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Let's talk about Clan Perks
People ask me about rising maximum clan level all the time, but I don't do that on purpose, because I haven't decided yet what should we do with clan perks. Thing is if we let everything at the current state but rising limit up to 10 we will have +50 HP to ALL clan units on level 10 and that is quite significant advantage even for level 30 players, let alone level 10 newbies.
We have option to rise minimum player level to join clan once clan level rises, which it logical, but won't solve the problem above anyway.
Being said that I think we need to do something with Clan Perks - same thing that we did back in the days with regular perks - completely redesign them from scratch. IMHO clan perks should give some interesting abilities to clan members, not just plain HP increase. Something in the vein of Insightul perk, However I can't imagine good number of such perks and therefore I would like to ask players about suggestions and opinions.
Speak up! But please be real in what you say and think about game ballance and implementation prior to posting your crazy ideas ☺
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not really about this topic...
i think that there should be some extra clans made by mods that allow newbies or other people to join so that even if the other clans have an extra 50 hp the other clans made by mods could also have some extra hp maybe not 50 but like 30 or 40. and i think that a clan could have all the perks that a single player would have. So if the clan gets the pistol perk one level everyone's level in pistols would raise up by 2. if this makes sense then thx for understanding but if it doesnt do this face😕
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good...
😁good idea....
go lev minimun the clan...10 is very good....
lev 3 minimun to clan is bad...8 is nice...
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😁good idea....
go lev minimun the clan...10 is very good....
lev 3 minimun to clan is bad...8 is nice... Minimum player level will probably depend on clan level, like clan level*2 or clan level*3
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ideia
i have one ideia....
brand the wins the loser the clan?
is good...or is bad?😕🙄
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The problem you stated with the HP is very simple to resolve... nerf it back to say... only three or two HP per level. That way clan members get their bonuses only without the newbies owning other newbies from the clan bonuses.
Speaking of ones already in play, the Mass Weight Increase is kinda weak. Might increase the power by a little (3 per level makes more sense). That's probably the reason's very few clans chose it.
As for a re-design goes... how about more variety? Like perhaps perks that allow for some rare "dodges" (1% per level chance to cause an incoming non-explosive attack to scratch) or wide accuracy boosts in specific weapon classes (1% per level increase to weapon accuracy)?
I'm liking what I'm hearing about the clan membership limits at the moment. Having the cap tied to the clan's level makes great logical sense as many other games use this method. I say 2 per level though up to level 5, then 3 per level from 6 - 10, and so on; yet it caps at 5 per level.
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my suggestion
In my opinion i do honestly think clan lvls should go to lets say 10, and in doing so decrease the max hp per perk to like 2 or 3, BUT if you dont increase the clan lvl, then i think it is fair how the hp is at the moment. Also, i think that maybe the Resist perks should be like 2 instead of 1, and aslo more perks added like, Insight, ummm that Line of sight perk thing, Strong back should also be increased to like 2 or 3 per perk, Also for like the 10th lvl, you should have 2nd teir perks like, Health or something, that gives 10 hp instead of 2 or 3, but that is a ONE time only thing. More over, i do feel that the clan lvl should increase to ATLEAST 10, this WILL incourage more players to play them higher lvl players to get the lvls of clans up.
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It's a pity but looks like you haven't got my point. Oh well... 🙄
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Ok, here is an example of the idea I would like to hear:
Clan Perk "Healing Aura".
When unit ends his turn near allied unit of player that is in the same clan, he will regenerate 5 HP.
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How about "angel protection" :
When a unit of your clan dies ( in same game , not your own unit ) you get a +5% bonus to defence for 2 turns 😁 ( max 10% bonus )
Or "empty it all out" :
If one of your clans unit ( in the same game , not your own ) starts empty, everyone will get one of the weapons he/she started with.
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Ok, here is an example of the idea I would like to hear:
Clan Perk "Healing Aura".
When unit ends his turn near allied unit of player that is in the same clan, he will regenerate 5 HP. well what about this one, if one unit from another clan member spoting an enemy, for example lets say madd is spotting an enemy and in my turn when i wanna shot the enemy my range is incrised by 1 on the spotted enemy only?!? or somthing like that who make you wanna co-op with some...
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michielh3 is thinking in the right directlion, go ahead guys, let's brainstorm more.
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first
hmm.. hard to create both logical and easy-implementable suggestion
what about that : "under pressure"
when someone wants to shoot me, if there is another unit (of my clan and team friend (not my own units)) in his sight radius, his accuracy will drop %20 (for this shot) (for per unit (of my clan) in his sight)
Edited 51 minutes later by CoDeRs_KnOw.
Reason: better explanation.
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*sets brains to storm -settings*
I think we can let the clan perks be powerful, as giving even more AP, if we add the chance -part to it, it wouldnt always work, just sometimes. They could all be related to friendly clan members so that the perks dont do anything unless you are fighting with a clan member in your team, which isnt that good idea in my opinion as there is no real incentive to fight against other clans at the moment. The perks could also work so that each of your units have a chance to get one or more of the perks for the duration of each game, and you need to adjust your gameplay depending on what clan perks you got this time round ☺ -Which I think sounds fun and brings more playing to the game. The perks could affect only one unit in question or only in the vicinity of the unit that got it. To add even more randomization to the mix we could make so that the so called auras even help enemies that are near, so that even if you have a real good aura it could also help your enemy which would balance it a bit. But to the list:
Lingering vision:
You might see the spots that your clan members scoped until their next turn.
