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View Full Version : Let's talk about Clan Perks


berserker
12-25-2008, 02:21 PM
People ask me about rising maximum clan level all the time, but I don't do that on purpose, because I haven't decided yet what should we do with clan perks. Thing is if we let everything at the current state but rising limit up to 10 we will have +50 HP to ALL clan units on level 10 and that is quite significant advantage even for level 30 players, let alone level 10 newbies.

We have option to rise minimum player level to join clan once clan level rises, which it logical, but won't solve the problem above anyway.

Being said that I think we need to do something with Clan Perks - same thing that we did back in the days with regular perks - completely redesign them from scratch. IMHO clan perks should give some interesting abilities to clan members, not just plain HP increase. Something in the vein of Insightul perk, However I can't imagine good number of such perks and therefore I would like to ask players about suggestions and opinions.

Speak up! But please be real in what you say and think about game ballance and implementation prior to posting your crazy ideas :)

chewbacca
12-25-2008, 02:33 PM
i think that there should be some extra clans made by mods that allow newbies or other people to join so that even if the other clans have an extra 50 hp the other clans made by mods could also have some extra hp maybe not 50 but like 30 or 40. and i think that a clan could have all the perks that a single player would have. So if the clan gets the pistol perk one level everyone's level in pistols would raise up by 2. if this makes sense then thx for understanding but if it doesnt do this face:confused:

-Guga-
12-25-2008, 02:37 PM
:Dgood idea....
go lev minimun the clan...10 is very good....
lev 3 minimun to clan is bad...8 is nice...

berserker
12-25-2008, 03:39 PM
:Dgood idea....
go lev minimun the clan...10 is very good....
lev 3 minimun to clan is bad...8 is nice...

Minimum player level will probably depend on clan level, like clan level*2 or clan level*3

-Guga-
12-25-2008, 04:13 PM
i have one ideia....
brand the wins the loser the clan?
is good...or is bad?:confused::rolleyes:

HomeRnDrby1
12-25-2008, 11:40 PM
The problem you stated with the HP is very simple to resolve... nerf it back to say... only three or two HP per level. That way clan members get their bonuses only without the newbies owning other newbies from the clan bonuses.

Speaking of ones already in play, the Mass Weight Increase is kinda weak. Might increase the power by a little (3 per level makes more sense). That's probably the reason's very few clans chose it.

As for a re-design goes... how about more variety? Like perhaps perks that allow for some rare "dodges" (1% per level chance to cause an incoming non-explosive attack to scratch) or wide accuracy boosts in specific weapon classes (1% per level increase to weapon accuracy)?

I'm liking what I'm hearing about the clan membership limits at the moment. Having the cap tied to the clan's level makes great logical sense as many other games use this method. I say 2 per level though up to level 5, then 3 per level from 6 - 10, and so on; yet it caps at 5 per level.

Maddawg420
12-26-2008, 06:33 AM
In my opinion i do honestly think clan lvls should go to lets say 10, and in doing so decrease the max hp per perk to like 2 or 3, BUT if you dont increase the clan lvl, then i think it is fair how the hp is at the moment. Also, i think that maybe the Resist perks should be like 2 instead of 1, and aslo more perks added like, Insight, ummm that Line of sight perk thing, Strong back should also be increased to like 2 or 3 per perk, Also for like the 10th lvl, you should have 2nd teir perks like, Health or something, that gives 10 hp instead of 2 or 3, but that is a ONE time only thing. More over, i do feel that the clan lvl should increase to ATLEAST 10, this WILL incourage more players to play them higher lvl players to get the lvls of clans up.

berserker
12-26-2008, 07:20 AM
It's a pity but looks like you haven't got my point. Oh well... :rolleyes:

berserker
12-26-2008, 02:12 PM
Ok, here is an example of the idea I would like to hear:

Clan Perk "Healing Aura".
When unit ends his turn near allied unit of player that is in the same clan, he will regenerate 5 HP.

michielh3
12-26-2008, 02:31 PM
How about "angel protection" :

When a unit of your clan dies ( in same game , not your own unit ) you get a +5% bonus to defence for 2 turns :D ( max 10% bonus )

Or "empty it all out" :

If one of your clans unit ( in the same game , not your own ) starts empty, everyone will get one of the weapons he/she started with.

lil_god
12-26-2008, 02:46 PM
Ok, here is an example of the idea I would like to hear:

Clan Perk "Healing Aura".
When unit ends his turn near allied unit of player that is in the same clan, he will regenerate 5 HP.

well what about this one, if one unit from another clan member spoting an enemy, for example lets say madd is spotting an enemy and in my turn when i wanna shot the enemy my range is incrised by 1 on the spotted enemy only?!? or somthing like that who make you wanna co-op with some...

berserker
12-26-2008, 02:58 PM
michielh3 is thinking in the right directlion, go ahead guys, let's brainstorm more.

