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Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sat Sep 08, 2012 10:24 am
by necrocat219
I have always loved the ideas of races having variable stats, it could even give a sense of a ''metagame''. However, I'm not too sure on the idea of races being 'buffed' by increasing levels; whilst it would probably only affect a few minority, it might give high level players a greater advantage over other players

Here is something I've always loved the thought of: An option on all races on the profile screen to increase a stat, but to reduce another stat by the same (or equivilent value) amount. The amount of times you can do this is the same as your level. It would be a pay to play option that would add an interesting element to the game, whilst in theory not giving a major advantage over other players (100 gold?). Of course if the amount you gain per level could be reduced and/or a limit on max point gain (level 30?) can be made:

Example options you would get:
- Change attack rolls by ±0.5%
- Change defending rolls by ±0.5%
- Change spawn Bonus by ± 1%

Lets have two examples: A level 20 player who are very common and a level 50 player who is rarer but might benefit greatly from something like this:

Lets say you choose insectoids as the Level 20 player. +10% spawn from the start. You decide you want to go with a swarming and offensive tactic, one possible combination of stats is:

+20% Spawn bonus
+5% Attack Bonus
-10% Defence Bonus

Now lets go for what would be a drastically unfun build. A level 50 aiming to boost his defences massively as reptiles:
+10% Spawn bonus
+30% Defence bonus
-25% Atk bonus

As you can see, there would be the really horrible outcome that this player would just stall the players in the winning positiong and force them to accept a draw. THIS is why I suggest a limit of points at lvl 30, as that would prevent players from abusing it for a max difference of +15% def/+15% atk /+30% spawn.

Thanks for reading this, and I hope to hear your opinions, sorry if it was TL;DR ^_^;

EDIT: I should give some examples of how creative you can be with classes or create a competative class, or even one to specifically suit your playstyle. The examples are following the level 30 limit I suggested:

A tiny, tiny, powerful commander

Race: Terminators
Stats:+15% Atk/+0%Def/-30% Spawn

A class idea based on being able to attack anyone with a stronger army for a massive attack bonus, at the cost of having spare men to defend multiple borders. Mowing through a series of 8's with a single 7 in HC would be amusing :)

Ants in disguise

Race: Arachnids
Stats: +12.5% Atk/-15% Def/+25% Spawn

After your 3rd turn this class should boom and expand like crazy! For taking out neighbors fast before they can take you out with their large supply of troops, or expanding at a rapid rate, hence the name.

Ninja's works better alone...

Race: Ninjas
Stats: +7.5%Atk/+7.5% Def/-30% Spawn

Facing an army of ninjas is better than facing a lone ninja... hence the name of this fun class :)

Re: Balanced atk/def/spawn ''levelling'' system for players

PostPosted: Sat Sep 08, 2012 10:35 am
by clan ghost bear
wow, this is a really cool idea you have =o
wish I thought of that...
if there not putting this into the game I want my money back ( $0 )

Re: Balanced atk/def/spawn ''levelling'' system for players

PostPosted: Sat Sep 08, 2012 11:40 am
by necrocat219
clan ghost bear wrote:wow, this is a really cool idea you have =o
wish I thought of that...
if there not putting this into the game I want my money back ( $0 )


Hehe, yeah =) for my first post on the forums I wanted to try and suggest something meaningful =P

If this idea was put in the game, it would be for both a strategic and fun point of view, I just think it would be aweome :). Also, if it's pay to play but is dirt cheap, players who would usually not buy something in a game might think that it's way to awesome to miss and contribute a little money to Lopdo ;P. And while it would give an advantage over free players, the drawback should cancel out a lot of that advantage while giving you different ways to play the game.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sat Sep 08, 2012 11:55 am
by clan ghost bear
First time on forum? WHOA! you sound like you been on this forum for a year and said allot of stuff already.
when I first came, I sounded like a insane power crazy insane guy, I am the reason this "Clans" and "Clan wars" came to Vortexwars.

well your idea is pretty cool and I like the way you think.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sat Sep 08, 2012 4:11 pm
by Ratburntro44
clan ghost bear wrote:I am the reason this "Clans" and "Clan wars" came to Vortexwars.

No. No you aren't.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sat Sep 08, 2012 6:32 pm
by AxemBlue
You would be able to create an individual buff-debuff setup for each race to have multiple strategies ready on the fly, right?
This would make buying multiple basic races a little more useful.
Good numbers by the way, the percentages actually mean something around 10%.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sat Sep 08, 2012 7:43 pm
by necrocat219
AxemBlue wrote:You would be able to create an individual buff-debuff setup for each race to have multiple strategies ready on the fly, right?
This would make buying multiple basic races a little more useful.
Good numbers by the way, the percentages actually mean something around 10%.


Yeah... that's exactly what I was thinking ^^' (I hadn't actually thought of that). But that's a fantastic idea, it would be good having multiple setups, but I'm no programmer so I don't know how hard that would be. I was just thinking of one setup that deletes when you refresh the game as that would mean it wouldn't cost much for Lopto like storing the maps do.

The only problem really is that die rolls only go up to 48, so it's possible a 1/2% for attack might get wasted here, or a 1% for the spawn bonus there , but I don't think that would be too much of a problem; they would create lower thresholds for dice rolls to get +1, and decrease the number of spaces you need to get +1 units per turn so it should be okay.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sun Sep 09, 2012 6:06 am
by clan ghost bear
Ratburntro44 wrote:
clan ghost bear wrote:I am the reason this "Clans" and "Clan wars" came to Vortexwars.

No. No you aren't.

Ratburntro44 wrote:
clan ghost bear wrote:I am the reason this "Clans" and "Clan wars" came to Vortexwars.

No. No you aren't.


yes, yes I am.

Look back into the forums, deep back.
I came outa no where on the forums, stated my claims, reveled my Merc group to the VW public , became exile...
THEN a week or so after that other people created there own clans and groups and stuff.

I didn't made the clan wars, you guys done that and did a pretty good job, I just brought in the Clans.
PS. did any of you ever seen Burr? the guy that leads in
Burr's Black Cobras? I just notice he didn't inter fear with any clan besides mine and the clans of the old days.

Like Clan Jade Falcon and
Federation Commonwealth.
Vortex Warriors.

I rather made the idea for clans or brought it to VW (brought it kinda is a better word sense I brought the first "Rebbels" (actual name, Ghost Bear Legionaries, renamed to Rebbels here when all the other Legionaries here died in a earthquake in real life or gave up due to low moral because the other guys died) to Vortex Wars.

If I am not the guy to make Clans here.
Then Kiwis can Fly and Chuck Norris gotten beat up by a little girl.

It was rather I made the idea or someone copied the idea of me or built on it.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sun Sep 09, 2012 1:34 pm
by Ratburntro44
Your first post was on January 29th, 2012.

Fiendess's post which was what caused most of the people on the forum to like the clan idea was on November 24th, 2011.

Additionally, the rebbels were self-proclaimedly a merc group, not a clan.

Re: Balanced atk/def/spawn ''leveling'' system for players

PostPosted: Sun Sep 09, 2012 8:32 pm
by necrocat219
No offence to either of you, but please don't settle your differences here ^^; It's going off topic a little bit