Actual Race Wars
Old 06-23-2008, 12:04 AM   #1
Diashan
Guest
 
Posts: n/a
Default Actual Race Wars

Going by the name of the game, one would assume that races play an important role in RWK where in fact they currently don't at all. I've thought of a few things that could make races play an important role and add some interesting things to the game.
Before going further I'll mention that classes shouldn't be taken into consideration because once you get to cap and transfer any race can be any class with no benefit or loss.

First idea is war/defense bonus and penalties against different races. This would mean you can plan to nuke certain people easier, or you can defend yourself better against certain people. I would say a 15% max attack/defense bonus because there's no need to go overboard, just enough to make it noticeable and worth it. I'm not sure how to give templars a bonus that would fairly stack with morphing. One idea is that pure templars can have no attack/defense bonus against all races, and maybe an addition 1% interest increase or something. Below is a sample of how it could work.



I think all races should have no defense/attack bonus against their own race. I only made this chart as an example to show how it could work. Human nuking a Dwarf would do 15% less damage (Red indicates negative). Ogre nuking a troll would do 15% extra damage. The way I set it up is inverse, so where as a human does the least damage possible to a dwarf, a dwarf would do the most damage possible to a human. This could be adjusted so that one race vs another doesn't get totally raped in both directions. Human nuking dwarf could be 15% less damage, but a dwarf nuking a human could be only say 5% more damage.

Templars should still be able to spend 5k ash to change their race repeatedly. 5k ash is enough that you won't be spending it every time you want to nuke someone, but it's not so expensive it will never be worth it.

Other race suggestions could be to give every race a small bonus. I'm having a hard time thinking of examples and it'd take a lot of tweaking to balance them against each other but here's a few to start with:
1. 2% less delay on all actions
2. 4% higher skilling rate
3. 1% more interest in KD's
4. 1% kd defense
5. 1% extra war damage
6. 5% higher drop rate
7. 5% more damage (cast/attack)
8. 5% less damage taken

I know that 1% interest/war/defense doesn't sound like much, but if you think about large scale in the tens of thousands of KD's it adds up. Having to spend 1% more gold to nuke out 10k 50 runers might be an additional 50 trill or so. 1% more interest on 10k KD's is like 2 trill a month extra.

My last idea is for race resists in dueling, set up in the same way that the nuking is above. Maybe it could be exact opposite of nuking bonuses, where say dwarfs rape humans in nuking, a human rapes a dwarf in dueling. Just a thought.

Also I might as well point out that RWK isn't very "role playing" friendly, so don't give me a bunch of "Ogres are stronger than Humans in LoTR/other rpgs so it doesn't make sense that they do less war damage!!1111"
  Reply With Quote

Old 06-23-2008, 12:08 AM   #2
Lord Sin
Guest
 
Posts: n/a
Default

i like this idea... be great to put it in just as he described... would be a nice new touch
  Reply With Quote

Old 06-23-2008, 07:06 AM   #3
Macca123
Guest
 
Posts: n/a
Default

Yeah it would be an interesting concept to add in, especially if Jeff thought of a few new things to put in. Another bonus could be to do with gf points, maybe 5% gf points, something like that.
  Reply With Quote

Old 06-23-2008, 07:56 AM   #4
Soulless
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by Macca123
Yeah it would be an interesting concept to add in, especially if Jeff thought of a few new things to put in. Another bonus could be to do with gf points, maybe 5% gf points, something like that.
Templarz r pimp!!111

Yeah it would add some depth, and since you can change your race for a cost then it shouldn't become trouble if you're wanting to do a massive nuke. Perhaps templars should get something like -6 defense and +6 attack damage against everyone, making them a balanced, controlled choice but not the best for all scenarios. Other racial ability options I can think of could be +1 attack per hour, +10% effectiveness from kingmanship, or -5% corruption.

As for giving races bonuses for acumen I like this idea but also would like to see something passive for each race, for example give morphed and unmorphed Templars 10% void resist, Ogres 10% more dur, Balacee 10% more agi/cnt, etc.

Another possibilty would be to make different special locations (one for each race) with their own character improving quests that only allow you to enter if you're of that particular race, you could even make an alignment system but I'm just throwing ideas here.
  Reply With Quote

Old 06-23-2008, 08:26 AM   #5
Diashan
Guest
 
Posts: n/a
Default

A controlled 5% more damage dealt and taken would be interesting, and in addition to that templars that morph would get the same boosts from the table +3% added on or something. Would make morphed templars do a max of +18% to someone and and a min of -12% to someone, slightly balancing it more in favor of having templar. Also note that the table is just for attacking only, there is no defense penalties like suggested for templars. A pure templar vs a pure templar would do 10% more damage overall (5% extra damage plus enemy having 5% less defense) and anyone non templar would simply do 5% more damage to a templar. I suppose morphed templars would do the same damage as a pure templar when attacking a pure templar. Morphed templars would have the greatest bonus against other morphed templars or non templars.

Ok I'm starting to confuse myself and probably just repeating stuff now about how templars should work which is why I was unsure in the first place. Someone should be able to pull some sort of ideas from that though.
  Reply With Quote
Reply



All times are GMT -5. The time now is 08:03 PM
Boards live since 05-21-2008