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Clan perks
How about
Domination
Gives 20% extra xp towards controlling an area
Stonghold
Once an area is in control of your clan you get 20% extra xp
instead of the usual 10%
Scholar
Clan battles earn 20% xtra xp for members of your clan
Improved optics
all sights and binoculars get 1 xtra radius
Engineering
all weapons and armor get back 50% att after battle
Divine intervention
5%stun resist 5% crit resist 5%poison resist 5%blind resist
Mass Looters
clan members get xtra turn at the end of winning a match to collect items
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Clan perks
I also think the increase clan size perk should be increased to 2 members per perk as most people have to keep swapping there low and high level accounts in and out of clan every time there is a mega...
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Make clan size start out at 5 spots. Increase 1 spot per level. Keep extra member spot clan perks. Keep in mind, clans will grow more slowly if you keep the size down. And maybe drive more clan creations.
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Aside from the above ideas (most all of are great, love the aura idea)
here are a few of my ideas. Some auras, some battle turners like one time powers. Most of these I figure limiting them to only being able to geting them ONCE.
OK, here i go
Gunsmith
repair attrition on primary weapon, current Attrition raises max attrition lowers
Present Box
Set mine inside box and closes box
Courage
units within sight radius gain 5% damage resistance
Allies Behind Me!
For Each unit in sight radious gain 5% critical resistance
Miracle
If a unit is reduced to red life *ONCE* per battle gains 99% damage resistanc until next turn
Air Raid
For 6AP from ALL of you units drop a rocket to ANY selected cell on map
Satelite Picture
*ONCE* a battle see the ENTIRE map for 3 seconds
Homing Missle
for All of a units AP fire one 100% acuracy grenade or rocket at a visible enemy from anywhere *Once* a game
What Do I Need?
higher chance of retreiving items your character is "Skilled" in
Ninja
Player is invisible until next turn (like 5AP)
4 Eyes
Two side by side units gain +4 sight radius
Guillie Sniper
Move into bushes (also needs Sniper Skill)
Jacks Of The Trade
+5 Skill in a given weapon category
Vengence
+1 Crit% accumulates with close units (within 5 spaces, 3 units in a tight group would gain a +3%)
Motivation
+1 AP for each 2 team members (up to 2Ap max) (max level perk)
RAGE
A unit in critical condition gains 1AP and 5% damage resistance
ok brain stopped
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unit can shoot only once per turn, but with raised critical chance ?
Bloody mess ? 😁
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ooooo oooooo some more
Me Gun! Me Gun!
50% chance to keep the weapon in your 2nd slot upon death
Pack Rat
Keep all items in your inventory if your pack isn't violated (quitting negates of course)
Decoy
Project an unopened box at one space from the peak of your vision
😁😁😁😁
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ooooo oooooo some more
Me Gun! Me Gun!
me gun???? lol imagine saying that in a mega... 😁
i had another few ideas if "clan actions" became implemented:
A BENELI!!! - shotgun = +20% dmg 1 turn only
3rd eye - 1 sniper optic for 0AP, must have sniper skill above 30 and sniper for primary weapon
swampy conditions - all units (EVERYBODY, INCLUDING YOUR UNITS!) start with poison 20 (poison res not calculated ^^)
forced blindfolds - same as above, except blind not poison ^^
global paralysis - same as above, except stun not blind ^^
dead mans trap - if ANY mine hits YOU and your enemy, both units drop down to 1 life 😲
world domination!!! - every unit (including YOU) takes dmg equal to milkor grenade and grenade skill lvl 20
super gatling - everyone takes dmg equal to m60 and machinegun skill 20
(the above 2 may unbalance game, but is also very risky to use in the first place, i suggest they be unlocked at top clan lvl)
ZZzzzzzzZZZZZzz brain short circuited...(to much brain "storming" lol) ill be back with more! 😁
Edited 18 hours, 40 minutes later by *DELETED*.
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any of these do anything for ya?
😁my mind won't stop now
ok
Air Drop
create 1 box near each clan member with useful items(not each unit, each player, exclude artifacts, make low attrition)
Displacing
Units apear a few spaces away from where they realy are. Direct weapons like smgs and snipe snipes cause no damage, spray weapons scratch.
^^ (could be a neat artifact power for armor, or just an item by it's self, with 1 attrition, only sprya or explosive could hit and one hit destroys the device, thus returning the unit to normal position, just a thought =))
Napalm Drop
Causes a line of fire for 1 round (till the user goes again) the line does not block line of sigh, but does block passage, a unit subjected to this line gains a Poison 20 (would actualy be "On Fire", which would be a new status change, with the option to "stop drop and roll" instead of taking an action to reduce it to 1 your next turn) so a brave Tank could walk thru it, if they wanted...
Sonic Device
Creates a 90 degree wave causing a one time -3AP to all units struck
007's Golden Gun
Pistols Damage from an unseen unit deals criticals
Feeling lucky, Punk?
A shot dealt with the LAST AP with a Pistol is Sinister and Critical Damage!!
Bruce Lee
Damage dealt bare handed is 100% Accuracy and Sinister
Teleport
Move one unit 12 spaces for 6AP
InSaNiTy
Cause one unit to FrEaK OuT on it's owner's turn (ranodmly attack nearest unit and move randomly) Must sucsesfuly damage, not scratch
Stooooopid!
Cause one unit to be 90% stun for one turn, Must sucsesfuly damage, not scratch!
Resurrection
Cause one unit a game to be brough back to life with 50% HP
Finger Of Death
Deal 99% damage to one unit already 75% or less Life (leaving them at 1, Ends turn)
One more Balance idea it to have some of them only available in a clan war 😁
AM I ON THE RIGHT TRACK!?!?!
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hmmm teleport? - I think that will get rejected ☹ lol
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hmmm teleport? - I think that will get rejected ☹ lol not rly, imagine when character will be teleported in the center of war, instead of safe place ☺ this blade got two edges
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:Finger Of Death
Deal 99% damage to one unit already 75% or less Life (leaving them at 1, Ends turn)
lol who needs this? only required if fighting astor, bers or anybody else who is lvl 30+ and when you are under lvl 20 ^^ 😁😁😁
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