A Bundle of Suggestions with Logical Reasons to Them
Sept 1, 2015 17:46:56 GMT -5
Post by Silver Iridescence on Sept 1, 2015 17:46:56 GMT -5
Here are some ideas I thought would improve the experience in Untold Tales.
1. Certain amounts of fresh-kill in the pile. I know this has been asked for a couple of times, but I'm just suggesting everything I've thought of as well and think should be implemented. It would give a sense of need for food instead of it being easy and a natural handout depending on how much reputation you have. I know a fixed method of reduction and production would be difficult to program, but I'm willing to wait as long as Falconstar needs time to make everything that might be suggested. Better than waiting for something that'll never happen, right? Patrols (mentioned later) would bring in a bundle of prey, especially depending on the season, but you would have to contribute a lot to be able to help your Clan thrive. Consequences of letting the fresh-kill pile drop low is the pile having a higher price for food, being asked on patrols more and more often, and less warriors in camp which could result in an attack with worse results than usual (mentioned later). As the Clan becomes hungrier and hungrier, warriors will bring back less and less because of weakness (mentioned later). If the fresh-kill pile becomes less than five pieces of prey frequently, the Clan will start to become sick and you will have to ask another Clan for help. If they refuse, you'll have to work extra hard to build up your Clan again. If they agree, they'll start leaving prey near a predetermined spot every day, ranging from 1-8 pieces. You can bring this back to your Clan and gradually things will start returning to normal. Also, when you buy a piece of prey, it appears in front of you instead of just changing your hunger bar. Whenever you talk to the prey-keeper, he tells you how much prey is in the pile. If you're very careful, moving slowly and pressing down the shift key, you can steal a piece of prey from the pile, though your reputation will reduce by one. If you're caught, it will reduce by five, so this isn't a very good idea. Hollylight suggested: "Clan-specific food? I mean, for Shadowclan, frogs would fill two hunger bars instead of one, and if you asked Riverclan for help, they might give you fish, and it might fill half a hunger bar or something. There could also be an RNG factor, so your cat has the chance to like clan-specific food, like how in "The Fourth Apprentice" Petalfur and Rippletail caught fish for the group, and Tigerheart was the only non-Riverclan cat who liked the fish." Luna the Pirate(And Cat) suggested: "Maybe prey missions! Along with the animate clan-mates you could talk to them and sometimes they will ask you to fetch them certain kinds of prey! EX:
Rockpaw: Hey *insertnamehere*! Hows it going? Goodness I am hungry, if its not too much of a favor, could you sneak me a rabbit? They are my FAVORITE kind of prey! But we live in *insertclan* so we can't catch them.. Please?!?! I'll be your best friend!"
2. Patrols would be a great addition because they'd give you things to do in a group with your Clanmates, hunting or checking the borders, perhaps fighting. This would tie in well with the animate Clanmates (mentioned later) while giving the character something to do and obligations instead of just going and doing whatever they want. The deputy walks over to the character and inquires on if he or she will join on a certain patrol that is leaving at the time. The character may decline or accept; declining does nothing more than a few slightly disappointed words from the deputy about having to find another person to take your place, but accepting transports you to a random tile on the territory (if it's a hunting patrol, only so long as it's not a set battle tile and has no active Thunderpath) and you hunt (if it's a hunting patrol) or fight (if it's a border patrol, there's a large percent chance- slightly below the ones on set battle tiles if it's not a battle tile- that an enemy Clan will try to invade to make border patrols less boring), and/or socialize while you do it with the Clanmates that joined you. If you hunt, there's a set amount of prey you have to catch before the patrol leaves and you are able to go about your business once again, but with a little added reputation (one reputation for most common prey, more reputation for rarer prey. Each piece caught during the hunting patrol is added up to the reputation you receiveat the end of it). If you get in a fight, it functions just as a normal battle patrol does. Socializing mechanics are mentioned in animate Clanmates. Sometimes you are chosen as the leader of the patrol, and you get one added reputation for this; it's less rare the more reputation you have. At other times which are randomly chosen, the leader or deputy will lead the patrol. Nothing special comes from this.
3. Hunger (improved), thirst (improved), temperature (mentioned later), and more health mechanics would add some depth to the game. You'd feel more alive and feel more need to be in 'safer' places, get under shelter during bad weather, and return home as the day comes to a close. You'd more become the cat you are to play if you have a sense of survival; it would also make rogue life more interesting before a Clan (if one is made) is established. Let's delve into the suggestion and see what I think would work. Hopefully I have good judgement. Hunger could be improved by making the bar a wider with green in the safe area, full, gradually descending to yellow, and then red, and finally, white, which shows a death point, with a little notch showing what point you are with it and keeping the word to describe the condition, but maybe adding more settings to that to better portray how serious the hunger is getting. Have more steady reduction depending on what you ate, how large it is (mentioned later), what season it is (mentioned later), if it's tainted by Carrionplace, and how your cat likes that prey type. On to thirst. It's pretty easy, with blue as the optimal color on the widened bar descending into white and then gray as death, basically working like the hunger with the actual indication bar. The reduction depends on the quality of the water (mentioned later) and the recency of the drink. Keeping water or trees nearby is a good idea because thirst is a bit accelerated in contrast to hunger.
