Ideas for CB2 (in General)
June 2 2006 1:47 PM EDT
Just start throwing them out. Post them here and if we like one we can make an extra thread for it. All I ask is no one flame any ideas, even if they are "stupid". If we don't like it just don't respond to it.
Some ideas of mine =D muahaha.
Idea #1:Bow that drains DD spells, and not affected by PL. I know people say that would be too powerful but if you make the base damage like 1-3 and make the DD drainage based on damage... well... it slightly weakens mages and gives the tanks another option for range.
#2: Add amulets or rings into the game. Just thickens strategy. Can do same thing you could with all things. All base def  and then add +'s to increase whatever effects you wanted to give them.
#3: Enchant Offense spell that drains skills? Not alot, of course, but might be something for tanks to stop UC and evasion.
Something for mages....
#4: Eh staffs that increase DD spells. Not to same degree as CoI or AG's but maybe 1/2 % per +. Fills the weapon slot for mages.
Well here are my garbage ideas. Now everyone put their own in or talk about mine. But be nice lol!
Possible mage gear:
Head: Gandalf's Hat (adds DD boost)
Body: Aura Tunic (maybe helps prevent some AMF backlash)
Gloves: Alatar's Gloves (exists, but adds less of a DD boost)
Cloak: Cloak of Istari (exists, but adds less of a DD boost)
Weapon: Hex Staff (adds to DDA skill, or direct damage accuracy for each +)
Shoes: Avery's Boots (same as DB's, but for magical accuracy?)
How about a new Enchant Offense spell? Call it something like "Cripple," and have it work much the same as Ethereal Chains, but on HP instead. It would be cast at the start of battle, and would lower the amount of HP from your opponent's team's minions. To avoid overpowering, it would need to be weaker than EC by a bit, but it seems like it would be a fun addition, and a good counter to PL (would do its thing before battle and before PL started) and help teams against mini-enchanters.
I think I've said it before too, but I would also like to see a change to AMF. Mages always complain that AMF is too powerful, everyone else complains its not powerful enough against large mages. Both may be partially correct. And it is basically the only anti-mage spell. So split it into two. "Magic Field" could work the way DM does, and would straight out subtract its level from the level of enemy DD spells. And "Anti-Magic" would solely do damage back against mages, the same as AMF but more powerful. That way teams wanting to combat mages would have more options but would also have to spend more XP. It would add variety too.
June 3 2006 1:41 AM EDT
New stat: "Longest streak of successful bot checks".
June 3 2006 8:44 PM EDT
"Cripple" sounds a bit like Decay.
How about during certain times of the year, your fight privileges are suspended for that day, but you gain some money/XP each time it happens? For example, you get fight suspension on the 6th of July, but you get 1-5k. Then the next time it happens, you get 100-500 XP instead of cash. It's like you get a bonus for being in a non-bonus clan, only it comes with a price.
June 3 2006 10:45 PM EDT
hey, the amulet is my idea, i have stated previous times before.
June 4 2006 12:31 AM EDT
Monkey Knife Fight mode while you're at it...and maybe a pirate ninja, and some taquitos.
I'd lobby for pants, but Susan already has a dress, so no rush needed.
June 4 2006 2:49 PM EDT
let us add an extra minion!
June 4 2006 7:26 PM EDT
i for one dont want to see Krang with a VA E too....i mean jeez, 2 walls, amf and VA?
thats too much
no 5th minion!
but we could add some sweet skills.... like DD accuracy
or maybe DD evasion o.O
June 4 2006 8:54 PM EDT
Want a fantastic idea----Let axbows and exbows be useful again!
It's quite the shame that a spell, with a minimum of xp placed into it can render a 60M NW item useless. Quite the shame, almost like it was designed just to do this exact thing.
I had a feeling Ranger would come in and mention that =D
What, that overpowered spell that was removed in CB1? (I read the wiki about it)
Yeah...we need something new to complain about : )
June 5 2006 12:27 PM EDT
why don't we just bump exbows and axbows to 5 base damage :)
June 5 2006 12:47 PM EDT
yeah, why doesn't jon do that, would make them a bit better...
