Rogue Clan Ideas v.16
Feb 18, 2016 12:59:54 GMT -5
Post by ☀ Streampool ☀ on Feb 18, 2016 12:59:54 GMT -5
As a big player of the rogue clans, I realized I wasn't entirely satisfied with the current playing style, and that I was just repeating the same thing over and over. So (although none of this will probably ever come to fruition) I've decided to put forth my ideas just in case.
Ranks (this is a new one)
-You have your standard kit, apprentice, warrior, but what about medicine cat, deputies, elders, and queens? (You will be automatically considered as the leader)
-Kits should work as normal, but should also be spawned when a male or female cat do the do. (I will get to breeding later)
-Apprentices should be put under mentors. These mentors should, on your command or just randomly, be able to take their apprentices out for a training/hunting session, and based on what they were doing, should bring back prey or raise that invisible fight bar nobody sees) If they did so, they would go to a piece of your territory (Again, I'll get to that later) and either hunt or spar like you do when you in the attacking tutorial in the clans.
-Warriors should go out on patrols randomly or on your command and come back with the borders marked or with food. They should do a walking animation out of the camp and should you follow them you can see what they are doing.
-Medicine cats should be spawned as normal near the medicine cat den, but then given a formal title. There should be sick cats who they could cure with the various herbs in the den. There should be a deadliness percentage, and a higher chance of being cured based on how deadly that sickness is. Sicknesses should activate in different seasons, just like they do in the books. (Greencough and whitecough) Unless they don't and I'm lying to myself.
-Deputies will be like any other cat, but you can just put yourself under the impression that they are the ones sending out the patrols. They will go out on patrols occasionally.
-Elders should be given a position and all should be relocated into one den (we should have relocation as well) They could do a think where kits could walk over there (all the kits) and ask for a story. You would not be able to hear the story but the kits would, I guess.
-Queens and kits should be put into one den when a female cat gives birth. Breeding would be simple: two mates (randomly chosen, or you can assign, if you want) would, after at least 2 days of being mates, spawn a random number of kittens up to four, who's genders would be random and so would pelts, although there would be a higher chance of them having their mothers, father, grandmothers, or grandfather's pelts. Queens wouldn't do much except sit there, because what else is the queen supposed to do?
-There's something else that doesn't necessarily pertain to ranks but... Cats should move around the camp. They should just move around a few spaces and then return to their dens. It would make your clan seem more... real, I guess.
Territory
-Each already existing clan should have boundaries and if you intrude on another clans territory there should be a little box in the top of the screen, like the ones where you can click "drink" and drink. It should just be a little picture of that clans symbol. If you start a clan and give it a symbol, you should get one of those too. If you don't have a nest or other cats, then there should be nothing there.
-There are pieces of territory that absolutely none of the pre-existing clans come near. These are usually the ideal spots for a camp. But, based on how many cats of the other clans you have fought/killed then the likelier the enemy cats should be able to attack your camp is. Guards should not automatically kill them, and if there is enough force at the entrances then the guards will die and the enemy clan will swarm through. In the case of a camp attack, there should be a higher number of enemy warriors.
-But if you have a camp on one of the territories that is attacked often, then the attack should go down to almost nil. The situation in the above paragraph should activate if another enemy camp finds you too aggressive, but in general attacks on that territory, it goes down drastically.
-You should be able to mark your own territory. If you steal a piece of territory that is attacked ever, then there is a higher chance that the clans there will raid it and fight you back. You will have to go occasionally when the marking level meter of your territory is down, much like hunger and thirst, but these don't affect your health, they affect the likelihood of being attacked on that territory. If you have border patrols or hunting patrols sent out, they won't go any further than your existing territory. They can still be attacked, maybe not on your watch but they can be.
Miscellaneous
-Death should occur if a cat is sick, old, or died in battle. If they died in any way but in battle, there should be a popup explaining the cause of death. Old cats should be guaranteed to live for a certain period of days, but then as they get older, they are more likely to succumb to sickness or old age. Kits should be more likely to get sick as well.