CoDeRs_KnOw
12-26-2008, 03:14 PM
hmm.. hard to create both logical and easy-implementable suggestion

what about that : "under pressure"

when someone wants to shoot me, if there is another unit (of my clan and team friend (not my own units)) in his sight radius, his accuracy will drop %20 (for this shot) (for per unit (of my clan) in his sight)

Late
12-26-2008, 06:27 PM
*sets brains to storm -settings*

I think we can let the clan perks be powerful, as giving even more AP, if we add the chance -part to it, it wouldnt always work, just sometimes. They could all be related to friendly clan members so that the perks dont do anything unless you are fighting with a clan member in your team, which isnt that good idea in my opinion as there is no real incentive to fight against other clans at the moment. The perks could also work so that each of your units have a chance to get one or more of the perks for the duration of each game, and you need to adjust your gameplay depending on what clan perks you got this time round :) -Which I think sounds fun and brings more playing to the game. The perks could affect only one unit in question or only in the vicinity of the unit that got it. To add even more randomization to the mix we could make so that the so called auras even help enemies that are near, so that even if you have a real good aura it could also help your enemy which would balance it a bit. But to the list:


Lingering vision:
You might see the spots that your clan members scoped until their next turn.

Blacksmith:
clan members firing from near friendly unit have a chance to not lose an attrition point from a weapon when shooting, or from armor when shot at. Doesnt work on arts.

coach:
starting a turn near friendly unit gives a chance to have 1 extra AP that round

deep pockets:
using ammo or health packs near a friendly unit has chance of not depleting the used good. As in you can shoot more than 10 times with aksu and 1 stack of ammo, or you can sometimes use your health pack twice. Might separate this to 2 perks even

resourceful:
Every turn if you have no ammo for a weapon you have in your hands, you have a chance to spawn one ammo stack for it if it doesnt make you overburdened and you have room in inventory

armorer:
Every turn if you have a chance that your armor will repair one attrition, or if the one you are wearing is at full attrition there is a small chance it will turn to a step better armor if it doesnt make you overburdened and your level allows to use it. Doesnt work on arts.

breaker:
Every time you hit an enemy you have a chance to deplete more attrition from the armor than one.

critical:
more critical damage for nearby friendlies.

sergeant:
nearby friendlies have chance of doing more damage.

radar:
every turn you have a chance for a radar view telling you the direction of your closest enemy

6th sense:
every turn there is a chance you can see where one enemy mine is

insight:
every turn there is a chance you see hp and gear and perks and skills of enemy

looter:
At the end of game there is a chance you can pick up any items left in crates and bags. Or even if you lose if your enemy doesnt get "looter", but just 1 item.

needy:
when your enemy uses weapons there is a chance they use twice the ammo they normally need

Hows that for ideas?

HomeRnDrby1
12-26-2008, 07:11 PM
Hm... I was on the right track there, just needed to be more creative. Ok then!

Evasion Tactics: 5% chance that an incoming non-explosive attack that would do normal damage is reduced to scratching damage.

Sneek Peek: Allows clan members to take a "sneek peek" into any container (not bags) and see what's inside before they open it. If there's nothing in there, you can use the container to literally set up an ambush! Must be right next to the container. Costs 1 AP to use.

Telekinetic: Same as Sneek Peek, but you can take a look from a distance. Allows clan members to see into containers from 9 cells away! Only works with their own units' vision ranges. Costs 1 AP to use.

Blessing: Artifact spawns increase by .5%. Doesn't stack with multiple clan members of the same clan. DOES stack with multiple clans though.

Maddawg420
12-27-2008, 02:11 AM
Well since i wasnt on the right track there Bers, what about this ....... Clan perks could be something like aura based, or team based, but have the perks ranked in lvls, like since Talons is lvl 5, we use lvl 5 perks something that is very good, but out of the list of lvl 5 perks which i think we all can think of lists of some perks lvl 1-5, each created game by Talons, we could get a totally RANDOM aura perk from the lvl 5 list ......... maybe, that would be fun, starting a game and not knowing what aura you start out with, or if it will even help you :) .

