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Direct Link To This Post Topic: Ancient Artifacts
    Posted: 25 Sep 2012 at 11:11
This idea was cooked up in GC with the mention of the Holy Hand Grenade of Antioch and the Ark of the Covenant. Something similar would be awesome for illy alongside the proposed future magic update.

Artifact would be items that are in the possession of an alliance as a whole, and not individual players. They'd sit in the alliance capital and would not be movable (except if the alliance capital changes, then it'd be moved to the next one automatically). These artifacts would bring positive effects for the alliance as a whole, such as offensive, defensive, economical or magical properties. Extra defense from magical onslaught. Extra defense for your troops against Orcs, a boost to basic resource production, extra research production, you name it.

These artifacts would not be permanently keepable by the alliance. Another alliance would be able to claim the artifact for themselves by waging war and sieging the opposing alliance capital. A new option for the end of the siege might be added, so instead of just "Storm and raze" and "Storm and capture" you would ALSO have "Storm and claim artifact(s)", by which i mean you go in, fight out the final fight, take the artifact for yourself and withdraw the siege. Then the artifact would automatically be transferred to your own alliance capital and you'd enjoy the benefits from it (with possibly a weeks time before the effect of the artifact is felt by the alliance at all, given some time to possibly let the mages of the capital "tune in" to the artifact to gain it's energies.

Now these artifact are ancient construct of High powerful magic of all the races and don't work together all that well (especially the very powerful ones). I'd suggest that there be 2 types, MAJOR Artifacts (of which there would only be 20 or so in Illyriad, and of which you can only have ONE in your alliance capital at any one time) and Minor Artifacts (120 total in Illyriad, and you can have maybe 3-5 of them in the capital total)

The total numbers for the 2 types of artifacts COULD be adjusted upwards as the population of illy increases, and with it the Alliance Count.

As an additional benefit, when Alliance Armies are introduced (armies trained and kept by the alliance itself and controlled by the alliance leader and kept via the alliance treasury) the artifacts could be carried at the head of the Grand Army, like the Golden Eagles in front of the Legions of Rome, For Added Morale, or something similar (possibly added magical protection for the army).

Just a small added content to the game, no major added content or game changing material. And maybe added incentive to go to war with someone (you're P-ed off at that alliance, so lets take their artifact as punishment for XXXX offense, show them we mean business and won't be pushed over).
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Direct Link To This Post Posted: 25 Sep 2012 at 11:18
This could be a rather cool idea.  :)
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Direct Link To This Post Posted: 25 Sep 2012 at 12:21
Indeed!  Cool
Can I have the Palladium?
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Direct Link To This Post Posted: 25 Sep 2012 at 13:02
sounds good to me
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Direct Link To This Post Posted: 25 Sep 2012 at 15:02
Great idea, but artifacts need to be really rare.
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Direct Link To This Post Posted: 25 Sep 2012 at 15:03
Great idea! The benefits of each artifact would have to differ to form a priority list. The Major artifacts would each be individual unique effects, while the minor artifacts would have to be stat increases. 

Few ideas for Major artifacts: 
- Allow spells to reach everywhere on the map
- Select what you want your thieves to steal
- Build unique Cavalry units (Centaurs)
- Build unique infantry units 
- Build unique crossbowmen units
- Build unique spearmen units
- Access to a new defensive spell that bounces back all spells to the caster
- Alliance cities make 1 hide /hour/cotter without sending out any cotters
- Alliance cities make 1 mineral/hour/cotter without sending out any cotters
- Alliance cities make 1 herb/hour/cotter without sending out any cotters
- Caravan orders are completed instantly (teleportation spell)
- Double the speed of troops
- Commanders never die, just go back to city
- Catapults have double the accuracy


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Direct Link To This Post Posted: 25 Sep 2012 at 15:10
Originally posted by geofrey geofrey wrote:

Great idea! The benefits of each artifact would have to differ to form a priority list. The Major artifacts would each be individual unique effects, while the minor artifacts would have to be stat increases. 

Few ideas for Major artifacts: 
- Allow spells to reach everywhere on the map
- Select what you want your thieves to steal
- Build unique Cavalry units (Centaurs)
- Build unique infantry units 
- Build unique crossbowmen units
- Build unique spearmen units
- Access to a new defensive spell that bounces back all spells to the caster
- Alliance cities make 1 hide /hour/cotter without sending out any cotters
- Alliance cities make 1 mineral/hour/cotter without sending out any cotters
- Alliance cities make 1 herb/hour/cotter without sending out any cotters
- Caravan orders are completed instantly (teleportation spell)
- Double the speed of troops
- Commanders never die, just go back to city
- Catapults have double the accuracy


Nice, but the devs won't go for the spell-range idea
they still haven't given us their mana projector, remember?
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Direct Link To This Post Posted: 25 Sep 2012 at 15:17
This is a pretty great idea. It would certainly bolster the recognition of alliances...although I wonder what the side effects would be for unaffiliated players. Do they simply miss out on a whole new element of the game?

You could tie the artifacts to Faction Hubs to fix this. Perhaps each Hub possesses one Major Artifact and several Minor Artifacts. Major artifacts are owned by an alliance, minor ones by a single player. They can be won by either improving faction standing with the Faction, or sending a Raid to the Hub and stealing it. Once won, these artifacts are the property of that alliance or player until someone else comes along and takes it by force.

Obviously, stealing from the Hub is a faster way to win the artifact, but it means the Faction will be passively attacking you by joining the armies of real players going after you who have good standing with them. If you win it through befriending the Faction, you're a bit safer, but it's a race to butter up the Faction.
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Direct Link To This Post Posted: 25 Sep 2012 at 16:40
Very cool thoughts!  

Some questions:  Would every alliance begin with one random artifact?  If so, wouldn't this be manipulated by some starting alliances with their alts just to go claim the artifact with their main in another alliance?  Additionally, wouldn't it also encourage the larger alliances to start up a siege the moment a new alliance is founded?  That is, they would go for an easy target.

I seem to recall someone mention treasure hunting as a game feature.  Hints and clues could be gathered (maybe when visiting the "temple of reason" or some other location) and then the alliance could go search for their relic.  This side quest could activate once a new alliance is founded and there could be minimum requirements for the alliance to actually be able to acquire the relic (e.g. minimum population, members, land claimed, etc.)

Also, you will get some alliances who have met the cap on relics (have all they can hold in the capitol) during times of war.  I wonder if more can be taken and held onto, but only a set amount can be utilized at a time.  So during tournaments, some can be unequipped that would not be helpful while others can be activated to boost specific skills for that specific tournament.  

I look forward to reading additional thoughts and comments on this!  (^_^)  Great thoughts again!
"Side? I am on nobody's side because nobody is on my side" ~LoTR

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Direct Link To This Post Posted: 25 Sep 2012 at 17:00
Good points SunStorm...  what if the artifacts gained power the longer they are held?

Farmer K's Sacred Garden Hoe - gives everyone in the alliance +1 food, gains +1 food for each week the artifact is held up to +200.
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