Temperature is something that is probably trickier than the hunger or thirst, but shouldn't be too bad. Basically, there is a temperature indication on the status bar thing with red as hot descending into white in the middle and blue on the other side descending into the white as well. White is the ideal temperature to be at. There is an almost black, small zone at each end which is the death temperature which is fairly hard to reach. Temperature fluctuates with many factors, the first of which I will touch on being time of day. In the morning it is cold, but not too cold. Nippy and uncomfortable at the time you wake up, gradually rising higher until, in afternoon, it's usually at the center, sliding into the red zone. As the day continues, it reaches just short of the center of the red, and then begins to fall backward. At night it reaches the middle of the blue zone, and as it becomes later and later, it nears the black zone, though never touching it unless other factors of cold are met. Other factors effect the temperature of your cat, though, including where you are. Around water, it slightly drops; in water, it drops to about a quarter of the way into the blue zone. Inside caves, except certain caves (like the Moonstone cave), the temperature drops to nearly halfway into the blue zone. In the Moonstone cave, and other more friendly or less deep caves, it's warm with only a tiny bit of edging into the blue. In the Moonstone cave, it's at a perfect medium until you leave the cave. (caves mentioned later)
Then there's seasons. In Greenleaf, the mornings are normal in the start of Greenleaf. In the afternoons, it starts to get a little hotter than normal. It has a more gradual receding, but at the darkest part of night it still falls down to an uncomfortably cold temperature. In the height of Greenleaf, mornings are near to the ideal, just a little into the blue; afternoons get a little too hot for comfort; evenings never really boil down the hot afternoons, and nights are warm, but not hot. In the darkest part of night, the night cools down to a little more of a quarter in blue. At the end of Greenleaf, things cool down to the usual. In Newleaf, (I know it's not in proper order, and to that I say meh) mornings are a little nippier than Greenleaf mornings, but not a noticeable difference. Afternoons are a little cold but they get close to the ideal. Evenings and nights are normal. In the middle of Newleaf, mornings are the same as the beginning, afternoons are usually the ideal or close to it, and evenings are a little warm but nights are normal, though a little less biting. Newleaf is a very pleasant season, especially temperature-wise. Late Newleaf, things start to warm up slightly, but mostly stay the same. Then there's Leaf-fall. The beginning has a little cold mornings, very slightly blue afternoons, and evenings that cool down a little more than the rest. Middle of it is just plain cold in the mornings, a little warmer in the afternoons, with comfortably warm evenings and uncomfortably cold nights. Late Leaf-bare, everything is pretty cold except evenings which have a little warmness left.
Early Leaf-bare, everything is just like late leaf-bare except the evenings don't really warm anything up. Middle Leaf-bare, everything is uncomfortably cold. Frigid. This is why the cats don't like it, but Leaf-bare is my favorite season. Late Leaf-bare, things start to warm up slightly, but nothing really changes except some bodies of water freeze over and the cat can slide across them, but every time the ice is stepped on it cracks more and more until you fall in. Leaf-bare water outside hot springs (mentioned later) Is cold enough that if you stay in it too long it'll bring you to the death point. So, try not to break the ice often. It's hard to get out because if you panic you'll flounder around under the ice without coming out into the place where the ice was broken and then walk out, still cold so that if you don't find a place to quickly warm up you still might freeze. The coldest situation possible is in one of the coldest caves (which grow frost in Leaf-bare) inside a frozen body of water in middle Leaf-bare at night. You die instantly in this situation from cold, so maybe better not explore the cold caves during Leaf-bare if you're not sure if they have water or not. The hottest situation is in Greenleaf, the middle, in a hot spring at afternoon during a drought (mentioned later). You can die from this if you meet the conditions for a short amount of time.
Also, weather and natural disasters influence temperature. In a drought, rain gives the ideal temperature and slows the thirst from growing. During Newleaf, rain gives a fairly comfortable quarter-of-the-way into blue, same with Greenleaf except in some situations when it ascends to an actual storm (mentioned later; can happen in any season with any condition). Then it descends to half into blue and can get worse if you stay in the rain too long. Best to take cover. During Leaf-fall it gives half into blue, and during Leaf-bare it's just a little lower. Tornadoes, because of the rapid movement, make the temperature go up significantly, but taking cover is definitely the best thing to do in tornadoes because it's very difficult to survive in one and temperature is the least of your worries. If hit by lightning, your temperature goes up to a very high level. If the temperature doesn't kill you, the shock might, which is another reason it's good to take cover in a storm. During a flood, whatever season, the temperature drops a lot because of the close proximity to a ton of water and if hit by the flood your temperature drops so low that it might kill you before you drown. Like all natural disasters, there is a chance to survive though, however small. In a fire, your temperature rises so much that if you stay in close proximity to it for an extended amount of time, you'll die because of the heat and smoke. If touching fire, it speeds up the process significantly. If it's snowing, your temperature drops and then gradually inches lower and lower. Get to a warm place if you want to be safest. If it hails, your temperature drops somewhat and at intervals in which particularly heavy hailstones hit you you get hurt slightly, so staying out too long could be hazardous because it piles up after awhile.
Now the new health mechanics. They're fairly simple, with the same kind of bar as the new hunger bar. It measures how bad wounds from fighting and natural disasters are. Getting hurt slows you down depending on how much you're hurt, along with how much hunger and thirst you have (I think this is mildly added already, but I want to add to it), as well as your temperature. If you're severely hurt, or dehydrated, hungry, or hot or cold, you get so slow that you might just die before you can get to a safe place and nurse yourself to health. You don't want to get in this situation, then. Herbs and the medicine cat help you, but also filling your belly, drinking enough water, and getting into a place with a good temperature also helps you gradually heal. After a natural disaster, if you didn't get to a safe place and let it pass, but you did survive, you're very, very hurt and need assistance immediately, or close to it. Also, food poisoning (mentioned later) ebbs away your health and might make you sick. Sickness will be covered later.
