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Race ideas. Updated with 2 new races.

PostPosted: Mon Jul 15, 2013 10:02 am
by Sundancer
Race: Monks
Cost: 1500 shards
Bonus: All shards gained are converted in to exp in 1:3 ratio. If you would get 70 shards, it would convert in to 210 exp. You wouldn't get the shards.

Race: Hoarders
Cost: 2500 shards
Bonus: All exp gained is converted in to shards in 3:2 ratio.

Race: (No name as of yet, suggestions are welcome)
Cost: 2000 shards
Bonus: +5% attack, all defence boosts are converted in to attack boosts.

Race: (No name as of yet, suggestions are welcome)
Cost: 2000 shards
Bonus: +5% defence, all attack boosts are converted in to defence boosts.

Race: Leprechauns
Cost: 2500 shards
Bonus: +10% change to start as red,blue,yellow, or green.

Race: Crusaders
Cost: 3250 shards
Bonus: Can choose 2 starting positions(In conquer mode). When less than 5 connected regions, all regions are counted in the spawn(Full map).

Race: Headstarters
Cost: 350 coins
Bonus: Always the first to play. After the first turn, is reverted back to normal turn order. Example, if using this race, you are blue, you get to place before red and play your normal turn after red. If there is multiple players with this race in the same match, they get to play the "first turns" in the order they're in normal turns. Example, blue, orange, and brown are using this race. Blue gets to place first, then orange, then brown, after that the normal turn order starts; red, blue and so on.

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Race: Ifrit
Cost: 3000 shards
Bonus: After fighting with this race, turns your racial bonuses around and gains the original ones to itself for one turn (Doesn't affect spawn bonus). Example you have dragons and you attack ifrit. Your new racial bonuses are -5% attack and defence, and the ifrit has +5% attack and defence for one turn.

Race: Djinn
Cost: 3000 shards
Bonus: After fighting with this race, doubles your racial bonuses and gains the same bonuses for itself for one turn (Doesn't affect spawn bonus). Example you have dragons and you attack djinn. Your new racial bonuses are +10% attack and defence, and the djinn has +10% attack and defence.

I don't know if any of such are suggested before, if so, I'm sorry for wasting everyones time.

Re: Race ideas.

PostPosted: Mon Jul 15, 2013 4:15 pm
by Joshua
Nice ideas, I like them all.

Sundancer wrote:Race: Monks
Cost: 1500 shards
Bonus: All shards gained are converted into exp in 1:3 ratio. If you would get 70 shards, it would convert in to 210 exp. You wouldn't get the shards.

I'm cool with that.

Sundancer wrote:Race: Hoarders
Cost: 2500 shards
Bonus: All exp gained is converted into shards in 2:3 ratio.

2:3 ratio seems a bit much on this. If you would get 200 exp you'd get 300 shards. That's a lot of shards.

Sundancer wrote:Race: (No name as of yet, suggestions are welcome)
Cost: 2000 shards
Bonus: +5% attack, all defence boosts are converted in to attack boosts.

I'd call them Berserkers.

Sundancer wrote:Race: (No name as of yet, suggestions are welcome)
Cost: 2000 shards
Bonus: +5% defence, all attack boosts are converted in to defence boosts.

And I'd call them Jerichos.

Sundancer wrote:Race: Leprechauns
Cost: 2500 shards
Bonus: +10% chance to start as red, blue, yellow or green.

Rather than red, blue, yellow or green I'd go for the first half of however many people are playing, because this'd be useless on 2-4 player games.

Sundancer wrote:Race: Crusaders
Cost: 3250 shards
Bonus: Can choose 2 starting positions (In conquer mode). When less than 5 connected regions, all regions are counted in the spawn (Full map).

I'd separate this into two different races, because with both these powers you could go a bit mental on people.

Sundancer wrote:Race: Headstarters
Cost: 350 coins
Bonus: Always the first to play. After the first turn, is reverted back to normal turn order. Example, if using this race, you are blue, you get to place before red and play your normal turn after red. If there is multiple players with this race in the same match, they get to play the "first turns" in the order they're in normal turns. Example, blue, orange, and brown are using this race. Blue gets to place first, then orange, then brown, after that the normal turn order starts; red, blue and so on.

I think something similar was suggested as an FTA solution.

Re: Race ideas.

PostPosted: Tue Jul 16, 2013 2:36 am
by jwl1000
Joshua wrote:Nice ideas, I like them all.

Sundancer wrote:Race: Monks
Cost: 1500 shards
Bonus: All shards gained are converted into exp in 1:3 ratio. If you would get 70 shards, it would convert in to 210 exp. You wouldn't get the shards.