June 6 2006 9:43 AM EDT
To me, the more complex the choices get, the better the game becomes. A few random thoughts:
1 - A consumable item for mages or enchanters (perhaps fitting into the ammo slot). To make it different, give it a protective effect - e.g. each unit absorbs some damage from AMF/GA, but is used up in the process. Better pluses absorb more per unit (just as better pluses on ammo can hit and hurt more). Call it "crystals" or something like that.
2 - If we're going to have rings, give them a Tolkienesque effect - the more they are used, the more they change the wearer (like Gollum). In CB terms, the rings gradually transfer trained EXP from one area to another. Perhaps have several kinds of ring - one untrains HP/DX/ST to increase DD/EO/ED, one untrains DD/EO/ED to increase Skills, etc. To make this a desirable alternative to simply retraining, the gain should be significantly better than the loss.
3 - Formations. (This would need to be at the character level.) "Abreast" would nerf CoC, "Tight" would give a melee bonus but be vulnerable to DD, "Column" is the default, "Wedge" gives a benefit in the first melee round, "Shield wall" would enhance AC proportionally with the number of minions carrying shields, etc.
4 - One-shot melee weapons (carried in the ranged slot). A Net might be used to deny a round of fighting to the enemy, a Javelin might be able to render a shield useless, a Lance might do a lot of damage but only be usable in the first round of melee.
5 - Specific benefits to basic weapons. At this point, there is nothing that makes an Awlpike fundamentally different from a Warhammer. Perhaps give a slight situational bonus - sword-type balanced blades add a defensive bonus, axe-type weapons get through AC better, daggers can get through the gaps in Cuirass-type armour, awlpikes "strike first", i.e. if they kill an enemy minion, that minion does not get to act in the round of their death, etc etc
6 - An item that powers up the wearer's enchantments, but only while alive, i.e. you need to keep your enchanter alive to benefit.
7 - A weapon that works better if there is only one opposing minion.
That's about all I can think of now, and I am getting a bit tired. :-)
June 7 2006 5:42 PM EDT
Oh, and Bast suggested something good on chat the other day:
A way to give each minion a separate picture.
June 7 2006 6:26 PM EDT
"1 - A consumable item for mages or enchanters (perhaps fitting into the ammo slot). "
--Negator, June 6 2006 9:43 AM EDT
Very cool idea! Sounds like a space to equip potions to me! Potions have been suggested before, and I think Jon even liked the idea, but there wasn't really anywhere to fit them in.
Letting enchanters and mages (and hey, why not tanks? it could be an alternative to using useless ax/exbows, and a way to avoid the stereotypical elbow!) equip potions to their ammo slot seems like a feasible way of doing it, and would still allow you crazies to equip scythes on your mages!
So, potions would be a new class of rare items that spawn only in auctions, like rare ammo. They'd spawn only in small amounts - say 10 or so. They're one-shot: use one potion per battle, and it decrements the number of potions. I think it would make sense if the minion quaffed the potion before casting enchantments, which would allow potions that could boost enchantment levels of that minion. Potions should only affect the minions that quaffs the potion, and only the minion holding the potion can quaff it.
I imagine potions that could boost a specific stat (HP,DX,ST), or a specific type of spell (eg DD/DE/OE), or that bestow/boost a specific skill. The effect of a potion might be to boost a stat by about 5-10%, to keep things reasonable. Oh, and a limit of maybe 50 potions per user could be added, to prevent hoarding.
with cooldown in effect I fail to see the point...
are you suggesting people buy these to fight with?
that's worse than using seekers to fight (which I guess some folks still do)
Hows about Elements. :)
Or even multishot for archers. :)
June 7 2006 9:48 PM EDT
novice: call it a cash sink, then.