4. Warrior code would be a great addition to make it seem just like the classic Warriors books. You'll really be living as a warrior (or medicine cat, or deputy, or leader...) in one of the four Clans (or one of the other Clans, or your own...), following the warrior code and such! Well, let's go over how all the rules of the code would be portrayed.
5. Attacks would make this more realistic and fun. It's so easy to escape the battle tiles... But what about when every tile is a potential battle tile? I know all my suggestions would make this game that much more difficult, but also that much more fun. You know how cheating in games always gets super old super fast? It's so unfulfilling, however fun it feels to try out all the stuff you've never got to. Attacks would happen randomly and fairly rarely. There are a few tiles that are rarer but still happen- the camp tiles and tiles further away, at the edges of the map, since no one wants to go there. You can escape a battle usually, but there's a small percent that you won't be able to leave the tile unless your health drops enough that it will be hazardous to continue to fight. The attacks are fairly simple, so I don't think I need to touch on that more.
6. Animate Clanmates/NPCs in general would give a huge new addition to the game. It'd be extremely difficult in my mind to program all this, but it would add so much depth, and as I said, I am willing to wait as long as it takes. Other characters, cats, would walk around and go about what actual buisiness they might have- visiting a sick loved one in the medicine cat den, hunting by him or herself or with a friend, joining in a patrol, actually living their own lives. Your character's still in the spotlight, but the spotlight isn't what makes you alive. It shouldn't be, at least. NPCs that were irrelevant before can now effect your own life and do their own thing. Some of them will be treacherous and betray your Clan, which you can possibly figure out before the rest of the Clan. They will have their own personalities and emotions (randomized, but randomized in a way that they make sense), likes and dislikes. There could be a drypaw in RiverClan purely generated, or a strangely water-loving ShadowClan cat. Wouldn't you feel like it was significantly improved if others seemed real and fleshed out? It would be extremely hard, but it'd give a little sense of a plot without an actual plot in a freestyle game.
Names can be randomized, but there are set members in each Clan with each game, randomly generated with the file. If the file changes, like a new main character is created, it changes as well. Sometimes these animate characters get sick, injured, or die some other way. They also sometimes trespass in other territories, though fairly rarely since it doesn't happen often in the books. At times, there's also forbidden relationships between one Clan and another that you can uncover and decide what to do. This would open up so many possibilities, which brings me on to socializing.
7. Socializing would be difficult to program, but it would be vital to flesh out the NPCs. You can actually talk to the NPCs and they have emotions, moods, personalities, quirks, and traits that change how things happen. You can choose what you say out of options that make the most sense that change with the occasion. You can make your own personality for your cat, and make others like and dislike you by talking to them. Some NPCs just dislike or like you from the start because of their personality, but they can warm up to you or grow to dislike you. It's all what you do. You can now choose your mate from any cat of the opposite gender, even outside of your Clan. If you choose the path of forbidden relationships, you'll have to talk to them at a gathering and set up a time to meet at Fourtrees. Every meeting, there's a chance you'll be found out, with or without your knowledge. Sometimes a peeping Clanmate will return to camp without confronting you until you come back, and sometimes they'll confront you right then and there. Sometimes even a Clanmate from another Clan, usually the Clan of the other person in the forbidden relationship. If you're willing to take that risk, you can eventually become mates with him or her, and even have kits later on. If you are found out during this time, you either have to promise to stop meeting him or her and actually never do it again (or take on more risk and start meeting somewhere else), come to live in his/her Clan or have them come to yours, or both decide to be banished from the Clan and raise your own family in the wild.
8. Further exploration would be a great addition to the game. Let me further explore (see what I did there? Ahaha, bad puns) this idea. You can explore caves. You can explore those tunnels that cars exit the map into (you might just get hit by a car though- explore at your own risk), you can travel into the Twoleg area, you can explore the Twolegplace as a kittypet, loner, or Clan cat, and here's the big thing- you can travel outside the Clans. Yep- Tribe of Rushing Water (mentioned later), Lake Territory (mentioned later), different Clans possible (mentioned later), better places for your rogue Clan. So, so many possibilities. You don't have to go too far out of the Clans, but all I ask is that there's at least something out there, beyond the forest. A desert. A mountain. Something. Maybe even an ocean/sea/major lake, who knows?
9. Ranks are essential for a Warriors game. Well, not essential. But close.
Kit life- so it's not boring, make it possible to sneak out of camp, be stolen from camp, play-fighting, playing in general, listening to the elders, being escorted out of camp, and being able to explore a lot of places accessible in some way or another from the camp or close to it. Any other ideas you (Falconstar) or anyone else has can be added to this- it probably needs more to freshen up the moons (you can probably make it shorter) before apprenticeship. Oh, that reminds me- socializing with others would go really well to liven up kithood. Just before apprenticeship, you get a choice between medicine cat or warrior. Then you have the apprenticeship ceremony.
