Post by kurei on Jul 30, 2015 16:25:33 GMT
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EXP From lv1k onward
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This a 3-layer suggestion that focuses on giving players more objectives to complete, increased access to EXP, and a way to make training even more interactive.
The first layer of the idea would require quite a bit of mapping, I could provide some blueprints for it all though not actual maps.
The second layer may be code heavy, requiring quite a few new missions being implemented or even possibly a change to the current mission system.
The third layer is code-oriented, and focuses on repurposing and solidifying the strength of NPCs that appear to wildly vary in difficulty.
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Rogue Shinobi Forts
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Instead of having Rogue Ninja NPCs clustered and littering the map, which makes them way more dangerous than log training or attempting to kill other players...
I figured organizing them into Rank-Based forts would help matters a bit. Forts would range from D to A Rank like the ninjas. The forts should have a 'Floor Count' based on their rank as well (1 Floor for D, 2 for C and B, 4 Floors for A).
Each fort should also have a rank-appropriate boss as well as a special Flag in the rear of the top floor of each fort. The boss will be required for a Mission, while the Flag will serve it's own purpose.
A village shinobi who has defeated the Rank Boss is able to capture the Fort's flag by using the appropriate command on it. When the flag is captured, the village that the player is from receives an additional 50% Exp from PvP, Mob kills, and Missions. The person who captures the flag also gets 5000 Ryo.
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Missing Ninja Extermination Missions
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Missions available to level 1k+ Chuunins, there are two categories of missions:
[Eliminate the (Rank) Rogue Ninjas] - Requires the player to defeat 25 Ninja of the corresponding rank within the forts around the map. Awards the player EXP and Ryo based on their level and some other factors upon reporting the mission.
[Gather Intel from the (Rank) Forts] - Requires the player to defeat the Boss Ninja of the corresponding rank in each rogue fort.
The Rank requested of the player can either be separate missions, or altered based on their level/rank. TBH since some clans have a harder time than others with dealing with mobs, it may be better to leave them as separate missions in different rank categories and base the mission payout/exp on the rank of the mission.
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Solidifying the Stats of Rogue Shinobi NPCs
============================================
This is more or less an idea to solve the overarching issue of D-Ranks randomly being 10~20x stronger than A Ranks yet giving less exp.
I would recommend re-doing each mob to have a permanent code in place that represents the rank, to remove a bit of the randomness and grant the mobs better stats/more jutsu based on their current Rank (With A Ranks using some of the more powerful elemental ninjutsu)
For now I have a simple scale in mind based on the mob ranks in comparison to when a player might be considered equivalent to those ranks:
D-Rank NPCs [5000 Health, 750 Tai/Nin/Gen/Speed]
C-Rank NPCs [8500 Health, 1650 Tai/Nin/Gen/Speed]
B-Rank NPCs [12500 Health, 4000 Tai/Nin/Gen/Speed]
A-Rank NPCs [22000 Health, 6250 Tai/Nin/Gen/Speed]
These stats SHOULD maintain the danger of these NPCs grouping up on the player to prevent too much of an issue of certain clans/jutsu ohkoing them without them first getting any damage off.
EXP From lv1k onward
========================
This a 3-layer suggestion that focuses on giving players more objectives to complete, increased access to EXP, and a way to make training even more interactive.
The first layer of the idea would require quite a bit of mapping, I could provide some blueprints for it all though not actual maps.
The second layer may be code heavy, requiring quite a few new missions being implemented or even possibly a change to the current mission system.
The third layer is code-oriented, and focuses on repurposing and solidifying the strength of NPCs that appear to wildly vary in difficulty.
===========================
Rogue Shinobi Forts
===========================
Instead of having Rogue Ninja NPCs clustered and littering the map, which makes them way more dangerous than log training or attempting to kill other players...
I figured organizing them into Rank-Based forts would help matters a bit. Forts would range from D to A Rank like the ninjas. The forts should have a 'Floor Count' based on their rank as well (1 Floor for D, 2 for C and B, 4 Floors for A).
Each fort should also have a rank-appropriate boss as well as a special Flag in the rear of the top floor of each fort. The boss will be required for a Mission, while the Flag will serve it's own purpose.
A village shinobi who has defeated the Rank Boss is able to capture the Fort's flag by using the appropriate command on it. When the flag is captured, the village that the player is from receives an additional 50% Exp from PvP, Mob kills, and Missions. The person who captures the flag also gets 5000 Ryo.
=====================================
Missing Ninja Extermination Missions
=====================================
Missions available to level 1k+ Chuunins, there are two categories of missions:
[Eliminate the (Rank) Rogue Ninjas] - Requires the player to defeat 25 Ninja of the corresponding rank within the forts around the map. Awards the player EXP and Ryo based on their level and some other factors upon reporting the mission.
[Gather Intel from the (Rank) Forts] - Requires the player to defeat the Boss Ninja of the corresponding rank in each rogue fort.
The Rank requested of the player can either be separate missions, or altered based on their level/rank. TBH since some clans have a harder time than others with dealing with mobs, it may be better to leave them as separate missions in different rank categories and base the mission payout/exp on the rank of the mission.
============================================
Solidifying the Stats of Rogue Shinobi NPCs
============================================
This is more or less an idea to solve the overarching issue of D-Ranks randomly being 10~20x stronger than A Ranks yet giving less exp.
I would recommend re-doing each mob to have a permanent code in place that represents the rank, to remove a bit of the randomness and grant the mobs better stats/more jutsu based on their current Rank (With A Ranks using some of the more powerful elemental ninjutsu)
For now I have a simple scale in mind based on the mob ranks in comparison to when a player might be considered equivalent to those ranks:
D-Rank NPCs [5000 Health, 750 Tai/Nin/Gen/Speed]
C-Rank NPCs [8500 Health, 1650 Tai/Nin/Gen/Speed]
B-Rank NPCs [12500 Health, 4000 Tai/Nin/Gen/Speed]
A-Rank NPCs [22000 Health, 6250 Tai/Nin/Gen/Speed]
These stats SHOULD maintain the danger of these NPCs grouping up on the player to prevent too much of an issue of certain clans/jutsu ohkoing them without them first getting any damage off.