It wasn't supposed to be practical, just neat :P
June 7 2006 10:45 PM EDT
Like the Potion concept, even better than my own original idea. :-)
Actually, if a "one-shot" mechanism is introduced, then it could back both potions and one-shot special weapons in the ranged slot (#4 on my list) - it's just the timing of when the "one shot" takes place that would be different.
Might be a little tricky with wording (if potions are bought as ammo for simplicity), but no worse than familiars that are actually a type of armour. :-)
Forget potions. I want hand grenades [80x?] +?.
Blacksmith will upgrade, costs go up fast. (careful consideration is needed to find a fair price to buy and a good upgrade path)
Fires in the third round (and the number of the counting shall be "3"). Each minion can only throw 1. (Though they can hold as many as any other kind of ammo)
If there are no other ranged weapons (ie. something other than grenades) then *both* sides take the full damage of each grenade thrown.
(every minion with a grenade gets his throw, and at point blank range, everybody buys some shrapnel.)
First minion gets 100% of whatever the damage is
second minion gets 50%
third gets 30%
fourth gets 20%
fifth gets 10%
PL does not absorb this damage. (but armour and AS do)
Perhaps UC has a chance to throw it back at you? (or at least share some damage with you)
Dex improves chance to hit (same as other ranged weapons) but each minion can only throw one per battle.
lol, hand grenades in a medevil themed game.
"Ye Holy Hand Grenade"
I did the bunny scene from that movie one year for my schools recitation contest. VERY popular.
The next year they changed the rules to restrict us to "works of literature"
What a great movie.
June 8 2006 2:00 PM EDT
Throw in elements into the game and add an extra minion to go with the 4th. Fire, Water, Earth, Wind. Fire= FF, Water= IF, Wind= SF. we need earth now.
June 8 2006 2:11 PM EDT
Sukotto: imo that would be called chain lighting ;)
June 8 2006 2:49 PM EDT
carnage blender theme music.
June 8 2006 5:00 PM EDT
theme music would only slow down the game for people on slower connections, and most music would be too repetitive...
June 9 2006 1:02 PM EDT
A bow that doesn't use ammo? Maybe a base 4 bow that doesn't use ammo. Not strong but it saves money for some.
An option to merge all ammo with the same x and +
A micro tourney.
Every day run a tourney between pairs of like PR minions (i.e #1 vs #2, #3 vs #4, etc) and give special rewards.
I'll echo two points already mentioned:
1) I don't even have a crossbow and I will be one of those most hurt by a change but I feel for those who got there xbows rendered useless. That just stunk.
2) Add more items to the game. It's getting a bit stale.
June 12 2006 8:22 PM EDT
there should be a way to make ur own arrows kinda in a forging way where it costs BA to do. that way people wont have to always buy there own arrows.
i also think there should be a skill (something like retrive arrow) or something where u have a chance to retrive arrows that u shot so u dont run out of arrows so fast.
i dont kno just a idea lol
June 14 2006 4:22 PM EDT
i also think that you should be able to duel wield 2 1h weapons but have like a slight dmg reduction for the second one so that way its not to much overpowering.
June 15 2006 8:04 PM EDT
i also think there should be some kind of "vacation mode" so when ppl do take vacations and such that there clans should suffer from it. having a vaction mode could keep them from losing CP points and just staying at 0 or could just protect them overall from getting attacked while there unable to play.
June 17 2006 12:14 PM EDT
Has anyone ever mentioned any skill/spell/or even a DD(?) that healed minions each round during a fight?
It could heal every member of your team, or just a certain target (maybe the front minion of your team.)
It could heal around 2/3 of a comparative enchant or DD depending on what kind of spell or skill it was... (ie 2/3 of what guardian angel would deal in damage, or 2/3 of what a fireball or magic missile of the same level would deal.)
It may have been mentioned before but if so, I've missed it...
June 17 2006 12:28 PM EDT
Actually,... that would only make for alot of draws... strike that.
June 17 2006 1:29 PM EDT
I like the idea of recovering some arrows.
This thread is closed to new posts.
However, you are welcome to reference it
from a new thread; link this with the html
<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=001oxz">Ideas for CB2</a>