|
| Planet IIA Enhancements Have an idea you'd like to share about EA? Want to see something changed in the game or website? Tell us about it here! |
01-29-2008, 10:47 AM
|
#1
|
|
<LOD> Clan General of War
Join Date: Oct 2007
Location: Orlando, FL
Posts: 450
Thanks: 34
Thanked 18 Times in 10 Posts
Rep Power: 2 
|
SS enhancements and Houses
How about this...
Enhancements for quested orbs...
Yes Rolled i know u r anti SS but hey, this could make things a little different.
Heres my Idea. You do the SS quest, take out the belt quest from the SS quest. Go through it. Get all the orbs then go do the NEW SS quest. This quest is deeper and much harder than the original. You go to Sial's mentor who is still alive but very old...
You earn orbs just like the original quest in the same order, but the difficulty is harder, but not insanely hard. Each time you complete a segment you trade in the corresponding orb to get it upgraded to the next "evolution" of the creature... Like Flob < Lidion or the reddish one. THese orbs are stronger and have more HP than their predecessors. THey are non drop and cannot be traded, just like the original SS quest orbs. Although... Some orbs cant be upgraded so maybe add some new ones to spice the quest up a bit? I mean, you can add more mobs to the game and make orbs for them. It would give people incentive to upgrade their orbs and get the new ones. The Belts quests should be for maybe enhancements to existing orbs like small damage boosts or HP (or maybe give them death or rune damage, not like the armors though)? I would love to see this idea implemented, as SS was a little boring after a while and i would find myself constantly looking for new ways to use it in Booster. Maybe by adding orbs like the Torak orbs... The ground based ones of course.... The water, earth, and normal ones would be ub3r cool ingame. And it would make for an insane new quest too!
Now i move on to my next topic: Houses
Making bunkers for clans ingame would be awesome. They would have specific areas and maybe you could assign guards that only attack people but dont give EXP for getting attacked. This is to fix an EXP exploit. They can only attack guys within a small radius of the bunker unless they are being attacked from outside the radius. They could be toggleable to different players IE: Friendly, Enemy. They wont attack unless ur on the list or attacking house owner or guards. You could implement a system where YOU buy the guards armor and weapons, JP and other stuff. Like u upgrade them. They would be insanely cool to have in game and maybe u could assign high level mobs as guards as well. they wouldnt "wander" around and they are loyal and maybe marked so u can tell the difference between them. Guards wont drop anything when killed to fix another possible exploit. And dont worry red tags, they could code it to where they dont attack red tags unless set to. Feel free to add ideas guys but please try to keep it related to what I said.
Just a few ideas.
__________________
Quote by Armageddon: Visorak, Your new nickname is "Accident Prone"
BL - Visorak06
AP - Spybotmaster
|
|
|
01-29-2008, 11:21 AM
|
#2
|
|
n????b
Join Date: Sep 2007
Location: New York, NY
Posts: 1,607
Thanks: 4
Thanked 108 Times in 71 Posts
Rep Power: 3 
|
I'm not a fan of the guards for houses idea, unless each player got a huge piece of land for their house, or houses were huge complexes... Which I don't think is going to happen =)
However, I like your shapeshifting idea of upgrading orbs, though if we go too far, shapeshifting may become WAY too overpowered. =p
Just some thoughts.
__________________
|
|
|
01-29-2008, 11:30 AM
|
#3
|
|
Flob
Join Date: Oct 2007
Posts: 24
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 0 
|
i like the idea for both but for the gurads they have got to be beatably if u can get 3/4 full 15s 2 kill them
__________________
|
|
|
01-29-2008, 11:33 AM
|
#4
|
|
Senior Member
Join Date: Sep 2007
Location: Norwich, UK
Posts: 964
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 2 
|
Word. If you have guards then how are people gonna buy your stuff? I might be paying a few mill for your Nerv say (lol u wish) and i get pwned by ur guard, im not going back...
__________________
|
|
|
01-29-2008, 11:34 AM
|
#5
|
|
Senior Member
Join Date: Sep 2007
Location: Norwich, UK
Posts: 964
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 2 
|
Also, when houses are closely packed then getting through that area would be HELL, imagen 15/20 guards chasing u :S nevermind getting to your house its getting away!
__________________
|
|
|
01-29-2008, 11:38 AM
|
#6
|
|
&lt;LOD&gt; Clan General of War
Join Date: Oct 2007
Location: Orlando, FL
Posts: 450
Thanks: 34
Thanked 18 Times in 10 Posts
Rep Power: 2 
|
I mentioned above that you could set who guards attack. And only on certain conditions they would attack you.
