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 Suggestions
Axelnomad
Posted: Oct 22 2009, 04:45 AM


The Guy


Group: OERP Staff
Posts: 84
Member No.: 15
Joined: 29-November 08



I say merging class with weapons so based on what weapon a player is using is the skill set they will have, sort of like dynasty warriors online. This would make it so we could add later class skills in during the game without screwing the older players.
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Axelnomad
Posted: Oct 22 2009, 05:03 AM


The Guy


Group: OERP Staff
Posts: 84
Member No.: 15
Joined: 29-November 08



as players progress through the ranks why not give them more control over the game.

example:

Player 1 has been doing a good job and is rank 7, Liu Bei promotes him to a adviser and player 1 is able to put in suggestions like launching attacks or something else, Liu Bei can consider these opinions given they are not always listened to, but its possible that they are. Giving good options would be another way to advance rank or make gold.

another example:

Player 2 is now rank 3. Sun Jian thinks he is worthy of becoming a viceroy of one of Wu's cities. From here the player could do a number of things like working on enhancing the cities defenses, working on relations with the city folk, launching attacks on other territories, or purchasing structures to benefit the city.



These would make players more inclined to try to survive to get these benefits, plus it would likely reduce the rate of defections since ranks reset when defections take place.
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EternalXDream
  Posted: Oct 24 2009, 06:04 PM


Newbie


Group: Members
Posts: 4
Member No.: 33
Joined: 23-October 09



If the game could use sub-classes, it would be a nice touch to it considering alot of people will be the same basically.

Example:

EternalDream chooses soldier as main class.
Ero chooses soldier as main class.

EternalDream chooses Berserker/Axeman(Axe-user) because of the benefits for heavy hitting skills, slashing damage, Higher HP bonus, and wonderful offensive abilities. While suffering from slow-hit rate, lower defense-type things implemented in the game, and restricted to only wear Light or Medium-based armor due to the fact of the Berserker's disdain for heavy armor to restrict his movements.

Ero chooses Dragoon/Spearman (Spear-user) because of the long-reach during battle (if that matters), piercing damage, bonus to attack/or something on horseback, Chance of ignoring percentage of opponent's armor due to piercing effects while suffering from limited skill selection, average defense, ect, ect...

I could go on and on. Lol, but that's just random things that could make sub-classes interesting and everyone won't be the same exact "soldier". It could even effect tasks outside of battle, that would be nice. Or even if sub-classes was for cosmetics.. tongue.gif
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Axelnomad
Posted: Oct 24 2009, 11:46 PM


The Guy


Group: OERP Staff
Posts: 84
Member No.: 15
Joined: 29-November 08



I think we are considering merging the class skills with the weapons so a person does not pick a class, but rather gains class skills based on the weapon they are using at the time. Meaning we can add classes when we add weapons and armor. More on this later.
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EternalXDream
Posted: Oct 25 2009, 12:27 AM


Newbie


Group: Members
Posts: 4
Member No.: 33
Joined: 23-October 09



Sounds good to me, Axel. cool.gif
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