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Adding A New Role Called Sentinels

Posted 2020-11-03 22:23:41

I support, I would love a new role like this! 


Forest
#1667

Posted 2020-11-03 22:26:02

I support! Maybe there can be a team of them (similar to a hunting patrol) where different stats can impact (ex. flankers, offense, defense, etc.)

Introducing PVP will also help alleviate some of the growing pains of only getting territory from SC so I support even more

Archangel
#14186

Posted 2020-11-04 04:10:12

This is such an original and cool idea. Also opens the possibility of many other ideas!

Nora
#6429

Posted 2020-11-04 04:20:19

I like the idea BUT I wouldn't want to use it. The PvP-Feature in Lioden is one of the things I heavily disliked. As long as we are not forced / punished into being involved in PvP action, I don't mind though. 


Vampirette
#638

Posted 2020-11-04 04:30:46

I second what Vampirette said. Only if there is an opt-out option. Lead wolves tend to have low HP as is from leveling in encounters, last thing some of us may want to deal with is even less HP due to impromptu attack from random players.


Haelithra
#467

Posted 2020-11-04 05:14:45

Support from me! Anything that can give my wolves a wider variety of roles is welcome.


KenjiSnow
#3839

Posted 2020-11-04 05:18:15

i feel like this would be a cool idea on paper but terrible in play because it would basically force you to protect your territory wasting a wolf slot, and may make it extremely annoying for challenging of territory for everyone

if it were to function as a second line of protection for pups then it would just be baby sitter part 2
or if it were to guard parts of ur territory bringing back toys here and there it would just be scout part 2

Unless they add some sort of pokemon style battle where you and your team fight the other teams sentinels for territory


Derpy
#6646

Posted 2020-11-04 05:57:05

Support, but only if it was an opt-in kind of deal


Gashadokuro
#1263

Posted 2020-11-04 06:11:57

I just assumed this when I said support, but to elaborate, I only think this is a good idea as long as there is no negative impact on the player being attacked, and the benefit the attacking player gets is based on how fair of a match up their wolves were for the opponent's, with more XP reward, etc if your wolves were underdogs (but also higher likelihood of failure, of course.) You perhaps would not be able to attack a pack who didn't have any wolves defending them, which would make it functionally opt-out.

Another option would be to make it something the opponent needs to actively accept, like a battle request, in which case it would be alright to give penalties to the defending player upon loss (and higher rewards upon successful defense.) Ie, wolves could lose HP/energy and sustain wounds. So it's sort of like a wager - "I think my wolves can successfully defend against/attack yours." "Ok, bet." 

Also, as well as territory, you could occasionally be rewarded with items from your opponent's home location (newly generated ones, of course, not from the opponent player's inventory.)

I think an ideal system would have roughly the following features:

- Your (attacking player's) wolves would take 'real' hp loss or energy loss, while the hp and/or energy of the attacked pack doesn't permanently change.

- You get rapidly diminishing returns from repeatedly attacking the same player and winning, to prevent users from finding users they happen to be able to wipe the floor with despite the game seeing them as equally matched, and farming territory/whatever off them.

- Combat roles, like Archangel said.

- The ability to choose your approach to the attack, ex. ambush, rush, surround. Each uses different stat comparisons/calculations.

- A battle system with a similar function to the explore battle system, but less direct - rather than choosing to bite, lunge, etc, you as the lead wolf choose a general command/strategy at each point of the battle. Example:

1. You approach the enemy pack. You choose Ambush.

2. The game checks the stats of the opponents to decide if you are detected. In this case it informs you that x enemy wolf looks like it's caught a scent, but that you can't be sure. You now have the option to rush, creep closer (increasing the efficacy of the ambush if it is successful, but also increasing the likelihood of detection) or retreat. If you rush while still undetected, you get an ambush bonus based on how 'close' you were before rushing. If you are detected while attempting an ambush, you get a penalty instead because you're caught out of ideal position. I could also see a 'wait' option which allows you to remain still and give the opponent the chance to revert to a normal level of suspicion, if they are not yet actively suspicious (ie re-rolling the ambush detection check at the current level of proximity.)

3. Idk, probably a step or two after that for the actual combat but I used all my typing energy on point 2 and I'm going to bed now. :')



unsknown
#21142

Posted 2020-11-04 07:54:30

This seems like a really cool idea! I don't think the name of the role matters too much since roles don't show up anywhere super visible on a wolf. You could easily just give them a note called "Sentinel" "guard" "warrior" "Patrol wolf" or whatever


🧿 Cornix
#22219

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