Maddawg420
12-27-2008, 04:40 AM
Let me Emphasize more ok, Lets say that we all get together, and come up with like 20 clan perks PER clan lvl, that means 20 for 1st, 20 for 2nd, etc., and lets say that you reset the clan lvls, AT THE START of every battle that clan will randomly get a perk from that clan list. This will make everything more fun and more mysterious, also ontop of them special random perks, we could also have permenant perks like more hp and all, just tweak them down a bit. I think this will be fun, for NO ONE knows what perk they will recieve every game. and the perks get better as the clan lvl increases....... So what does everyone think?????

Late
12-27-2008, 08:21 AM
I got some more ideas:

Some of the clan perks could give a chance of attacks to do like 5% stun/poison/blindness. One perk for each.

unit-x
12-27-2008, 11:09 PM
LUCKY SHOT: increase chance of all crit hits by 0.5% (does not stack with anything except arts and unit perk) <aura-type perk> max lvl 2

BIG GUNS: if you start naked 1% chance of your weapon have half max attrition instead of just 6 or 3 <aura-type perk> max lvl 3

HOT-FOOTER: if unit was hit by a mine, next turn that unit gains 1 movement ap <aura-type perk> 1time only

BLIND/STUNED/POISONED HUNTSMAN: decrease effects of blind/stun/poison by 3% per level (stacks with unit perk) max lvl 3

SCARDY CAT or RUNNER if scardy cat is to wierd :p : when unit has below 25% HP gain 1 movement ap <aura-type perk> 1time only

BODYGUARD: if your unit is near another clan member of same clan(not your unit, inside 3 cells) damage is shared between all of you equally <aura-type perk> 1 time only

onetower
12-28-2008, 10:36 AM
my suggestion

clan perks only at clan wars, this will be fair

when some clan players fight against normal player they wont take advantage of clan perks like it is now

example of my clan perk imagination - "Spikes"

When one of clan players will be hit with melee weapon or bare hands, this player reflect back some percent damage to atacker

example of my second clan perk imagination - "Gear Breaker"

Players from clan get percentage ability to broke/dissarm opponents from armors weapons with shoot - maybe 1% chance on start, 1 shot - 1 broken weapon/armor or disarmed completly

luke1976
12-29-2008, 11:08 AM
How about

Domination
Gives 20% extra xp towards controlling an area

Stonghold
Once an area is in control of your clan you get 20% extra xp
instead of the usual 10%

Scholar
Clan battles earn 20% xtra xp for members of your clan

Improved optics
all sights and binoculars get 1 xtra radius

Engineering
all weapons and armor get back 50% att after battle

Divine intervention
5%stun resist 5% crit resist 5%poison resist 5%blind resist

Mass Looters
clan members get xtra turn at the end of winning a match to collect items

luke1976
12-29-2008, 01:20 PM
I also think the increase clan size perk should be increased to 2 members per perk as most people have to keep swapping there low and high level accounts in and out of clan every time there is a mega...

Dewdundency
12-29-2008, 05:03 PM
Make clan size start out at 5 spots. Increase 1 spot per level. Keep extra member spot clan perks. Keep in mind, clans will grow more slowly if you keep the size down. And maybe drive more clan creations.

Clownboy_Jay
12-30-2008, 06:45 AM
Aside from the above ideas (most all of are great, love the aura idea)
here are a few of my ideas. Some auras, some battle turners like one time powers. Most of these I figure limiting them to only being able to geting them ONCE.

OK, here i go



Gunsmith
repair attrition on primary weapon, current Attrition raises max attrition lowers

Present Box
Set mine inside box and closes box

Courage
units within sight radius gain 5% damage resistance

Allies Behind Me!
For Each unit in sight radious gain 5% critical resistance

Miracle
If a unit is reduced to red life *ONCE* per battle gains 99% damage resistanc until next turn

Air Raid
For 6AP from ALL of you units drop a rocket to ANY selected cell on map

Satelite Picture
*ONCE* a battle see the ENTIRE map for 3 seconds

Homing Missle
for All of a units AP fire one 100% acuracy grenade or rocket at a visible enemy from anywhere *Once* a game

What Do I Need?
higher chance of retreiving items your character is "Skilled" in

Ninja
Player is invisible until next turn (like 5AP)

4 Eyes
Two side by side units gain +4 sight radius

Guillie Sniper
Move into bushes (also needs Sniper Skill)

Jacks Of The Trade
+5 Skill in a given weapon category

Vengence
+1 Crit% accumulates with close units (within 5 spaces, 3 units in a tight group would gain a +3%)

Motivation
+1 AP for each 2 team members (up to 2Ap max) (max level perk)

RAGE
A unit in critical condition gains 1AP and 5% damage resistance

ok brain stopped

onetower
12-30-2008, 10:58 AM
unit can shoot only once per turn, but with raised critical chance ?