Blacksmith:
clan members firing from near friendly unit have a chance to not lose an attrition point from a weapon when shooting, or from armor when shot at. Doesnt work on arts.
coach:
starting a turn near friendly unit gives a chance to have 1 extra AP that round
deep pockets:
using ammo or health packs near a friendly unit has chance of not depleting the used good. As in you can shoot more than 10 times with aksu and 1 stack of ammo, or you can sometimes use your health pack twice. Might separate this to 2 perks even
resourceful:
Every turn if you have no ammo for a weapon you have in your hands, you have a chance to spawn one ammo stack for it if it doesnt make you overburdened and you have room in inventory
armorer:
Every turn if you have a chance that your armor will repair one attrition, or if the one you are wearing is at full attrition there is a small chance it will turn to a step better armor if it doesnt make you overburdened and your level allows to use it. Doesnt work on arts.
breaker:
Every time you hit an enemy you have a chance to deplete more attrition from the armor than one.
critical:
more critical damage for nearby friendlies.
sergeant:
nearby friendlies have chance of doing more damage.
radar:
every turn you have a chance for a radar view telling you the direction of your closest enemy
6th sense:
every turn there is a chance you can see where one enemy mine is
insight:
every turn there is a chance you see hp and gear and perks and skills of enemy
looter:
At the end of game there is a chance you can pick up any items left in crates and bags. Or even if you lose if your enemy doesnt get "looter", but just 1 item.
needy:
when your enemy uses weapons there is a chance they use twice the ammo they normally need
Hows that for ideas?
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Hm... I was on the right track there, just needed to be more creative. Ok then!
Evasion Tactics: 5% chance that an incoming non-explosive attack that would do normal damage is reduced to scratching damage.
Sneek Peek: Allows clan members to take a "sneek peek" into any container (not bags) and see what's inside before they open it. If there's nothing in there, you can use the container to literally set up an ambush! Must be right next to the container. Costs 1 AP to use.
Telekinetic: Same as Sneek Peek, but you can take a look from a distance. Allows clan members to see into containers from 9 cells away! Only works with their own units' vision ranges. Costs 1 AP to use.
Blessing: Artifact spawns increase by .5%. Doesn't stack with multiple clan members of the same clan. DOES stack with multiple clans though.
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OK
Well since i wasnt on the right track there Bers, what about this ....... Clan perks could be something like aura based, or team based, but have the perks ranked in lvls, like since Talons is lvl 5, we use lvl 5 perks something that is very good, but out of the list of lvl 5 perks which i think we all can think of lists of some perks lvl 1-5, each created game by Talons, we could get a totally RANDOM aura perk from the lvl 5 list ......... maybe, that would be fun, starting a game and not knowing what aura you start out with, or if it will even help you ☺ .
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Let me Emphasize more ok, Lets say that we all get together, and come up with like 20 clan perks PER clan lvl, that means 20 for 1st, 20 for 2nd, etc., and lets say that you reset the clan lvls, AT THE START of every battle that clan will randomly get a perk from that clan list. This will make everything more fun and more mysterious, also ontop of them special random perks, we could also have permenant perks like more hp and all, just tweak them down a bit. I think this will be fun, for NO ONE knows what perk they will recieve every game. and the perks get better as the clan lvl increases....... So what does everyone think?????
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I got some more ideas:
Some of the clan perks could give a chance of attacks to do like 5% stun/poison/blindness. One perk for each.
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i got a few ideas...
LUCKY SHOT: increase chance of all crit hits by 0.5% (does not stack with anything except arts and unit perk) max lvl 2
BIG GUNS: if you start naked 1% chance of your weapon have half max attrition instead of just 6 or 3 max lvl 3
HOT-FOOTER: if unit was hit by a mine, next turn that unit gains 1 movement ap 1time only
BLIND/STUNED/POISONED HUNTSMAN: decrease effects of blind/stun/poison by 3% per level (stacks with unit perk) max lvl 3
SCARDY CAT or RUNNER if scardy cat is to wierd 😝 : when unit has below 25% HP gain 1 movement ap 1time only
BODYGUARD: if your unit is near another clan member of same clan(not your unit, inside 3 cells) damage is shared between all of you equally 1 time only
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my suggestion
clan perks only at clan wars, this will be fair
when some clan players fight against normal player they wont take advantage of clan perks like it is now
example of my clan perk imagination - "Spikes"
When one of clan players will be hit with melee weapon or bare hands, this player reflect back some percent damage to atacker
example of my second clan perk imagination - "Gear Breaker"
Players from clan get percentage ability to broke/dissarm opponents from armors weapons with shoot - maybe 1% chance on start, 1 shot - 1 broken weapon/armor or disarmed completly
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