__________________
Quote by Armageddon: Visorak, Your new nickname is "Accident Prone"
BL - Visorak06
AP - Spybotmaster
|
|
|
01-29-2008, 11:42 AM
|
#7
|
|
Guest
|
I hate guards I wanted turrets when we talked about it :P But I like the idea hehe
|
|
|
|
01-29-2008, 11:44 AM
|
#8
|
|
Senior Member
Join Date: Sep 2007
Location: Norwich, UK
Posts: 964
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 2 
|
it would be very hard to balance.
__________________
|
|
|
01-29-2008, 11:45 AM
|
#9
|
|
Member
Join Date: Sep 2007
Posts: 36
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 0 
|
The guard idea i only like if it was not for a house, but more for the Air Kingdom if you could take control of the towers then eventually upgrade their armor to help protect your tower.
|
|
|
01-29-2008, 04:06 PM
|
#10
|
|
Gharrr!
Join Date: Sep 2007
Posts: 448
Thanks: 12
Thanked 8 Times in 4 Posts
Rep Power: 2 
|
Sounds like clan bases,... nice lil warfare in AK...
Or maybe make the towers a little bit bigger, and make more of them,.. so ppl can actually conquer land and defend it  more for everybody
__________________

Don't draw my fire. It irritates the people around you.
|
|
|
01-29-2008, 04:19 PM
|
#11
|
|
Slacker
Join Date: Oct 2007
Posts: 110
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 2 
|
haha :P ye that would actually be cool to have stuff u could conquer ^^ but u have to get a reward for having the fortress ^^ like a vendor that sells pottions and ammo or something like that ^^
-GG
|
|
|
01-29-2008, 06:53 PM
|
#12
|
|
Member
Join Date: Sep 2007
Posts: 36
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 0 
|
It would also be pretty cool if say, when you conquer the tower after the session has ended for the air kingdom that in your clans vault or in a dungeon you get some sort of rare loot only obtained through doing that event.
Say there's 4 towers you can take over, lets say tower south, east, north, west. Now Tower South is the hardest, has harder mobs and is bigger so it takes more time to get there and conquer it. So for being the victor and taking over the tower you'd get say some armor die or some **** that changes Mace from blue to bright blood red so people would know that you took over that hard tower and thats your trophy.
And for say tower north which is say the easiest tower to take over, you could get another visual item thats only obtainable through that but less cool say, i don't know a toothpick for your character.
The only way it would be really good though is if theres a vast amount of items per tower you can win but the better they are the lower % is of a chance they will end up in your clans crate when the events over.
|
|
|
01-30-2008, 03:14 PM
|
#13
|
|
Mean And Green
Join Date: Jan 2008
Location: Michigan
Posts: 138
Thanks: 11
Thanked 6 Times in 4 Posts
Rep Power: 1 
|
I like most of these ideas. First thing that needs fixing is the POPULATION! if the game was populated quests would be uber hard thanks to pkers, pkers would have tons of targets, and squad based game play would be the only way to get higher lvl quest done. I hope this time around we can get EA marketed to the masses so can can kill them. Just my 2 cents.
|
|
|
01-30-2008, 05:43 PM
|
#14
|
|
Subscriber
Join Date: Dec 2007
Location: BoomTown
Posts: 480
Thanks: 18
Thanked 8 Times in 7 Posts
Rep Power: 2 
|
I think EA should enable clan house siege so we can have turrets on a house and destroy each others fortress that would be cool.
__________________
Vincent - (HM)
Starting fresh in EA
|
|
|
01-30-2008, 08:57 PM
|
#15
|
|
Ghey Wad
Join Date: Sep 2007
Posts: 1,009
Thanks: 9
Thanked 28 Times in 13 Posts
Rep Power: 3 
|
honestly, i wouldn't pay 9 mil for a house, just to get it taken over by someone else... not to mention, guards can be annoying, because there's nothing that can be stolen from your house, so what's the point of them? to make it easier to pk a noob coming into your house? i dunno, it seems like a waste of coding personally.
the higher level ss quest would be pretty cool though. there could also be a map that has cities based on ss forms or even just ss'd npcs in the world where you can get armor and do certain quests for that mob.
__________________
|
|
|
01-30-2008, 09:17 PM
|
#16
|
|
Professional Chair Warmer
Join Date: Jan 2008
Location: Dirty Shwa, Ontario, Canada
Posts: 524
Thanks: 14
Thanked 20 Times in 14 Posts
Rep Power: 2 
|
I don't really like the siege idea at all... and I liked SS the way it was. Good ideas though.
|
|
|
02-01-2008, 07:41 PM
|
#17
|
|
Member
Join Date: Dec 2007
Posts: 91
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 2 
|
I would like the ability to summon a guard (or something).
Like if your taking on Datro, summon a deathbot or sarin to help you out. Possibly even a "Rolled" :P
__________________
::eXiLe:: | ::To)(iC:: | =FURY= | -=W4rLorD=-
|
|
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -7. The time now is 03:47 PM.
|
|
|
|