Nationality Raiding Party Idea
While there are global invasions, such as critters from chickens and little woodland creatures that everyone can be a part of, there are also invasions that are nationality specific such as Minotaurs for Odtoni and Onas for Erfs for example.
This idea is to be similiar but to add more dialog to the game, to grow in another way.
Now there have been tribal areas that were once only settled by them but now conquered and became towns for us to use. Such as Radom Woods, that the area once belonged to the Nagaromi and now is part of Beromi through conquest.
While this would be a rare, very very rare, but as this game grows, and more and more people join in. Some would rather start out in their own guild as it'd be friends, family, people they've played with in other games. As they would like to still play together... Some people like to start out from the bottom, and grow from there. As is, you'd need 150k vessi to get a low level guild and that alone would have a compound out on Dancyia. Not suitable for newcomers, of course.
But the main purpose. Adding more, extra dialog. A different look at instead of defending from invasions, but becoming the attacker and going on the offensive.
Also to this idea is to perhaps add combat level restrictions. Allowing lower levels, or just higher levels, to get a chance in on the attacks. While the monsters could be defeated, there may be a risk, it'd be challenging in the end. It'd add some new monsters to the game. Perhaps a semi rare, new usable item, who knows. It's to add more to this game in the end.
Now the main idea on raiding parties would be, a new location. A hidden clearing type set up where it's only available during the beginning of the raid until the very last monster is defeated. But as I've been told that would require coding on msk's behalf and he's a busy man as it is. So perhaps that could be in the future if liked by the community, committee and approved... It'd become that way.
So there'd be two parts to this:
1st: New location outside of a town, a hidden clearing area for these raids to be held.
2nd: Existing location where it does not interrupt the activities within that town like an invasion would. It'd be all based solely on the 1st, just going on at an existing town instead of a new location.
The 1st would require coding of course to be added. The 2nd is to implement without such coding and allow it to possibly tested out and see how the community reacts or for simply temporary raids instead of the periodic invasions.
Now some ideas may be taken from other people's creations and thoughts and ideas... So that credit is due to them and not just me. I won't hog that attention. :P
Now below is only the beginning and a start of things. As I fill out more information, and more ideas come along. I'll update it. At the moment it'd be basic raidings and some dialog along with some monsters to them. As time goes I'll make more and also got a suggestion about adding quests to this too so I'll be thinking about that also. Starting out it'd be lower level type raids and I'll work my way up from there.
•. Faldor
As the neutral and faldorian war ended, the remnants of pirates and supporters of them are still angered with the destruction of their lands and docks, along with all the ships and the heavy loss of people.
While not strong in numbers, the remainder pirates conduct guerrilla attacks upon Faldor and their people.
This has anger the government and the people of Faldor. They wish for actions to be taken and request fellow citizens to help in aiding the raids upon the remaining pirates.
Faldorian only announcement: The queen has requested fellow combattants to help with aiding of a raid upon the pirates based in the cove between Lake Essdar and Galawi.
New hidden clearing town set in that area with the option to Raid Pirates within the town.
Number of Pirates to attack in the raid will be random but varies from 400 up to 1000, as there will be not so many of them left at this point in time.
Monsters(Pirates):
Monster: Pirate
HP: 25
Attack: 28
Defense: 25
Speed: 21
Agility: 34
Exp: 55
Character XP: 20 | Guild XP: 27
Drops:
•Bottle of Rum
•Iron Small Shield
•Iron Short Sword
•1–5 Gold Coins
•Turquoise
•Jade
•Pirate Card
•Invasion Card
Monster: Pirate Blacksmith
HP: 20
Attack: 22
Defense: 22
Speed: 20
Agility: 30
Exp: 50
Character XP: 15 | Guild XP: 25
Drops:
•Bottle of Rum
•Bronze Hammer
•
1–5 Gold Coins
•
1–5 Copper Ores
•
1–5 Tin Ores
•
1–3 Bronze Bars
•Pirate Card
•Invasion Card
Monster: Baby Kraken
HP: 175
Attack: 50
Defense: 40
Magic Defense: 25
Speed: 18
Agility: 44
Exp: 200
Character XP: 50 | Guild XP: 100
Drops:
•
1–10 Sharp Tooth
•
1–3 Pearls
Monster: Parrot
HP: 10
Attack: 25
Defense: 8
Speed: 45
Agility: 18
Exp: 20
Character XP: 7 | Guild XP: 10
Drops:
•1–5 Feathers
•1 Gold Coin
•Pirate Card
•. Erfdar
Elven people have found an outpost on the outskirts of Hiroki and have warned the citizens not to venture too far from town. As some woodcutters have found some huge trees in the area, they've begun cutting them down and suddenly ambushed by Onas.
