Dark Worshgiper
Member
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Contribution Rules : ------------------------ Faction Contribution is a % that members , officers and the leader set it to donate a % of credits which they get from battles if each one win or lose . Faction Contribution % is between <<25% up to 75%>> The amount of credits which faction gain is for faction not the leader but the leader who only can use credits for faction services . The leader and officers can give credits to faction directly . but officers must reach level 30 first . History and amount of credits transferring must be exist and appeared to everyone members , officers and The leader . If a member or officer is kicked or removed from the faction . He can't enjoy of his last faction advantages . Faction Services : ------------------------ *The leader who only can use credits for faction services . *The leader can buy things only with faction credits . 1-Buying HQ items . 2-Unlocking more achievements that belongs to the faction only . 3-Buying NPC that have a daily missions and other NPC that have a mission , its reward is a special weapon or bike in HQ . (NPC isn't a human but it can be a monster or altar) . And buying soldiers for HQ . 4-Upgrading the HQ . By giving more space and more rooms . <<In AQW , They are planning to build houses beside the guild hall . In addition to building cities >> So my idea is giving every officer a war-camp beside the HQ -with price of course- . So leader own the HQ , update it , put house items and buy a camp for officers as well as officers can set house items at their camp . and everyone in the faction can go anywhere at HQ and Officers camp . Officers camp has a small notebot which is connected with the main notebot at HQ . 5-Faction Boosters . For EXP , credits , influence and other stuff . 6-Unlocking Hairstyles . available for all crew . belongs to the faction only . 7-Changing the color of faction name . 8-Unlocking faction skills for one class . Faction Skills : -------------------------------------- *Faction skills have low effects . They aren't used to help the player to win but to give the player chance to win or avoid losing in a duel . *Skills consist of 3 ways . The leader activate one way -with price- . If he changed the way so the last one disables . Mercenary : << includes mercs and tacticalmercs>> ---------------------------------------------- 1-Double Strike (lvl1 +1% chance to prevent blocking - lvl2 +2.25% - lvl3 +3% - lvl4 +3.75% - lvl5 +4.5% MAX ) 2-Artillery Strike (lvl1 +1% ignoring defense - lvl2 +1.25% - lvl3 +1.5% - lvl4 +1.75% - lvl5 +2% MAX ) 3-Surgical Strike (lv1 +1% chance to make critical attack - lvl2 +1.3% - lvl3 +1.6% - lvl4 +1.9% - lvl5 +2.1% MAX ) Hunter : <<includes bounty and cyber hunters>> ---------------------------------------- 1-Cheap Shot (lvl1 +1% ignoring defenses - lvl2 +1.25% - lvl3 +1.5% - lvl4 +1.75% - lvl5 +2% MAX ) 2-Multi Shot (lvl1 +1% chance to make critical attack - lvl2 +1.3% - lvl3 +1.6% - lvl4 +1.9% - lvl5 +2.1% MAX ) 3-Massacre (lvl1 +1% stealing health - lvl2 +1.25% - lvl3 +1.5% - lvl4 +1.75% - lvl5 +2% MAX ) Mage : <<includes tech and blood mages>> -------------------------------------- 1-Overload (lvl1 +1% chance to stun - lvl2 +1.2% - lvl3 +1.4% - lvl4 +1.6% - lvl5 +1.8 MAX ) 2-Plasma Rain (lvl1 +1% Energy Damage - lvl2 +1.5% - lvl3 +2% - lvl4 +2.5% - lvl5 +3% MAX ) 3-Super Charge (lvl1 +1% stealing health - lvl2 +1.25% - lvl3 +1.5% - lvl4 +1.75% - lvl5 +2% MAX ) *Activate a way costs 100k credits -this shouldn't be expensive to the active faction- . *Once you activate it the first skill will be unlocked for free . *lvl1 costs 10k - lvl2 20k - lvl3 50k - lvl4 75k - lvl5 100k . *I didn't balance it well or give it the right feature . So just help to balance or just say ''supported'' , ''unsupported'' or ''Stop It'' . I am giving only ideas are common at several games .
< Message edited by Dark Worshgiper -- 8/11/2015 5:31:41 >
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