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View Full Version : Items anyone?


Tha ABomb
11-30-2003, 01:03 PM
How cool would it be if there were some sort of monetary system in which for every battle you win you get money/gold/points and then with the money/gold/points u get u can buy items and then u can either equip ur units with the items (armor, swords, staffs etc but that might be a little to complicated) or you could simply make ur units carry the items. For example, if you made ur witch carry a potion and then she moved in quickly and killed a cleric but was badly injured. on her next turn, she could use the potion to restore some of her health. and each unit could only carry one item except maybe big units like dragons could carry two and u could use an item even while u were recovering but u cant use an item and attack in the same turn. and there could be certain rare items that power up magic attacks or physical attacks or increase range. and if u killed a unit w/ an item, that item would remain in that square and could b picked up by a unit that isnt carrying an item. this would all be very complicated from a programming standpoint i assume but just a thought.

zekebond
11-30-2003, 01:21 PM
every win won't work because there would be people so stocked up on shit it would be inpossible to beat them you'd have to do it on some other type of system like how well you fought the battle like you get points for how many of there units you took out or you just get points for staying the whole battle and not leaving and if you win you get some extra points or something like that

Killer_kev
11-30-2003, 01:21 PM
good idea, to bad like 50 people have already had it.

Woodside
11-30-2003, 05:28 PM
I think certainly the system for acquiring new units needs to be revamped to a system where you feel like you're earning your units instead of just getting random chances. It should certainly be difficult to get a new unit, but a system where you could work towards it and be aware of your progress would be good. Say ever 50 wins you get an option of getting a new unit, some units like clerics or dragons would cost more. Another form of point system would work, a system just needs to be in place where people can feel like they're progressing towards a goal instead of just playing blindly and hoping for that lucky drop.

Something to be careful of though, a system like this could easily reward repetitive play, as opposed to skill. It's simply a matter of game philosophy whether you want to reward skill or play time, or a combination of the two. If you'd like to reward skill though, you could simply have losses take away from your "unit points" but not as much as your wins, so you could still get units from playing a lot of games, it will just be easier if you're a more skilled player.

zdawg16
11-30-2003, 05:35 PM
i think your i dea makes the game way to complicated

Woodside
11-30-2003, 07:37 PM
It may be complicated developer-side, but certainly wouldn't be complicated user-side. You would just play games and every once and a while say, "hey look! I can get a new unit!" except instead of it occuring randomly like now you would be able to gauge your progress, have something real to look forward to.

Aro23r
11-30-2003, 07:40 PM
This wouldn't be good because then only the good get better, and the bad get worse. I am, in my opinion a very good player, (102-15-5 on Great Lakes) and any extra stuff for me would kinda be overkill. But hey this is all my ideas...

Woodside
11-30-2003, 08:13 PM
That is a good point, I addressed it partially in the "Collection of best suggestions" thread. (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=480)

In that thread I addressed why the "good getting better" side of the problem isn't an issue. The real issue I believe is the "bad getting worse". If you mean the bad would get worse simply in relation to the good then I don't think it's really a valid point (see other thread). But if you mean the bad will get worse by actually loosing units or something of this nature then I agree that would be terrible. Just don't allow people to loose units =p.

It would still be possible for bad players to gain new units, it would just be a slower process. You could even still have a few random unit drops, just to give the people who can't play all that well something to reasonably look forward to.

All said and done, I think it's important to give players a way to progress that is based partly on skill, and that makes progress clear.

xyxaxyz2
11-30-2003, 08:57 PM
Don't like it. This game is about tactics, making units too strong isn't good for tactical play because the entire game revolves around that unit.

Instead of items, better units.

AzN_GuY
11-30-2003, 11:15 PM
Superior forces...

xyxaxyz2
12-01-2003, 03:25 PM
Except superior forces based on skill not on who pays the most money. And, if a new ranking system is implemented, killing with superior forces will no longer be advantagous.

Tha ABomb
12-07-2003, 09:27 AM
if a ranking system was implemented then newbies would have the choice of only battling with newbies so that they would have a chance to improve before facing tougher opponents and more experienced players could battle each other rather than just praying on newbies. if you want to see this kind of a system in action go to www.gunbound.net . I pretty much based my idea off of their system, which works really well and isnt very complicated.