TheGiftedKes
Member
This is the new version of the original post (https://us.forum.elvenar.com/index.php?threads/send-in-the-commander.22804/). While everything is up for discussion, the text in blue or under blue sections headers are particularly important to be discussed before finalizing and putting up the idea for vote again.
Short Summary:
A new building that houses ‘Commanders’. These Commanders can be 'sent into' one encounter per day with unique buff/nerf effects. They can be leveled up with Experience.
Details:
A new building, let's call it the Commanders’ HQ and let's make it not too large, houses "Commanders". This building will be available for all to build (like a lvl 1 residence or a builder's hut). These are individuals that do not actually take up a squad or join the fighting 'physically'. In the cater/fight setup interface, there will be a checkbox "Send in the Commander". If you select it, the Commander 'commissioned' (highlighted by you in the commanders' HQ) will have his/her effect active during that one encounter. The check-box will then be disabled for a cool-down period (6 hours after first use, 12 hours after second use, i.e 3 uses max in a day). The cool-down resets with server reset.
Commanders each have a unique ability that reduces cater costs, enhances friendly troops' performance or reduces enemy's performance in a fight (e.g. Luigi reduces catering/diplomacy cost by x%, Xandar reduces all friendly defensive penalty by y%, or Sidhra reduces all enemy initiative by z%, etc.).
What do I mean by an encounter?
An encounter can be 1) a tourney encounter (which, by the way, might soon be condensed so that one encounter completes the province) , 2) or all fight waves/diplomacy rounds of a spire encounter, 3) or a province encounter.
Details about cool-down period and Experience for commanders:
The effectiveness of a Commander could grow with leveling up through accumulating Experience (+1 for a victory). They can then be leveled up at Experience milestones. If you send in a Commander and lose the fight anyway, the next cool-down period is doubled as a penalty. For a commander specialized in diplomacy you can only lose in the spire since there is no losing possibility when catering in tourney/provinces.
The portrait for each Commander will become available for your profile when you get him/her to the max level.
The cool-down period can be reduced with research/AW?
How many commanders?
I think it is fair to have at least 3 default commanders (e.g. Luigi, Xandar, and Sidhra above) upon building the HQ. I also think it is fair to have research related to adding more commanders in late game chapters. Another option is to make the HQ level up with diamonds and get more commanders (similar to builders' hut). I suggest that the cool-down period be shared between all commanders so having more types don't mean more frequent advantage, just wider variety.
Benefits:
Short Summary:
A new building that houses ‘Commanders’. These Commanders can be 'sent into' one encounter per day with unique buff/nerf effects. They can be leveled up with Experience.
Details:
A new building, let's call it the Commanders’ HQ and let's make it not too large, houses "Commanders". This building will be available for all to build (like a lvl 1 residence or a builder's hut). These are individuals that do not actually take up a squad or join the fighting 'physically'. In the cater/fight setup interface, there will be a checkbox "Send in the Commander". If you select it, the Commander 'commissioned' (highlighted by you in the commanders' HQ) will have his/her effect active during that one encounter. The check-box will then be disabled for a cool-down period (6 hours after first use, 12 hours after second use, i.e 3 uses max in a day). The cool-down resets with server reset.
Commanders each have a unique ability that reduces cater costs, enhances friendly troops' performance or reduces enemy's performance in a fight (e.g. Luigi reduces catering/diplomacy cost by x%, Xandar reduces all friendly defensive penalty by y%, or Sidhra reduces all enemy initiative by z%, etc.).
What do I mean by an encounter?
An encounter can be 1) a tourney encounter (which, by the way, might soon be condensed so that one encounter completes the province) , 2) or all fight waves/diplomacy rounds of a spire encounter, 3) or a province encounter.
Details about cool-down period and Experience for commanders:
The effectiveness of a Commander could grow with leveling up through accumulating Experience (+1 for a victory). They can then be leveled up at Experience milestones. If you send in a Commander and lose the fight anyway, the next cool-down period is doubled as a penalty. For a commander specialized in diplomacy you can only lose in the spire since there is no losing possibility when catering in tourney/provinces.
The portrait for each Commander will become available for your profile when you get him/her to the max level.
The cool-down period can be reduced with research/AW?
How many commanders?
I think it is fair to have at least 3 default commanders (e.g. Luigi, Xandar, and Sidhra above) upon building the HQ. I also think it is fair to have research related to adding more commanders in late game chapters. Another option is to make the HQ level up with diamonds and get more commanders (similar to builders' hut). I suggest that the cool-down period be shared between all commanders so having more types don't mean more frequent advantage, just wider variety.
Benefits:
- If you are stuck in an encounter cater or fight, you can help yourself out of it to continue playing (tourney or spire only).
- It helps the new players to do more tourney/spire/province encounters (and doesn't give much of a tourney advantage to players with already invincible armies, but help all with spire boss encounters). If the tourney changes to random encounter types ad condensed fights, it helps get past unlucky line-ups when used wisely.
- The leveling up of commanders through the 'experience' they get when used rewards player activity.
- Since the unit upgrades are all done by the end of the Elvenar chapter (i.e., all units are 3-stars), I thought it would be nice to have a new military-related activity to invest time and effort in for the bored high-chapter players.
- It provides a rich menu of customized encounter bonuses that helps caterers/hybrids overall, and if used wisely and effectively, can turn the tides in a seemingly hopeless battle for fighters/hybrids.
- Each player can focus on a Commander they like best based on their playing style (fighter/caterer/hybrid) and the fights they find most challenging (fighter/hybrid only).
- New profile pictures that need to be earned!
- The long-term growth of each Commander, the addition of new Commanders, and improving Commander effects and cool-down periods (e.g. potential AW integration) can provide endless fun!
- It potentially adds additional complexity to the fighting system (not catering though) which may require extra tutoring of the new players by their FS.
- The idea might seem like too much work for devs, but as it provides a platform for a myriad of other easy implementations down the road, I hope it will be sent to them to be considered. For what it's worth, I tried to make the implementation graphically simple (i.e. checkbox in the fight/cater interface sends in the highlighted commander from the HQ building).
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