I'm cool with that.

Sundancer wrote:Race: Hoarders
Cost: 2500 shards
Bonus: All exp gained is converted into shards in 2:3 ratio.

2:3 ratio seems a bit much on this. If you would get 200 exp you'd get 300 shards. That's a lot of shards.

Sundancer wrote:Race: (No name as of yet, suggestions are welcome)
Cost: 2000 shards
Bonus: +5% attack, all defence boosts are converted in to attack boosts.

I'd call them Berserkers.

Sundancer wrote:Race: (No name as of yet, suggestions are welcome)
Cost: 2000 shards
Bonus: +5% defence, all attack boosts are converted in to defence boosts.

And I'd call them Jerichos.

Sundancer wrote:Race: Leprechauns
Cost: 2500 shards
Bonus: +10% chance to start as red, blue, yellow or green.

Rather than red, blue, yellow or green I'd go for the first half of however many people are playing, because this'd be useless on 2-4 player games.

Sundancer wrote:Race: Crusaders
Cost: 3250 shards
Bonus: Can choose 2 starting positions (In conquer mode). When less than 5 connected regions, all regions are counted in the spawn (Full map).

I'd separate this into two different races, because with both these powers you could go a bit mental on people.

Sundancer wrote:Race: Headstarters
Cost: 350 coins
Bonus: Always the first to play. After the first turn, is reverted back to normal turn order. Example, if using this race, you are blue, you get to place before red and play your normal turn after red. If there is multiple players with this race in the same match, they get to play the "first turns" in the order they're in normal turns. Example, blue, orange, and brown are using this race. Blue gets to place first, then orange, then brown, after that the normal turn order starts; red, blue and so on.

I think something similar was suggested as an FTA solution.

funny, i had the exact same thoughts as joshua

Re: Race ideas.

PostPosted: Tue Jul 16, 2013 3:05 am
by royalblue
To be honest, despite being really good ideas, most of those are incredibly overpowered. Headstarters for instance would dominate full map games.

Re: Race ideas.

PostPosted: Tue Jul 16, 2013 3:56 am
by Fangfallen
Royalblue, they do seem pretty overpowered but they are also rather cheap.

Re: Race ideas.

PostPosted: Tue Jul 16, 2013 4:03 am
by jwl1000
i think monks is good, but the rest are a bit OP

Re: Race ideas.

PostPosted: Tue Jul 16, 2013 4:03 am
by Fangfallen
I'd be using the berserkers..

Re: Race ideas.

PostPosted: Wed Jul 17, 2013 12:36 am
by Reznorock
Nice ideas, id like to see some new races that wouldn't be a downgrade (like the way blademasters are to arachnids etc)

Re: Race ideas. Updated with 2 new races.

PostPosted: Wed Jul 17, 2013 10:35 pm
by Joshua
Sundancer wrote:Race: Ifrit
Cost: 3000 shards
Bonus: After fighting with this race, turns your racial bonuses around and gains the original ones to itself for one turn (Doesn't affect spawn bonus). Example you have dragons and you attack Ifrit. Your new racial bonuses are -5% attack and defence, and the Ifrit has +5% attack and defence for one turn.

I can imagine that getting very annoying for the person who gets their bonuses turned round.

Sundancer wrote:Race: Djinn
Cost: 3000 shards
Bonus: After fighting with this race, doubles your racial bonuses and gains the same bonuses for itself for one turn (Doesn't affect spawn bonus). Example you have dragons and you attack Djinn. Your new racial bonuses are +10% attack and defence, and the Djinn has +10% attack and defence.

What happens if a Djinn fights an Ifrit, or if everyone in the game has one of them?

Re: Race ideas. Updated with 2 new races.

PostPosted: Wed Jul 17, 2013 10:36 pm
by necrocat219
Joshua wrote:
Sundancer wrote:Race: Ifrit
Cost: 3000 shards
Bonus: After fighting with this race, turns your racial bonuses around and gains the original ones to itself for one turn (Doesn't affect spawn bonus). Example you have dragons and you attack Ifrit. Your new racial bonuses are -5% attack and defence, and the Ifrit has +5% attack and defence for one turn.

I can imagine that getting very annoying for the person who gets their bonuses turned round.

Sundancer wrote:Race: Djinn
Cost: 3000 shards
Bonus: After fighting with this race, doubles your racial bonuses and gains the same bonuses for itself for one turn (Doesn't affect spawn bonus). Example you have dragons and you attack Djinn. Your new racial bonuses are +10% attack and defence, and the Djinn has +10% attack and defence.

What happens if a Djinn fights an Ifrit, or if everyone in the game has one of them?


Caughtcha Joshua!