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Minions/Henchmen - Aqualung451 - 2013.Apr.29 12:43 AM This needs major work before it is even ready to be brought up to the powers that be. Please help out. Thanks When you get to Level 40 you should get Minions or Henchmen. Non-Player characters that you get to command. Each minion is listed on the player sheets and, can be attacked. They can conduct crimes not avalable to regular players. They can find and steel items like easter eggs, Haloween candy, etc. (items that were mass earned in contests (and/or a new type of consumable item)) Minions give a passive bonus based on career type they posses. Minions fight with a player when the player is attacked (if they are not already in Hospital) They will also attack with that player if posable. Some minions may unlock new crimes for a player to conduct. Minions must be payed at least every 7 days or they will quit and return to the hiring pool. Starting at lvl 40 you can hire 1 minion every 3 levels. So a level 43 could have 2, a level 46 could have 3, etc. Minions may be hired at $1Mil and must be payed 5k/week. On day 8 with no pay the minion will quit and return to the "Minion Hire pool" Minion careers Minion Careers may be worked just as player careers. They are: Doctor: Gives passive bonus of Reduced hospital stay /level. Gives reduced combat damage when assighned to player protection. can steel medical related items for player. Lawyer: Gives passive bonus of reduced jail time /level. Gives reduced jail time and, reduced chance of being busted for crimes when assighned as crime asstant. Lawyers can steel tax money, will/last testiments, city funding, etc. Thug: The Thug is the prize of the bunch. He gives a passive bonus in muggings player will take 100% of victom's cash. Gives a grater chance on crimes /level and increase in cash earned /level Thugs can steel anything, including items in gang vaults, though doing so rival gang may catch them and have a chance to hire them on the spot. Thugs also give bonus damage done in combat when assighned to player protection. (more careers can be created) Minions can be assighned to duties they will conduct if they have the points Protect player, commit crimes, assist in crimes, and defend hideout. Minions will not attack rival hide outs but will defend. minions may be played as if another game player with limitations. They can not have doner status. Enduance can be trained. many crimes may not be open to them (based on career type) career may NOT be changed. all improvements made by a player stay if the minion is lost. Minions have there own weapons and armor that they will never loose even if equipped with better by the player. Player equipped items will return to the player if the minion is forced to quit.(unless the minion is cought steeling from a gang's vault) A thug cought in a gang vault may fight his way out. Any online player and all Minions assighed to defend the hide out will attack the thug. If he lives, he gets away, if not every gang member will have a timed chance to hire the thug. They must have an open slot, and the base hire cost. RE: Minions/Henchmen - TealJade - 2013.Apr.29 02:18 AM Interesting idea but really disagree about being able to steal from the gang vault. From what I understand they were put in place so people could lend out items including uniques without worrying about them being stolen. So the whole purpose of them would be undone. Also where would these consumables be stolen from? If it is a person storage I think that would be a bad idea as well. If it was from "the game" or MAYBE from a persons items I could see it. But IMO there should be some "safe places", ie gang vaults, storage, banks and housing. RE: Minions/Henchmen - Aqualung451 - 2013.Apr.29 11:43 AM stealing from the gang vault was not well thought out and could be removed. This really was the start of an idea and I hope others can expand on it and it can become part of the game. The game has the ability for more then 2 people to fight at a time. I would like to see that start to be used. The idea behind stealing consumables was for npc's to have crimes open to them that players don't This would increase the value of the npc to the player. The game needs to grow. RE: Minions/Henchmen - filthymick - 2013.Apr.29 02:06 PM i like the steal from gang vault idea. if you dont want ur vault robbed have minions guarding it lol. or put ur uniques in storage. most uniques are prolly close to worthless now anyway RE: Minions/Henchmen - Mock8800 - 2013.Apr.29 03:44 PM Should be level 70 not 40. RE: Minions/Henchmen - Aqualung451 - 2013.Apr.29 04:51 PM I could see level 50 but, 70 is kinda up there. RE: Minions/Henchmen - bconrad56 - 2013.Apr.29 05:45 PM Why not start it at 40 or whatever, as you level up you get a stronger minion or more minions. RE: Minions/Henchmen - InPaceRequiscat - 2013.Apr.29 06:09 PM Being able to mug 100% is no dice. too much. 20% bonus sounds right. Henchman, 1 every 3 levels over x level too much. 1 per 25 levels, starting at 10. Otherwise, those at level 70+ would have massive bonuses that would be ridiculously OP. RE: Minions/Henchmen - Maccleod - 2013.Apr.29 06:18 PM (2013.Apr.29 06:09 PM)InPaceRequiscat Wrote: Henchman, 1 every 3 levels over x level too much. 1 per 25 levels, starting at 10. Why level based..? Why not make it a skill, 1 per level of skill trained. Ps this will never happen..lol RE: Minions/Henchmen - InPaceRequiscat - 2013.Apr.29 06:38 PM (2013.Apr.29 06:18 PM)Maccleod Wrote:even better. having something new dependent on something you can already have is a piss poor idea.(2013.Apr.29 06:09 PM)InPaceRequiscat Wrote: Henchman, 1 every 3 levels over x level too much. 1 per 25 levels, starting at 10. |