 Future Land Schematics Idea

Discussion in 'Ideas + Feature Requests' started by Amun-Ra, Mar 23, 2017.

  1. Hello Kaw,

    I was thinking over the new lands and what really over all lands offered us as players. Here is an outline I created on perhaps a new land schematic to give lands more meaning. This is long so please be patient reading as I went into it somewhat detailed.

    All comments are welcome along with changes that would seem viable at any standpoint.


    NEW LAND SCHEMATICS
    Introduction:

    Lands are required for strength, they are the base and foundation for a players set build. Lands also give a set player the ability to accumulate more gold upon building on the land, more levels of buildings means more gold accumulation (except for defense towers).

    The following new lands schematic is to help reduce gold accumulation, not rid it, plus add incentives to other areas upon opening lands and buildings to help curve the influx of gold throughout the game and give its value back.

    The Core Schematic

    Not looking at land set 6 to be released but by land set 7, the core schematic of new land / buildings should be looked to introduce the following to help curve gold influx and give other enhancements to other areas of kingdoms at war. The following mentions will be broken down in the order given upon further details.


    New Land Attributes

    Each new land set contains 25 empty spaces for a player to build upon. The 25 spaces reserved to build on can be broken down in attributes such as:

    Gold Accumulation
    Hardened Ally
    Forged from Fire
    Build Bonus
    Extramental Clan

    5 attributes were derived as being easiest to split amongst 25 lands at 5 per. These selected attributes can be changed (not by players, just for development as seen fit)

    When a player opens a new land with such attributes in effect at random the system will choose wether the land opened will be gold, ally, equipment, build, or clan bonus attribute.

    Any building can be placed as normal on these lands, the space itself that is opened will have an attribute to one of the 5 areas mentioned that the system pulled at random when it was opened.

    Once the land is opened it will state in a popup which type of attribute it carries. Once a building has been placed it will show on the land opened a marker of some type showing which attribute this land spot carries. When viewed by going to you kingdom and looking at the land.

    Attributes

    ~ Gold Accumulation

    Since the beggining each land set released, every building placed every upgrade made raises the amount of gold per hit for players.

    This stops here. Buildings will now no longer give gold boosts for plunder. The only way to achieve this is by opening a land that has a gold accumulation attribute.

    Upon each building upgrade it will increase the amount of gold per hit as normal as long as it's on a gold accumulation attribute land till it's maxed upgrade.

    This helps with gold influx by a player receiving a gold boost for only 5 buildings rather than 25.

    Being 5 lands will have this attribute and at random selection by the system it will help curve gold influx and bring back the value of gold.

    Being at random selection by the game code itself makes this to be a chance of surprise on what a player gets for his attribute. This will cause one to not be able to select themselves and create right off the get go 5 buildings with the gold accumulation attribute. (Also being the same case defensive towers do not add to gold accumulation)


    ~ Hardened Ally

    Hardened Ally attribute, this gives a static system made ally bonus to a player that has received the Hardened Ally attribute upon opening a land.

    When a building is placed on this land it gives ally bonus. The bonus could differentiate depending on the building placed on the land. (Defensive towers do not add to the stats of the Ally bonus) These Ally bonuses can not be lost, these can not be bought from another player.

    These stats will remain in players said account even if a player was stripped. These are hardened Ally stats that can not be removed.

    Being at random selection by the game code itself makes this to be a chance of surprise on what a player gets for his attribute. This will cause one to not be able to select themselves and create right off the get go 5 buildings with the Hardened Ally attribute. (Also being the same case defensive towers do not add to Hardened Ally stats)


    ~ Forged from Fire

    Forged from Fire attribute, this gives a piece of equipment that a player can equip. This is for more the pvp or warring style player.

    The equipment can rival existing equipment on one notion, it can only be upgraded by acquiring enchantment pieces on winning a war and with spending mithril.

    Yes equipment is an abundant item at the present time with events and the stats they carry. The alchemist war equipment has been lost due to this.

    These types of equipment can rival the existing event equipment and bring back warring to the community along with the warring community having now a goal besides to just accumulate mithril and estocs edge, and also may bring back the systems wars between clans that was lost so long ago.

