats updates for whom? Who will get 'em? If for every unit than it will be even more op than veteraning. If for random unit than it is useless.

Re: Tavern/Adventurer Guild Hall

Posted: Sun Feb 09, 2020 1:35 am
by SirLuciano
4.for the hero unitπŸ–’

Re: New TC like Structure

Posted: Sun Feb 09, 2020 2:12 am
by Alexander82
I'm merging these

Re: New TC like Structure

Posted: Sun Feb 09, 2020 2:16 am
by SirLuciano
I don't see the golden axe unit in game...maybe you could add it?

Re: Tavern/Adventurer Guild Hall

Posted: Sun Feb 09, 2020 2:18 am
by Alexander82
That was meant for that kind of structure

Re: New TC like Structure

Posted: Sun Feb 09, 2020 2:21 am
by SirLuciano
Alexander82 wrote: ↑Sun Feb 09, 2020 2:12 am I'm merging these
Oh crap! I didn't know you can merge topics :o
Honestly I thought I was having loading problems on this site :lol:

Re: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

Posted: Sun Feb 09, 2020 12:30 pm
by Alexander82
Ahahahah, that's why I wrote that post xD

Re: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

Posted: Mon Feb 10, 2020 12:02 pm
by SirLuciano
I feel like this building would be a vital point in many gameplays like its a fricking RACE to occupy this building or else...the opppnent might have a lesser chance of winning and would rely on expensive units to have a chance


Also it seems easy to balance Dragonwill,Ravenshade,Elkmist guilds due to the spells

And I think they should counter each other
Like:Dragonwill counters Elkmist
Ravenshade counters Dragonwill
Elkmist counters Ravenshade

Re: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

Posted: Mon Feb 10, 2020 12:08 pm
by Alexander82
Early game might help players to get that variety in their army that is later filled by subs

I wouldn't say that you can't win without it but it would be surely an advantage (especially cause these units won't be tiered and will already be strong as maxed units and it will provide extra production)

Re: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

Posted: Mon Feb 10, 2020 12:10 pm
by SirLuciano
Edited my post because of the 3 guild thing

Re: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

Posted: Mon Feb 10, 2020 12:12 pm
by Alexander82
Guilds?

I would prefer, at least for now, to have only a version of the building.

Re: Neutral 'Barracks' - Mercenary - adventurer's guild MERGED

Posted: Mon Feb 10, 2020 12:14 pm
by SirLuciano
Alexander82 wrote: ↑Mon Feb 10, 2020 12:12 pm Guilds?

I would prefer, at least for now, to have only a version of the building.
Ok :(

But at least I want these adventurers to have a different arsenal...much like the peasants in AOS