OK well as for the event, I would like to keep the events generic or WoW-related.
One example of this is an event I'm thinking of using called Nath's Might (still working on a name):
"Your bloodshed has gained the favor of the war god Nath, continue to fight in his honor!"
The player's units then do +15 damage for the rest of the game. That seems like a lot, but 15 isn't that much when the highest priced unit is going to be 25g, and the current one is 13g.
Also, there would be some requirements to earn this Special Event (might even call it achievements?):
- Player has over 3,000 kills and more then 2,000 deaths.
- If a player goes over a certain amount of unit power (the gold cost of a player's standing army, a feature already included in the game that replaces lumber) and gold, then the buff is removed. Message could be something like this:
"Your rise to power has pleased Nath, but now he wishes to see you succeed by your might alone."
It is re-applied if the player's unit power and gold drop below the set limit, but only like 5 minutes after the buff was initially removed.
Your event, Navy, does nothing to really balance the game out, it's just a random event that has nothing to do with anything. I think that by tying the events to lore (or just some natural generic catastrophe, like a famine) would be better.
IDK about the Dragonmaw clan, like I said game will take place after Auchindoun explosion, so if there were any Dragon-like creatures they were probably dead by then, but I'll think about it.
As for FlowerPicker clan... dude it just sounds so lame. I really doubt anyone would want to play that race lol.
@Ghostthruster: Interesting idea you got there, I especially like the idea of disguising the caravan as a bomb or just using it for resources, adds another layer to player interaction.
However, there's two issues with it.
First, the enemy could just let the caravan reach their base, giving them resources, then destroy the caravan so that the other player doesn't get any resources. You could just make the caravan one way, but I don't like that idea.
One idea I think might be cool for a trading system is to make it so that players can engage in 'Open-Trade' or something, and they're not allied but they have caravans that travel back and forth between players which give resources. There could also be an option where players choose how many resources a caravan can carry to any enemy base. If they send 15g and the caravan returns alive they will then receive 25g, or something like that. There would then be a limit to how much you could send at once, but sending more would give a higher return, and probably set a limit of one caravan per trading partner. However, some system would have to be set up that ensures the caravans destinations are far enough apart that the caravan trading is not abused, this way players could also have multiple 'Open-Trading' partners if they wanted to.
Either way, there should be an option of rigging the caravan it just sounds too cool. Also, if you have the risk of recieving a rigged caravan and having your caravan destroyed that is carrying your gold, then you might think twice before engaging in open-trade.
What do you think about an open-trade system Ghost?
@fattythefat: I've always believed that there should be some official version of 'Peace' in risk, but I've changed my mind. Now that I think about it, however, in real life nations are totally free to just break and end truces with no consequences. So really it's the players choice to play how he wants, unless there was a game-mode called 'Peace' or something in which there's an official peace command, and if you violate it without declaring war 3 turns in advance, you are penalized. Might be cool.
Also fatty, regarding your earlier post, Story Mode would be somewhere in between 'just beat the crap out of each other' and 'a really detailed event map'.
Will it include an option for Centaurs to rebel against elementals? Short answer, no.
As for Orcs, there will have to be something here that balances this out, as there would be 3 orc clans vs one draenei player.
I also have an idea where, after 20 turns or so the Shadow Council is revealed, and turns some of Gul'dan's race hostile. I was thinking though that Gul'dan could either choose between the Shadow Council (giving him more units and keeping all his resources) or sticking with the horde (losing units to train and losing resources, but also gaining Death Knights after like 5 turns). The idea still need works but something does have to be done to make the Draenei-Orc fight more fair and diversify the fight.
What do you guys think?
Thanks Navy, fatty, Ghost, rofl, lev and ala for all the feedback! I really appreciate it and I'm trying to take all your feedback into consideration to make the game better.
The Arakkoa will also be enemies of the Horde, probably.
Edit: Don't worry Rofl, I know it was your idea first, I think Navy was referring to your idea actually. But it needs more brainstorming before I'll really consider it. Where would they be located? What's their lore? Etc.
Dont add the flowerpicker clan... its only 1 model so it would be hard making into a whole faction!
Special events
-King Dies (Civil war where you side with 1 faction and your empire is chopped in half... maybe a bit too OP)
-King Is Sick (Your hero is teleported to cap and stuck there for some turns. He loses 50% of his hp during this time)
-Recruits Needed for (Unit) (Makes the unit unavailable for 1 or more turns).
Don't worry, I don't like flowerpicker clan lol, I was just considering a peaceful clan that was allies with the ancients, but IDK, I'm leaning more towards an Arakkoa clan that is allies with the ancients in blades edge or Netherstorm (called something different in Draenor, I forget what), ofc there would still be the Terokk led Arakkoa race located at Skettis as well.
As for the Special Events, I've considered Civil War myself, but it sounds too extreme. Maybe the Civil War would just remove 20% of your units and land? It needs more thought though, like why does it happen, to who, mainly consider the effects the event will have on the players and why does it need to be added to help balance the game.
I like the King is Sick one and Recruits Needed, I'll post more later, time for lunch!