Apprentice life- this is a vital preamble to warriorhood. You need to become acquainted with the world, not just learn the basics of what to do and wing it from there. You would have a mentor who is often nearby and tries to protect you. You would have a specific place (like the Sandy Hollow for ThunderClan) to meet with your mentor and possibly other apprentices and their mentors and learn hunting, fighting, patrolling, or... You get the idea. Every day when you wake up, your mentor is ready to take you to the session. If you stay in camp, they leave without you and cats in your Clan constantly bug you to go to the training session until you do. If you miss it, you lose 5 reputation. (it goes on for a certain amount of time) You can socialize with the apprentices and your mentor as you do certain exercises, like group hunting/'fighting' or just you and your mentor. In lessons you learn new techniques (mentioned later). As an apprentice, you can freely exit camp, but often your mentor comes with you. Sometimes you get out alone or with another apprentice. Once you've learned a certain amount of moves and have progressed significantly in your learning, you have an assessment. If you succeed- warrior ceremony! If not... Sorry. Gotta keep learning as an apprentice. Also, sometimes you're chosen to go to the Gathering. If not, you can't go unless you sneak out.
Medicine Cat Apprentice life- As a med. apprentice, you have to learn and take 'quizzes' about the names and properties of herbs. You also sometimes help treat a cat or help a cat give birth (the queen groans a lot, the med cat asks you for herbs and things which you give to him/her, and at the end there is a certain amount of kits near the queen. For non-sadness purposes, as an apprentice you never fail helping the queen unless you refuse to help your mentor. Otherwise, the kits are always born healthy). You have to go on expeditions with your mentor to find certain herbs and sometimes it's quite difficult- and fun- to get to these herbs. Also, be careful with identifying herbs. Memorize them- sometimes they'll look similar. As a med. apprentice, other apprentices usually either like you or are jealous of you. Every half-moon, your mentor takes you to the med. cat meeting. Every Gathering, you get to go! Each time a new leader is appointed- or the leader wants to commune with StarClan- your mentor takes you to the Moonstone. Sometimes cats come to the med. den asking for help some way or another because they're injured or sick.
Warrior life- Not much changes as a warrior from what's in the game already, but you are always permitted to exit camp no matter what, you most of the time are called to a Gathering (though sometimes are asked to stay in the camp), you are now able to take on a mate, and sometimes you get an apprentice! (you can still buy it though if you don't like waiting). The first night after your ceremony, you have to sit vigil, but for the sake of fun, it either lasts a very short time in-game, your character falls asleep (lose 10 reputation), the camp is attacked, or a sudden bout of sickness breaks out and you are asked to find herbs, and quickly. You are now open to being chosen as deputy.
Medicine Cat life-
Deputy-
10. Better mates and kits mechanics
11. Birth circumstances
12. Family
13. More prey and better prey mechanics
14. Predators
15. More rogue mechanics
16. More kittypet mechanics
17. Natural disasters
18. Vague playable character personality
19. Water quality
20. Better camp layout
21. Better weather mechanics
22. Sickness, injury in other cats, and age
23. Lake territory
24. More Clans
25. Tribe of Rushing Water
26. Better rogue mechanics
27. Techniques
28. More herbs
29. More Moonstone mechanics
Not Finished
1. Certain amounts of fresh-kill in the pile. I know this has been asked for a couple of times, but I'm just suggesting everything I've thought of as well and think should be implemented. It would give a sense of need for food instead of it being easy and a natural handout depending on how much reputation you have. I know a fixed method of reduction and production would be difficult to program, but I'm willing to wait as long as Falconstar needs time to make everything that might be suggested. Better than waiting for something that'll never happen, right? Patrols (mentioned later) would bring in a bundle of prey, especially depending on the season, but you would have to contribute a lot to be able to help your Clan thrive. Consequences of letting the fresh-kill pile drop low is the pile having a higher price for food, being asked on patrols more and more often, and less warriors in camp which could result in an attack with worse results than usual (mentioned later). As the Clan becomes hungrier and hungrier, warriors will bring back less and less because of weakness (mentioned later). If the fresh-kill pile becomes less than five pieces of prey frequently, the Clan will start to become sick and you will have to ask another Clan for help. If they refuse, you'll have to work extra hard to build up your Clan again. If they agree, they'll start leaving prey near a predetermined spot every day, ranging from 1-8 pieces. You can bring this back to your Clan and gradually things will start returning to normal. Also, when you buy a piece of prey, it appears in front of you instead of just changing your hunger bar. Whenever you talk to the prey-keeper, he tells you how much prey is in the pile. If you're very careful, moving slowly and pressing down the shift key, you can steal a piece of prey from the pile, though your reputation will reduce by one. If you're caught, it will reduce by five, so this isn't a very good idea. Hollylight suggested: "Clan-specific food? I mean, for Shadowclan, frogs would fill two hunger bars instead of one, and if you asked Riverclan for help, they might give you fish, and it might fill half a hunger bar or something. There could also be an RNG factor, so your cat has the chance to like clan-specific food, like how in "The Fourth Apprentice" Petalfur and Rippletail caught fish for the group, and Tigerheart was the only non-Riverclan cat who liked the fish." Luna the Pirate(And Cat) suggested: "Maybe prey missions! Along with the animate clan-mates you could talk to them and sometimes they will ask you to fetch them certain kinds of prey! EX:
Rockpaw: Hey *insertnamehere*! Hows it going? Goodness I am hungry, if its not too much of a favor, could you sneak me a rabbit? They are my FAVORITE kind of prey! But we live in *insertclan* so we can't catch them.. Please?!?! I'll be your best friend!"