That's it really. I'm not sure if I forgot something, but I will continue to add things that I do think of. ^.^
Ranks (this is a new one)
-You have your standard kit, apprentice, warrior, but what about medicine cat, deputies, elders, and queens? (You will be automatically considered as the leader)
-Kits should work as normal, but should also be spawned when a male or female cat do the do. (I will get to breeding later)
-Apprentices should be put under mentors. These mentors should, on your command or just randomly, be able to take their apprentices out for a training/hunting session, and based on what they were doing, should bring back prey or raise that invisible fight bar nobody sees) If they did so, they would go to a piece of your territory (Again, I'll get to that later) and either hunt or spar like you do when you in the attacking tutorial in the clans.
-Warriors should go out on patrols randomly or on your command and come back with the borders marked or with food. They should do a walking animation out of the camp and should you follow them you can see what they are doing.
-Medicine cats should be spawned as normal near the medicine cat den, but then given a formal title. There should be sick cats who they could cure with the various herbs in the den. There should be a deadliness percentage, and a higher chance of being cured based on how deadly that sickness is. Sicknesses should activate in different seasons, just like they do in the books. (Greencough and whitecough) Unless they don't and I'm lying to myself.
-Deputies will be like any other cat, but you can just put yourself under the impression that they are the ones sending out the patrols. They will go out on patrols occasionally.
-Elders should be given a position and all should be relocated into one den (we should have relocation as well) They could do a think where kits could walk over there (all the kits) and ask for a story. You would not be able to hear the story but the kits would, I guess.
-Queens and kits should be put into one den when a female cat gives birth. Breeding would be simple: two mates (randomly chosen, or you can assign, if you want) would, after at least 2 days of being mates, spawn a random number of kittens up to four, who's genders would be random and so would pelts, although there would be a higher chance of them having their mothers, father, grandmothers, or grandfather's pelts. Queens wouldn't do much except sit there, because what else is the queen supposed to do?
-There's something else that doesn't necessarily pertain to ranks but... Cats should move around the camp. They should just move around a few spaces and then return to their dens. It would make your clan seem more... real, I guess.
Territory
-Each already existing clan should have boundaries and if you intrude on another clans territory there should be a little box in the top of the screen, like the ones where you can click "drink" and drink. It should just be a little picture of that clans symbol. If you start a clan and give it a symbol, you should get one of those too. If you don't have a nest or other cats, then there should be nothing there.
-There are pieces of territory that absolutely none of the pre-existing clans come near. These are usually the ideal spots for a camp. But, based on how many cats of the other clans you have fought/killed then the likelier the enemy cats should be able to attack your camp is. Guards should not automatically kill them, and if there is enough force at the entrances then the guards will die and the enemy clan will swarm through. In the case of a camp attack, there should be a higher number of enemy warriors.
-But if you have a camp on one of the territories that is attacked often, then the attack should go down to almost nil. The situation in the above paragraph should activate if another enemy camp finds you too aggressive, but in general attacks on that territory, it goes down drastically.
-You should be able to mark your own territory. If you steal a piece of territory that is attacked ever, then there is a higher chance that the clans there will raid it and fight you back. You will have to go occasionally when the marking level meter of your territory is down, much like hunger and thirst, but these don't affect your health, they affect the likelihood of being attacked on that territory. If you have border patrols or hunting patrols sent out, they won't go any further than your existing territory. They can still be attacked, maybe not on your watch but they can be.
Miscellaneous
-Death should occur if a cat is sick, old, or died in battle. If they died in any way but in battle, there should be a popup explaining the cause of death. Old cats should be guaranteed to live for a certain period of days, but then as they get older, they are more likely to succumb to sickness or old age. Kits should be more likely to get sick as well.
That's it really. I'm not sure if I forgot something, but I will continue to add things that I do think of. ^.^