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IDProjectCategoryLast Update
0010346Valley 2Suggestion - General IdeaFeb 5, 2013 8:03 am
ReporterPrezombie Assigned To 
Status consideringResolutionopen 
Product Version0.713 
Summary0010346: Encourage more class changes by limited overused ones.
DescriptionIn a normal game, there's going to be 25 different classes to try. Odds are, the average player might use 5-10 of those total, because change is scary.

Firstly, No two windmills can be attacked by the same class. This is a fairly simple idea to grasp, mark on the class screen which have been used to conquer a tower, be unable to enter the chunk of another until you switch. one or two Lower priority targets could also be added to the restriction to flesh out from 15 mandatory switches to 25.

Secondly, have the wind generators weaken your active class temporarily.

Just winging the numbers here, as an example: all classes start at 100% strength. if you kill a WG with class A, it loses 4% strength, and all the others of that tier gain a %. If above 100%, it behaves just like it did at 100%, just with more buffer for the WG's weakening. You could make the damage more drastic, like 8 or 20%, but keep the game zero sum, as that would encourage players to "save" the higher tiers unnecessarily.

And finally, you could have stratgame nuisance attacks which lock players to a completely off the list class for a turn or two, switch away your most used class for a new one, or do other shuffling crazyness to your tomes.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Dash275

Jan 11, 2013 10:42 pm

reporter   ~0029745

Theoretically, class variety is handled by monsters having different elemental and type weaknesses, and by multiplayer where a group of players choose different classes to support each other. Having arbitrary walls is a good way to burn out a player.

madcow

Jan 12, 2013 9:02 am

reporter   ~0029749

One idea I had suggested was if Evil Overlord towers OR specific types of terrain (desert/water/forests/farmlands/etc) provided monsters in that region (or surrounding in the case of overlord towers) with a resistance against specific mage classes.

If the idea with evil overlord towers were used, the resistance region ought to be expanded above the danger level increase region (and not replace it, the two could stack) - though there should be a limit on the number of mage class resistances stacked up - so you don't have 5 evil towers next to each other giving a resistance against every mage class.

Acetyl

Feb 5, 2013 8:03 am

reporter   ~0030545

I think it is necessary to "channel" the player into changing classes, but outright force is definitely something to be avoided. The player should be changing their class and trying new things of their own volition, hopefully spurred by some perceived shortcoming in the external world. A brief example would be spell effectiveness, or environment's impact on spells. The wind generator is an interesting thought, though.

I agree with the overall point, but can't rightly support this particular approach.

Issue History

Date Modified Username Field Change
Jan 11, 2013 8:34 pm Prezombie New Issue
Jan 11, 2013 10:42 pm Dash275 Note Added: 0029745
Jan 12, 2013 9:02 am madcow Note Added: 0029749
Jan 18, 2013 1:15 pm tigersfan Internal Weight => Feature Suggestion
Jan 18, 2013 1:15 pm tigersfan Status new => considering
Feb 5, 2013 8:03 am Acetyl Note Added: 0030545