2. Patrols would be a great addition because they'd give you things to do in a group with your Clanmates, hunting or checking the borders, perhaps fighting. This would tie in well with the animate Clanmates (mentioned later) while giving the character something to do and obligations instead of just going and doing whatever they want. The deputy walks over to the character and inquires on if he or she will join on a certain patrol that is leaving at the time. The character may decline or accept; declining does nothing more than a few slightly disappointed words from the deputy about having to find another person to take your place, but accepting transports you to a random tile on the territory (if it's a hunting patrol, only so long as it's not a set battle tile and has no active Thunderpath) and you hunt (if it's a hunting patrol) or fight (if it's a border patrol, there's a large percent chance- slightly below the ones on set battle tiles if it's not a battle tile- that an enemy Clan will try to invade to make border patrols less boring), and/or socialize while you do it with the Clanmates that joined you. If you hunt, there's a set amount of prey you have to catch before the patrol leaves and you are able to go about your business once again, but with a little added reputation (one reputation for most common prey, more reputation for rarer prey. Each piece caught during the hunting patrol is added up to the reputation you receiveat the end of it). If you get in a fight, it functions just as a normal battle patrol does. Socializing mechanics are mentioned in animate Clanmates. Sometimes you are chosen as the leader of the patrol, and you get one added reputation for this; it's less rare the more reputation you have. At other times which are randomly chosen, the leader or deputy will lead the patrol. Nothing special comes from this.
3. Hunger (improved), thirst (improved), temperature (mentioned later), and more health mechanics would add some depth to the game. You'd feel more alive and feel more need to be in 'safer' places, get under shelter during bad weather, and return home as the day comes to a close. You'd more become the cat you are to play if you have a sense of survival; it would also make rogue life more interesting before a Clan (if one is made) is established. Let's delve into the suggestion and see what I think would work. Hopefully I have good judgement. Hunger could be improved by making the bar a wider with green in the safe area, full, gradually descending to yellow, and then red, and finally, white, which shows a death point, with a little notch showing what point you are with it and keeping the word to describe the condition, but maybe adding more settings to that to better portray how serious the hunger is getting. Have more steady reduction depending on what you ate, how large it is (mentioned later), what season it is (mentioned later), if it's tainted by Carrionplace, and how your cat likes that prey type. On to thirst. It's pretty easy, with blue as the optimal color on the widened bar descending into white and then gray as death, basically working like the hunger with the actual indication bar. The reduction depends on the quality of the water (mentioned later) and the recency of the drink. Keeping water or trees nearby is a good idea because thirst is a bit accelerated in contrast to hunger.
Temperature is something that is probably trickier than the hunger or thirst, but shouldn't be too bad. Basically, there is a temperature indication on the status bar thing with red as hot descending into white in the middle and blue on the other side descending into the white as well. White is the ideal temperature to be at. There is an almost black, small zone at each end which is the death temperature which is fairly hard to reach. Temperature fluctuates with many factors, the first of which I will touch on being time of day. In the morning it is cold, but not too cold. Nippy and uncomfortable at the time you wake up, gradually rising higher until, in afternoon, it's usually at the center, sliding into the red zone. As the day continues, it reaches just short of the center of the red, and then begins to fall backward. At night it reaches the middle of the blue zone, and as it becomes later and later, it nears the black zone, though never touching it unless other factors of cold are met. Other factors effect the temperature of your cat, though, including where you are. Around water, it slightly drops; in water, it drops to about a quarter of the way into the blue zone. Inside caves, except certain caves (like the Moonstone cave), the temperature drops to nearly halfway into the blue zone. In the Moonstone cave, and other more friendly or less deep caves, it's warm with only a tiny bit of edging into the blue. In the Moonstone cave, it's at a perfect medium until you leave the cave. (caves mentioned later)
Then there's seasons. In Greenleaf, the mornings are normal in the start of Greenleaf. In the afternoons, it starts to get a little hotter than normal. It has a more gradual receding, but at the darkest part of night it still falls down to an uncomfortably cold temperature. In the height of Greenleaf, mornings are near to the ideal, just a little into the blue; afternoons get a little too hot for comfort; evenings never really boil down the hot afternoons, and nights are warm, but not hot. In the darkest part of night, the night cools down to a little more of a quarter in blue. At the end of Greenleaf, things cool down to the usual. In Newleaf, (I know it's not in proper order, and to that I say meh) mornings are a little nippier than Greenleaf mornings, but not a noticeable difference. Afternoons are a little cold but they get close to the ideal. Evenings and nights are normal. In the middle of Newleaf, mornings are the same as the beginning, afternoons are usually the ideal or close to it, and evenings are a little warm but nights are normal, though a little less biting. Newleaf is a very pleasant season, especially temperature-wise. Late Newleaf, things start to warm up slightly, but mostly stay the same. Then there's Leaf-fall. The beginning has a little cold mornings, very slightly blue afternoons, and evenings that cool down a little more than the rest. Middle of it is just plain cold in the mornings, a little warmer in the afternoons, with comfortably warm evenings and uncomfortably cold nights. Late Leaf-bare, everything is pretty cold except evenings which have a little warmness left.