    Only 5 buildings would carry this attribute, giving only 5 pieces of equipment. Being that a building upgrade does not effect of equipment defensive towers would not hinder this attribute.


    ~ Build Bonus

    Build Bonus attribute, this gives a player a premium item. Such could be Avium Circles, Seal of the Damned, Health Crytals, Horn of Calydor, Nobilty, etc.

    This is just a way of saying thank you for playing. To achieve these lands would be a task in itself. So the player time spent on reaching these lands and surprisingly getting some health crystals or a sod would feel rewarding.

    This wouldn't come to much of a loss revenue wise as only 5 buildings would carry this attribute and the amount given is at ATA's discretion on what they could find reasonable without out of pocket loss in revenue.


    Extramental Clan

    Extramental Clan attribute, this gives a player an % Bonus that carries to the clan they are in. Current system is that only epic battles completed contribute to clan Bonus. Players would now be able to as well.

    Only 5 lands available for this attribute. As noted in other attributes defensive towers would not give stats on upgrades towards this Bonus.

    Each attributes possibilities

    Gold Accumulation :

    Removed gold hording from the system by hindering increased gold revenue per upgrade by reducing it to only 5 buildings.

    Allows the ally market to reach a leveled field with less gold aquisition to pump into the market.


    Hardened Ally :

    Gives players the ability to have Bonus from allies on a build basis rather than just a bought ally in an inflated market.

    Gives player the ability to retain a Ally bonus even if stripped clean, they're not 100% at loss.
    Takes away 5 lands for gold accumulation balancing gold through out game.


    Forged from Fire :

    Gives pvp and warring players a goal pertaining to their lands.

    Gives a competitive equipment towards the war and pvp community.

    Gives the ability to only place defensive towers on these lands to not limit their other attributes.

    Takes away 5 lands for gold accumulation balancing gold through out game.


    Build Bonus :

    Gives rewards for playing.

    Helps those that can't always pay for premium items.

    Takes away 5 lands for gold accumulation balancing gold through out game.


    Extramental Clan :

    Gives clans the ability to grow Bonus wise per player that's within the clan. As players come and go so does the clan bonus as it changes accordingly.

    Takes away 5 lands for gold accumulation balancing gold through out game.
     
  2. can kinda see some possible abuse for the clan bonus. I like the rest of it though.
     
  3. I also thought that could be an issue as well. All the attributes can be changed to deal with at area in Kaw, just the fact being if lands had attributes it would give more meaning to lands and other aspects on land to work towards. :)
     
  4. Lots to absorb bro lol

    Need to reread it a few times over a few days to better digest it all. Looks interesting for sure.
     
  5. Support new lands are killing the game but this type of new land could help save the game
     
  6. IMO this is the time to break away from the past and change gears bringing in new content. Whether its all or some of TG's ideas or something ease entirely new I'm all for it.

    I propose the new lands have a new pair of buildings introduced. BALLISTAS for both Attack and Spy that damage buildings during OSW PVP and EE. Those damaged buildings can regen or be repaired faster by using gold. I guess maybe MITHRIL would be a better idea for any faster repairs. Going in a totally different direction from simply getting more att/spy stats creates a more interesting set of ideas for build plans and their use.


    For those who constantly rail on about chasing BC as if its all that matters this is a compromise.
    Those who EB only which is fine these BALLISTAS r for non eb use hence do not effect EB only ppl. While ppl in OSW PVP and EE game styles ug for their purposes the EB only folks carry on as usual at no loss to them.

    Building damage cap TBD
     
  7. Use these lands with the builds that Night and I are discussing and you have. My support.

    I may not agree with every adding lands without fixing other problems but if it will happen despite 84% of the community asking for it not to, may as well make the best of it.
     
  8. support
     
  9. This could be reversed and set attributes to buildings only with each having its own, but maxed at 5 per type unless you upgrade your castle unlocking an additional type of any attribute you desire. This would also bring back castle upgrades which died out long ago.

    To use the castle upgrade though you would need an attribute drop from somehow. One for each attribute could be dropped and along with gold you would need that type of attribute token let's call it to upgrade the castle for your land to have the extra attribute making say 6 of one type on the first upgrade for your buildings.

    Just an extra thought although this is a land schematic lol.