Suggestion: Three drastic changes to the Spirit World
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- zmvoid
- Awakened
Here are my suggestions on how to increase the Spirit World complexity, as well as making it more dynamic and a variable in battle.
1. Remember those "four breaches" from Four Houses and the help section? Make those an actual in-game component. They could have the appearance of a large and more detailed gateway, since gateways are supposed to be small breaches in the planes, and in most respects behave like a regular gateway. There could be incentives tied to team control of the breaches, such as increased dominance over certain spirits (more on this in the next section). Campaigns could be themed around breach control as well.
2. Assuming the implementation of the breaches, tie the houses to specific breaches. Then change the spirit spawning algorithm to something like this: From any given point, calculate the distance to each breach, and base the likelihood of a house spawning on said distances. For example, if the point is three times closer to the Inrik breach than the Drioma breach, an Inrik is three times more likely to spawn than a Drioma. Apply this to all four breaches. And when your team has control over a breach, all team members have increased defense and attack on the respective house. This makes the breaches a very valuable resource.
3. In order to make the Spirit World dynamic, allow spirits to spontaneously attack you as well as fight with other spirits. The algorithm could work like this: Every time anyone in the game casts an attack on a spirit, that attack has a chance of being stored in the servers as offensive action against the element and house. These actions would expire after an hour. These actions then influence the spontaneous attacks, for example, if you go around killing Dannans then you have a higher chance of being randomly attacked by one. These records could also be applied universally, so if an abnormally high number of one house are killed, spirits of that house are more likely to randomly attack other spirits, possibly igniting a house vs. house war. This could also be leveraged then to make killing higher level spirits easier, once they have worn each other down.
Any thoughts about these ideas?
1. Remember those "four breaches" from Four Houses and the help section? Make those an actual in-game component. They could have the appearance of a large and more detailed gateway, since gateways are supposed to be small breaches in the planes, and in most respects behave like a regular gateway. There could be incentives tied to team control of the breaches, such as increased dominance over certain spirits (more on this in the next section). Campaigns could be themed around breach control as well.
2. Assuming the implementation of the breaches, tie the houses to specific breaches. Then change the spirit spawning algorithm to something like this: From any given point, calculate the distance to each breach, and base the likelihood of a house spawning on said distances. For example, if the point is three times closer to the Inrik breach than the Drioma breach, an Inrik is three times more likely to spawn than a Drioma. Apply this to all four breaches. And when your team has control over a breach, all team members have increased defense and attack on the respective house. This makes the breaches a very valuable resource.
3. In order to make the Spirit World dynamic, allow spirits to spontaneously attack you as well as fight with other spirits. The algorithm could work like this: Every time anyone in the game casts an attack on a spirit, that attack has a chance of being stored in the servers as offensive action against the element and house. These actions would expire after an hour. These actions then influence the spontaneous attacks, for example, if you go around killing Dannans then you have a higher chance of being randomly attacked by one. These records could also be applied universally, so if an abnormally high number of one house are killed, spirits of that house are more likely to randomly attack other spirits, possibly igniting a house vs. house war. This could also be leveraged then to make killing higher level spirits easier, once they have worn each other down.
Any thoughts about these ideas?
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- Asheroth
- Enlightened
I really like these suggestions as they would add a greater depth to the game, I believe, and they would add more to the game "flavor-fully" at very least.
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- Gabriel
- Awakened
I like most of them. The problem with the four breaches is that I believe they are all in Europe. If the breaches were spread out across the world, I think it would be awesome.
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- zmvoid
- Awakened
The breaches would of course have to be relocated. They would need to be in remote locations so that the teams have to do a little LFing to get there, and so that nobody spawns nearby. Perhaps one in the US, one in Canada, one in England, and one in mainland Europe?
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- Gabriel
- Awakened
No to US AND Canada and England AND Europe. What about South American, Asian, African, or Australian players? We should probably have one in each of the four 'quadrants,' somewhere in the north/west, the south/west, the south/east, and the north/east. Maybe in the oceans where possible?
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- Death-Vader
- Awakened
I say random spawns of the breaches and they switch at the start of every campaign that way it be basicly impossible for any one to camp them if and when they are found
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- Gabriel
- Awakened
That's a really good idea too. Maybe like the academies are working to heal the breaches, but as they seal one, another rips open?