Early Leaf-bare, everything is just like late leaf-bare except the evenings don't really warm anything up. Middle Leaf-bare, everything is uncomfortably cold. Frigid. This is why the cats don't like it, but Leaf-bare is my favorite season. Late Leaf-bare, things start to warm up slightly, but nothing really changes except some bodies of water freeze over and the cat can slide across them, but every time the ice is stepped on it cracks more and more until you fall in. Leaf-bare water outside hot springs (mentioned later) Is cold enough that if you stay in it too long it'll bring you to the death point. So, try not to break the ice often. It's hard to get out because if you panic you'll flounder around under the ice without coming out into the place where the ice was broken and then walk out, still cold so that if you don't find a place to quickly warm up you still might freeze. The coldest situation possible is in one of the coldest caves (which grow frost in Leaf-bare) inside a frozen body of water in middle Leaf-bare at night. You die instantly in this situation from cold, so maybe better not explore the cold caves during Leaf-bare if you're not sure if they have water or not. The hottest situation is in Greenleaf, the middle, in a hot spring at afternoon during a drought (mentioned later). You can die from this if you meet the conditions for a short amount of time.
Also, weather and natural disasters influence temperature. In a drought, rain gives the ideal temperature and slows the thirst from growing. During Newleaf, rain gives a fairly comfortable quarter-of-the-way into blue, same with Greenleaf except in some situations when it ascends to an actual storm (mentioned later; can happen in any season with any condition). Then it descends to half into blue and can get worse if you stay in the rain too long. Best to take cover. During Leaf-fall it gives half into blue, and during Leaf-bare it's just a little lower. Tornadoes, because of the rapid movement, make the temperature go up significantly, but taking cover is definitely the best thing to do in tornadoes because it's very difficult to survive in one and temperature is the least of your worries. If hit by lightning, your temperature goes up to a very high level. If the temperature doesn't kill you, the shock might, which is another reason it's good to take cover in a storm. During a flood, whatever season, the temperature drops a lot because of the close proximity to a ton of water and if hit by the flood your temperature drops so low that it might kill you before you drown. Like all natural disasters, there is a chance to survive though, however small. In a fire, your temperature rises so much that if you stay in close proximity to it for an extended amount of time, you'll die because of the heat and smoke. If touching fire, it speeds up the process significantly. If it's snowing, your temperature drops and then gradually inches lower and lower. Get to a warm place if you want to be safest. If it hails, your temperature drops somewhat and at intervals in which particularly heavy hailstones hit you you get hurt slightly, so staying out too long could be hazardous because it piles up after awhile.
Now the new health mechanics. They're fairly simple, with the same kind of bar as the new hunger bar. It measures how bad wounds from fighting and natural disasters are. Getting hurt slows you down depending on how much you're hurt, along with how much hunger and thirst you have (I think this is mildly added already, but I want to add to it), as well as your temperature. If you're severely hurt, or dehydrated, hungry, or hot or cold, you get so slow that you might just die before you can get to a safe place and nurse yourself to health. You don't want to get in this situation, then. Herbs and the medicine cat help you, but also filling your belly, drinking enough water, and getting into a place with a good temperature also helps you gradually heal. After a natural disaster, if you didn't get to a safe place and let it pass, but you did survive, you're very, very hurt and need assistance immediately, or close to it. Also, food poisoning (mentioned later) ebbs away your health and might make you sick. Sickness will be covered later.
4. Warrior code would be a great addition to make it seem just like the classic Warriors books. You'll really be living as a warrior (or medicine cat, or deputy, or leader...) in one of the four Clans (or one of the other Clans, or your own...), following the warrior code and such! Well, let's go over how all the rules of the code would be portrayed.
- Defend your Clan, even with your life. You may have friendships with cats from other Clans, but your loyalty must remain to your Clan, as one day you may meet them in battle.
Easy. Your cat should take a patrol at least every moon, and their friendships with other Clans' cats must not go further than that. If they do, your cat must hide it and if they're found out they'll lose about fifteen reputation.
Do not hunt or trespass on another Clan's territory.
You'll lose reputation if you catch prey on another Clan's territory if the prey-keeper 'notices its scent' once it's brought back, which it has a 50% chance of doing. You only lose two or three though because people of one Clan tend to care less about how other Clans are hurt minorly. Trespassing on another Clan's territory doesn't make you lose reputation but it gives a high percent chance of being attacked, but since that's already a mechanic I don't think I need to talk much on that.
Elders, queens, and kits must be fed before apprentices and warriors. Unless they have permission, apprentices may not eat until they have hunted to feed the elders. If any warrior or apprentice is sick or injured, they may eat while the elders, queens, and kits are eating.
You will lose six reputation if you eat before you are informed at morning, afternoon, and evening that elders, queens, kits, and cats with sickness or injury have eaten. It'll take a little time once a hunting patrol returns at these times to be informed by your prey-keeper that they have eaten. At other times snacks are allowed and just fine, but at these times the prey-keeper can tell you if it's alright to eat or not in case you might've missed the message or am not sure if the specific time qualifies. Sometimes you'll be asked to help bring fresh-kill to those in need, which is easy enough. All you do is drop off one piece of prey to the elders' den, two for the nursery (one for one queen and the other for one kit), and two for the medicine cat den (for two sick cats or one sick cat and the medicine cat or the medicine cat and the medicine cat apprentice, or the medicine cat apprentice and one sick cat). This gives you three extra reputation because you helped out a little. - Prey is killed only to be eaten. Give thanks to StarClan for its life.
- Just don't waste prey and you're fine. This isn't a very huge rule, but burying crowfood gives one reputation.
A kit must be at least six moons old to become an apprentice.
This is already active so I can skip with one.
Newly appointed warriors will keep a silent vigil for one night after receiving their warrior name.