Bloody mess ? :D

Clownboy_Jay
12-30-2008, 09:19 PM
ooooo oooooo some more

Me Gun! Me Gun!

50% chance to keep the weapon in your 2nd slot upon death

Pack Rat

Keep all items in your inventory if your pack isn't violated (quitting negates of course)

Decoy

Project an unopened box at one space from the peak of your vision

:D:D:D:D

unit-x
12-30-2008, 09:47 PM
ooooo oooooo some more

Me Gun! Me Gun!



me gun???? lol imagine saying that in a mega... :D

i had another few ideas if "clan actions" became implemented:

A BENELI!!! - shotgun = +20% dmg 1 turn only

3rd eye - 1 sniper optic for 0AP, must have sniper skill above 30 and sniper for primary weapon

swampy conditions - all units (EVERYBODY, INCLUDING YOUR UNITS!) start with poison 20 (poison res not calculated ^^)

forced blindfolds - same as above, except blind not poison ^^

global paralysis - same as above, except stun not blind ^^

dead mans trap - if ANY mine hits YOU and your enemy, both units drop down to 1 life :eek:

world domination!!! - every unit (including YOU) takes dmg equal to milkor grenade and grenade skill lvl 20

super gatling - everyone takes dmg equal to m60 and machinegun skill 20

(the above 2 may unbalance game, but is also very risky to use in the first place, i suggest they be unlocked at top clan lvl)

ZZzzzzzzZZZZZzz brain short circuited...(to much brain "storming" lol) ill be back with more! :D

Clownboy_Jay
12-31-2008, 02:28 AM
:Dmy mind won't stop now

ok

Air Drop

create 1 box near each clan member with useful items(not each unit, each player, exclude artifacts, make low attrition)

Displacing

Units apear a few spaces away from where they realy are. Direct weapons like smgs and snipe snipes cause no damage, spray weapons scratch.

^^ (could be a neat artifact power for armor, or just an item by it's self, with 1 attrition, only sprya or explosive could hit and one hit destroys the device, thus returning the unit to normal position, just a thought =))

Napalm Drop

Causes a line of fire for 1 round (till the user goes again) the line does not block line of sigh, but does block passage, a unit subjected to this line gains a Poison 20 (would actualy be "On Fire", which would be a new status change, with the option to "stop drop and roll" instead of taking an action to reduce it to 1 your next turn) so a brave Tank could walk thru it, if they wanted...

Sonic Device

Creates a 90 degree wave causing a one time -3AP to all units struck

007's Golden Gun

Pistols Damage from an unseen unit deals criticals

Feeling lucky, Punk?

A shot dealt with the LAST AP with a Pistol is Sinister and Critical Damage!!

Bruce Lee

Damage dealt bare handed is 100% Accuracy and Sinister

Teleport

Move one unit 12 spaces for 6AP

InSaNiTy

Cause one unit to FrEaK OuT on it's owner's turn (ranodmly attack nearest unit and move randomly) Must sucsesfuly damage, not scratch

Stooooopid!

Cause one unit to be 90% stun for one turn, Must sucsesfuly damage, not scratch!

Resurrection

Cause one unit a game to be brough back to life with 50% HP

Finger Of Death

Deal 99% damage to one unit already 75% or less Life (leaving them at 1, Ends turn)

One more Balance idea it to have some of them only available in a clan war :D

AM I ON THE RIGHT TRACK!?!?!

Dewdundency
12-31-2008, 02:35 AM
hmmm teleport? - I think that will get rejected :( lol

onetower
12-31-2008, 09:01 AM
hmmm teleport? - I think that will get rejected :( lol

not rly, imagine when character will be teleported in the center of war, instead of safe place :) this blade got two edges

unit-x
12-31-2008, 04:18 PM
:Finger Of Death

Deal 99% damage to one unit already 75% or less Life (leaving them at 1, Ends turn)


lol who needs this? only required if fighting astor, bers or anybody else who is lvl 30+ and when you are under lvl 20 ^^ :D:D:D