As the people of Erfdar have tried living in peace, the Onas attack relentlessly. Pillaging towns and slaughtering people. The citizens have become fed up with them and decided to head out to meet the Onas.
Erfdarian only announcement: The people have decided to unite against the Ona threat and head out to the Ona outpost outside of Hiroki.
New Hidden clearing town to the southwest of Hiroki comes up with the option to Raid Onas.
Number of Onas to attack varies but ranges between 5
00–2000.
Monsters(Onas):
Monster: Ona Scout
HP: 43
Attack: 33
Defense: 28
Magic Defense: 10
Speed: 34
Agility: 41
Exp: 30
Character XP: 14 | Guild XP: 20
Drops:
•
1–4 Animal Pelt
•
1–2 Animal Skin
Monster: Ona Whelp
HP: 35
Attack: 24
Defense: 18
Speed: 20
Agility: 15
Exp: 18
Character XP: 7 | Guild XP: 9
Drops:
•
1–2 Animal Pelt
•1 Animal Skin
[I'll add more to this later, to more monsters, to higher level, seperate raids.]
As time goes by, the Elves have became even more fond of their land. Nurturing it, defending it, simply taking care of it. But the Odtoni people have always exploited the resources and goods of their lands and have found Erfdar to have plentiful resources, more then they could imagine.
Dwarves have sent out expedition to the outskirts of Bulbas where they have found a mine, plentiful of ores and stone and have begun mining there.
Elves, outraged and disgusted by the dwarves actions, have decided to step up and force the dwarves back to their own lands.
Erfdarian only announcement: The Elves have called upon the people of Erfdar to step up against the dwarves and push them out of our land outside of Bulbas.
New hidden clearing town set up directly west of Bulbas with the option of Raid Dwarves.
Dwarves ranging in numbers from 300 to 2000.
Monsters(Dwarves):
Credit to the dwarves monsters goes to djmix666, on the Movoda Future page.
Monster: Dwarf
HP: 25
Attack: 20
Defense: 25
Speed: 20
Agility: 25
Exp: 30
Character XP: 10 | Guild XP: 15
Drops:
•
1–5 Copper Ore
•
1–5 Tin Ore
•
1–2 Bronze Bar
•Wagon
Monster: Dwarf Apprentice Miner
HP: 27
Attack: 22
Defense: 23
Speed: 21
Agility: 20
Exp: 35
Character XP: 12 | Guild XP: 17
Drops:
•
1–5 Copper Ore
•
1–5 Tin Ore
•1 Stone Block
•Bronze Pickaxe
Monster: Dwarf Journeyman Miner
HP: 33
Attack: 27
Defense: 30
Speed: 26
Agility: 25
Exp: 42
Character XP: 17 | Guild XP: 21
Drops:
•
1–5 Iron Ore
•
1–5 Coal
•1 Stone Block
•Iron Pickaxe
Monster: Dwarf Master Miner
HP: 45
Attack: 37
Defense: 37
Speed: 32
Agility: 28
Exp: 55
Character XP: 22 | Guild XP: 27
Drops:
•
1–5 Bauxite
•
1–5 Coal
•1 Stone Block
•Steel Pickaxe
[The above names, and drops are nothing I find truly acceptable but giving me something to base on. Giving the general idea behind the monsters names, set up and drops]