See in the ranks suggestion below about becoming a warrior instead of the usual. When you receive your warrior name, the guards will disappear for a night and you must guard the entrance. To make it less boring, things will always happen on that night, varying between if they'll be big or not. The selection of random occurrences are: attempted night invasion from another Clan; all you do is call out and wake people up. There's a battle, but if you fight well you win. If you lose, it mean's you've died, so you either heal and wake the next morning or you have to continue from your last save point. Another is a badger/fox/other predator attack on the elders' den, the nursery, the apprentices' den, or the leaders' den. You hear something around the camp and go to check it out, soon alerting the others. You and some other warriors fight off the predator and it's just like a normal battle. Another chance is an elder or kit develops a deadly disease or sickness during the night and you have to venture out with the medicine cat to find a certain herb; it's not far from camp and the medicine cat needs someone to protect him or her, and doesn't want to wake up anyone else. The medicine cat apprentice will raise the alarm if anything happens, but nothing does, so you just collect it with the medicine cat, having to protect them from a fox that attacks on the way to the herb, and return home. It skips over the rest of the vigil because the remainder is uneventful.
A cat cannot be made deputy without having mentored at least one apprentice.
You cannot reach the deputy rank without having mentored an apprentice. Easy.
The deputy will become Clan leader when the leader dies, retires or is exiled.
If you're deputy and the Clan leader dies, then you'll take his or her place.
After the death or retirement of the deputy, the new deputy must be chosen before moonhigh.
If you become the leader or the deputy dies or retires or something, then a deputy will be chosen before moonhigh. A choice comes up if you are leader at moonhigh and you haven't already chosen a deputy with a few names from the Clan. After you've chosen the deputy, they become a lingering character that you can always see in camp unless they're on a patrol.
A Gathering of all four Clans is held at the full moon during a truce that lasts for the night. There shall be no fighting among Clans at this time.
The Gathering already happens, but it'll be improved later on in my suggestions.
Boundaries must be checked and marked daily. Challenge all trespassing cats.
I've already covered patrols, so this is done.
No warrior can neglect a kit in pain or danger, even if the kit is from a different Clan.
If you find a kit that has escaped from his or her camp, you must return him or her to their camp. No one will attack you while you do this. The kit has a large percent chance to become your friend as it grows up.
The word of the Clan Leader is the warrior code.
You must obey your Clan leader whenever they order you to do something. If you don't, you lose five reputation if it's an unreasonable order. If you should've done it and it's perfectly reasonable, you'll lose seven.
An honorable warrior does not need to kill other cats to win his/her battles, unless they are outside the warrior code or if it is necessary for self-defense.
If you kill a cat when you are at middle HP or up, you lose ten reputation. If you're below middle HP, it's kind of justified since they're kind of killing you.
A warrior rejects the soft life of a kittypet.
Becoming a kittypet reduces your reputation by seven-ten depending on how highly ranked you were in your Clan and makes your Clanmates cold and spiky to you if you return, just for awhile.
Each Clan has the right to be proud and independent, but in times of trouble they must forget their boundaries and fight side by side to protect the four. Each Clan must help the others so that no Clan will fall.
5. Attacks would make this more realistic and fun. It's so easy to escape the battle tiles... But what about when every tile is a potential battle tile? I know all my suggestions would make this game that much more difficult, but also that much more fun. You know how cheating in games always gets super old super fast? It's so unfulfilling, however fun it feels to try out all the stuff you've never got to. Attacks would happen randomly and fairly rarely. There are a few tiles that are rarer but still happen- the camp tiles and tiles further away, at the edges of the map, since no one wants to go there. You can escape a battle usually, but there's a small percent that you won't be able to leave the tile unless your health drops enough that it will be hazardous to continue to fight. The attacks are fairly simple, so I don't think I need to touch on that more.
6. Animate Clanmates/NPCs in general would give a huge new addition to the game. It'd be extremely difficult in my mind to program all this, but it would add so much depth, and as I said, I am willing to wait as long as it takes. Other characters, cats, would walk around and go about what actual buisiness they might have- visiting a sick loved one in the medicine cat den, hunting by him or herself or with a friend, joining in a patrol, actually living their own lives. Your character's still in the spotlight, but the spotlight isn't what makes you alive. It shouldn't be, at least. NPCs that were irrelevant before can now effect your own life and do their own thing. Some of them will be treacherous and betray your Clan, which you can possibly figure out before the rest of the Clan. They will have their own personalities and emotions (randomized, but randomized in a way that they make sense), likes and dislikes. There could be a drypaw in RiverClan purely generated, or a strangely water-loving ShadowClan cat. Wouldn't you feel like it was significantly improved if others seemed real and fleshed out? It would be extremely hard, but it'd give a little sense of a plot without an actual plot in a freestyle game.
Names can be randomized, but there are set members in each Clan with each game, randomly generated with the file. If the file changes, like a new main character is created, it changes as well. Sometimes these animate characters get sick, injured, or die some other way. They also sometimes trespass in other territories, though fairly rarely since it doesn't happen often in the books. At times, there's also forbidden relationships between one Clan and another that you can uncover and decide what to do. This would open up so many possibilities, which brings me on to socializing.
