Rexxx
11-23-2003, 09:28 PM
First, I have to say that this game is VERY well done. I WILL be supporting it's further development with a gold account.
Now, on to the suggestions. I have read many of them here, and have incorporated some of it into my ideas here, so, these aren't ALL mine...
Gameplay Ideas:
Gold/Money
A gold/monetary system sounds great, except it seriously throws balance off. So, how about this: On the rankings page, you have the wins/losses rankings, as well as 'gold' rankings. For each game, each player can bet, if they choose, a certain amount of their gold. If they win, they win the other person's bet, if they lose, they lose their bet. If they win a game, they also win a default (say 5) amount of gold, so that if a player runs out, they still can earn more. Currently, gold would only be used as another ranking. Alternatively, gold could be used to purchase T-Shirts and such... if you go with the t-shirts idea, you would probably have to make gold only available to 'gold members'.
Playfield
I believe that alternate playfields would be most excellent, with the player that FIRST enters the gaming area selecting which playfield to play on. With the addition of special units, you could also make these playfields 'multi level', offering attacks from above or below, like the lighting strike currently does. Playfields could be different shapes, or perhaps have bottlenecks in the center (like a bridge), have various obstacles, like gravestones, rocks, trees, etc..
Units
Low Level Healer - One turn to recover. Heals from 1-8 HP of any SINGLE unit within a 4 block range. 30% armor, and an alternative attack of a dagger blow, light hit. (Alternative attack could be added as a drop down when you select the attack button.. or another icon below it, or something.) Movement of 3 blocks.
Medium Level Healer - Two turns to recover. Heals from 3-10 HO of EVERY piece (including enemies) in a 3 block radius. No attack other than healing. Movement of 3 blocks.
Pixie - 3 Turns to recover. Casts spell of fairy dust, which causes any piece on the board (total board range) to move HALF the distance as long as focus continues. Movement of 5 blocks (flies).
Necromancer - 3 Turns to recover. Creates a skeletal unit in any location within 3 blocks. The skeletal unit can attack once, then disappears. The skeletal unit would have zero defense, but an accurate attack, but moderate damage. Movement of 2 blocks.
Phoenix - 3 turns to recover. Creates ring of fire around it that lasts for two turns, knocking every piece in the ring away one block (out of the ring of fire) after damaging it. Movement of 4 blocks.
Shapeshifter - 2 turn recovery. An attack asks if it is either a cast, or attack. If it is a cast, then the player chooses which piece on the opposing team the shapeshifter will emulate. It then turns into a replica of that unit. This change lasts until the player chooses to CAST instead of attack. If an attack, it attacks as the unit it is currently shifted into. As a shapeshifter without any unit definition, it has low attack and defenses.
Ok.. those are a few ideas... and obviously, with some of them, more coding would have to go in... but I have a ton more, if you want em. Let's see how these ideas fly first. :)
Rexxx
Now, on to the suggestions. I have read many of them here, and have incorporated some of it into my ideas here, so, these aren't ALL mine...
Gameplay Ideas:
Gold/Money
A gold/monetary system sounds great, except it seriously throws balance off. So, how about this: On the rankings page, you have the wins/losses rankings, as well as 'gold' rankings. For each game, each player can bet, if they choose, a certain amount of their gold. If they win, they win the other person's bet, if they lose, they lose their bet. If they win a game, they also win a default (say 5) amount of gold, so that if a player runs out, they still can earn more. Currently, gold would only be used as another ranking. Alternatively, gold could be used to purchase T-Shirts and such... if you go with the t-shirts idea, you would probably have to make gold only available to 'gold members'.
Playfield
I believe that alternate playfields would be most excellent, with the player that FIRST enters the gaming area selecting which playfield to play on. With the addition of special units, you could also make these playfields 'multi level', offering attacks from above or below, like the lighting strike currently does. Playfields could be different shapes, or perhaps have bottlenecks in the center (like a bridge), have various obstacles, like gravestones, rocks, trees, etc..
Units
Low Level Healer - One turn to recover. Heals from 1-8 HP of any SINGLE unit within a 4 block range. 30% armor, and an alternative attack of a dagger blow, light hit. (Alternative attack could be added as a drop down when you select the attack button.. or another icon below it, or something.) Movement of 3 blocks.
Medium Level Healer - Two turns to recover. Heals from 3-10 HO of EVERY piece (including enemies) in a 3 block radius. No attack other than healing. Movement of 3 blocks.
Pixie - 3 Turns to recover. Casts spell of fairy dust, which causes any piece on the board (total board range) to move HALF the distance as long as focus continues. Movement of 5 blocks (flies).
Necromancer - 3 Turns to recover. Creates a skeletal unit in any location within 3 blocks. The skeletal unit can attack once, then disappears. The skeletal unit would have zero defense, but an accurate attack, but moderate damage. Movement of 2 blocks.
Phoenix - 3 turns to recover. Creates ring of fire around it that lasts for two turns, knocking every piece in the ring away one block (out of the ring of fire) after damaging it. Movement of 4 blocks.
Shapeshifter - 2 turn recovery. An attack asks if it is either a cast, or attack. If it is a cast, then the player chooses which piece on the opposing team the shapeshifter will emulate. It then turns into a replica of that unit. This change lasts until the player chooses to CAST instead of attack. If an attack, it attacks as the unit it is currently shifted into. As a shapeshifter without any unit definition, it has low attack and defenses.
Ok.. those are a few ideas... and obviously, with some of them, more coding would have to go in... but I have a ton more, if you want em. Let's see how these ideas fly first. :)
Rexxx