7. Socializing would be difficult to program, but it would be vital to flesh out the NPCs. You can actually talk to the NPCs and they have emotions, moods, personalities, quirks, and traits that change how things happen. You can choose what you say out of options that make the most sense that change with the occasion. You can make your own personality for your cat, and make others like and dislike you by talking to them. Some NPCs just dislike or like you from the start because of their personality, but they can warm up to you or grow to dislike you. It's all what you do. You can now choose your mate from any cat of the opposite gender, even outside of your Clan. If you choose the path of forbidden relationships, you'll have to talk to them at a gathering and set up a time to meet at Fourtrees. Every meeting, there's a chance you'll be found out, with or without your knowledge. Sometimes a peeping Clanmate will return to camp without confronting you until you come back, and sometimes they'll confront you right then and there. Sometimes even a Clanmate from another Clan, usually the Clan of the other person in the forbidden relationship. If you're willing to take that risk, you can eventually become mates with him or her, and even have kits later on. If you are found out during this time, you either have to promise to stop meeting him or her and actually never do it again (or take on more risk and start meeting somewhere else), come to live in his/her Clan or have them come to yours, or both decide to be banished from the Clan and raise your own family in the wild.
8. Further exploration would be a great addition to the game. Let me further explore (see what I did there? Ahaha, bad puns) this idea. You can explore caves. You can explore those tunnels that cars exit the map into (you might just get hit by a car though- explore at your own risk), you can travel into the Twoleg area, you can explore the Twolegplace as a kittypet, loner, or Clan cat, and here's the big thing- you can travel outside the Clans. Yep- Tribe of Rushing Water (mentioned later), Lake Territory (mentioned later), different Clans possible (mentioned later), better places for your rogue Clan. So, so many possibilities. You don't have to go too far out of the Clans, but all I ask is that there's at least something out there, beyond the forest. A desert. A mountain. Something. Maybe even an ocean/sea/major lake, who knows?
9. Ranks are essential for a Warriors game. Well, not essential. But close.
Kit life- so it's not boring, make it possible to sneak out of camp, be stolen from camp, play-fighting, playing in general, listening to the elders, being escorted out of camp, and being able to explore a lot of places accessible in some way or another from the camp or close to it. Any other ideas you (Falconstar) or anyone else has can be added to this- it probably needs more to freshen up the moons (you can probably make it shorter) before apprenticeship. Oh, that reminds me- socializing with others would go really well to liven up kithood. Just before apprenticeship, you get a choice between medicine cat or warrior. Then you have the apprenticeship ceremony.
Apprentice life- this is a vital preamble to warriorhood. You need to become acquainted with the world, not just learn the basics of what to do and wing it from there. You would have a mentor who is often nearby and tries to protect you. You would have a specific place (like the Sandy Hollow for ThunderClan) to meet with your mentor and possibly other apprentices and their mentors and learn hunting, fighting, patrolling, or... You get the idea. Every day when you wake up, your mentor is ready to take you to the session. If you stay in camp, they leave without you and cats in your Clan constantly bug you to go to the training session until you do. If you miss it, you lose 5 reputation. (it goes on for a certain amount of time) You can socialize with the apprentices and your mentor as you do certain exercises, like group hunting/'fighting' or just you and your mentor. In lessons you learn new techniques (mentioned later). As an apprentice, you can freely exit camp, but often your mentor comes with you. Sometimes you get out alone or with another apprentice. Once you've learned a certain amount of moves and have progressed significantly in your learning, you have an assessment. If you succeed- warrior ceremony! If not... Sorry. Gotta keep learning as an apprentice. Also, sometimes you're chosen to go to the Gathering. If not, you can't go unless you sneak out.
Medicine Cat Apprentice life- As a med. apprentice, you have to learn and take 'quizzes' about the names and properties of herbs. You also sometimes help treat a cat or help a cat give birth (the queen groans a lot, the med cat asks you for herbs and things which you give to him/her, and at the end there is a certain amount of kits near the queen. For non-sadness purposes, as an apprentice you never fail helping the queen unless you refuse to help your mentor. Otherwise, the kits are always born healthy). You have to go on expeditions with your mentor to find certain herbs and sometimes it's quite difficult- and fun- to get to these herbs. Also, be careful with identifying herbs. Memorize them- sometimes they'll look similar. As a med. apprentice, other apprentices usually either like you or are jealous of you. Every half-moon, your mentor takes you to the med. cat meeting. Every Gathering, you get to go! Each time a new leader is appointed- or the leader wants to commune with StarClan- your mentor takes you to the Moonstone. Sometimes cats come to the med. den asking for help some way or another because they're injured or sick.
Warrior life- Not much changes as a warrior from what's in the game already, but you are always permitted to exit camp no matter what, you most of the time are called to a Gathering (though sometimes are asked to stay in the camp), you are now able to take on a mate, and sometimes you get an apprentice! (you can still buy it though if you don't like waiting). The first night after your ceremony, you have to sit vigil, but for the sake of fun, it either lasts a very short time in-game, your character falls asleep (lose 10 reputation), the camp is attacked, or a sudden bout of sickness breaks out and you are asked to find herbs, and quickly. You are now open to being chosen as deputy.
Medicine Cat life-
Deputy-
10. Better mates and kits mechanics
11. Birth circumstances
12. Family
13. More prey and better prey mechanics
14. Predators
15. More rogue mechanics
16. More kittypet mechanics
17. Natural disasters
18. Vague playable character personality
19. Water quality
20. Better camp layout
21. Better weather mechanics
22. Sickness, injury in other cats, and age
23. Lake territory
24. More Clans
25. Tribe of Rushing Water
26. Better rogue mechanics
27. Techniques
28. More herbs
29. More Moonstone mechanics
Not Finished