The ultimate pet suggestion - Printable Version +- Idle Online Universe RPG (https://iourpg.com/forum) +-- Forum: General (https://iourpg.com/forum/forumdisplay.php?fid=5) +--- Forum: Suggestions (https://iourpg.com/forum/forumdisplay.php?fid=11) +--- Thread: The ultimate pet suggestion (/showthread.php?tid=1956) |
The ultimate pet suggestion - lp9 - 02-21-2016 Hey there, lp9 here. This is my idea on how to essentialy make pets usefull in the game again.
This suggestion will consist of 3 new concepts:
1. New pet levels, different from the current level system for pets
2. Pet skills (Passive and Active skills)
3. Special Perks
Pet Levels
So, what are pet levels? Pet levels will basically make your pets ''secondary characters''. They will work the same as regular player levels, but with different exp requirements for each level. You will be able to gain more pet levels by getting Pet Experience. You will be able to get pet experience from 2 sources:
Each level you gain will give your pet 1 skill point. Skill points will be used to upgrade your passive skills. You will continue to gain skill points normally untill pet level 300. After level 300, you will only get a skill point once per 5 pet levels.
Pet Skills
Passive skills
Passive skills will increase a pet's base stats. Here is a list of all the passive skills, what they do and how many skill points they cost:
*mana - This is going to be a new stat for your pet. Mana will be used to cast active skills while battling monsters
Active skills
Active skills will help you defeat monsters both outside and inside of the pet arena. Here are the list of all the active skills, what they do and how much mana they use up (Keep in mind that all the skills are at level 1):
As i said earlier, all values are shown at level 1. You can level up skills with pet points. Max. skill level is 30.
Pet Perks
Pet perks are special upgrades that you get once your pets reach a certain pet level and evolution tier. We will call this a tier. You will be able to only choose one perk per tier , so choose wisely. Here is the list of all the perks:
Tier 1 - Unlocked at Pet level 10. Pets: Snakes or higher
Tier 2 - Unlocked at Pet level 20. Pets: Bats or higher
Tier 3 - Unlocked at Pet level 30. Pets: Bad Wabbits or higher
Tier 4 - Unlocked at Pet level 40. Pets: Viruses or higher
Tier 5 - Unlocked at Pet level 50. Pets: Rhinos or higher
Tier 6 - Unlocked at Pet level 65. Pets: Rhinos or higher
Tier 7 - Unlocked at Pet level 80. Pets: Robobees or higher
Tier 8 - Unlocked at Pet level 100. Pets: Robobees or higher
Tier 9 - Unlocked at Pet level 125. Pets: Brainfesters or higher
Tier 10 - Unlocked at Pet level 150. Pets: Brainfesters or higher
Tier 11 - Unlocked at Pet level 175. Pets: Clockworks or higher
Tier 12 - Unlocked at Pet level 200. Pets: Clockworks or higher
Tier 13 - Unlocked at Pet level 233. Pets: T-rexes or higher
Tier 14 - Unlocked at Pet level 266. Pets: T-rexes or higher
Tier 15 - Unlocked at Pet level 300. Pets: Eternal Wyrms or higher
With these perks alone, there are over 2+ million different ways you can choose your perks, so no two pets will ever be the same!
Note: Every value shown here doesn't have to like this. If Ray considers this idea, he can freely change all the values, this is just an example of how this idea could work.
What do you guys think? Would you want to see this idea in the game? Write down your opinions below!
RE: The ultimate pet suggestion - vosavo - 02-22-2016 Well you clearly took a chunk of your time coming up with this! Got some questions on some things if you don't mind: How would pet food & training work? Does it just give a much bigger bonus compared to the 5% gain from the players regular gains? How would active skills be used? With the already 1-2-3-4-5-6 would these active skills move into Q-W-E-R.. ? It could be very tedious having to push that many buttons in challenges. Is everything in the PP Shop the same? Is the pets Base Damage the same / per level & tier? - I'd assume these two values would just be played with until it's balanced¿. Some of these are questionable as they don't really work with iou. Ex/ Stun (active skill), that could ONLY help in pet arena, disabling him for x turns. I'd assume that would just have to increase the kill timer outside of pet arena? Would have to change the name of that if so. I'm hesitant with how the 'pet levels' work, balancing that for all players would be a nightmare ¿. (The exp gain) Still like it, but.. would likely need a lot of buffs/nerfs to things as it's a huge change requiring tons of values. RE: The ultimate pet suggestion - Mythic - 02-22-2016 Well it's an interesting suggestion, and I like most of it. Number one problem is I don't see the Pet Level system changing, not for a long time. I can see almost all the Passive Skills come into play, but the Active Skills I can only see some of them coming into play, and most likely they well be only one time use per opponent in the arena, and any other Pet only activities to come. The Pet Perks are great, and could be added into the game right away, using the current pet leveling system you would get to choose a perk every time a pet changes tier/ 10th pet level maxed out. Some of the perks would have to change, and I would like a way to reset perks, which could be limited to once every 2 days or more, so once you reset a timer starts to count down to the next time you can reset. RE: The ultimate pet suggestion - lp9 - 02-22-2016 (02-22-2016, 01:51 AM)vosavo Wrote: Well you clearly took a chunk of your time coming up with this!Yeah, getting the numbers right will be hard, but if it's possible to balance all the values, this idea would be a great addition to pets. Some of the skills are designed to only work in the arena, as what would be the point of stunning an enemy if the player doesnt have any hp or regenerating pet health while battling regular monsters, who dont do any damage RE: The ultimate pet suggestion - Brouwer - 02-22-2016 I will go through all suggestions, but without quoting. 1. Pet Levels is what I was thinking as well. But my idea was that the exp formula and req are independant and are based on pet's tier and level, possibly adjusted by support bonus. Anyway, pets with their own lvl system is what I would like to see. 2. Skills. Passive ones look nice. Although I wouldn't call the source of power mana, but that is just my personal point of view (I'd call it pet's rage). Active ones are mostly overpowered when one take into account that they can be leveled. The stats that you've presented would be good for skill lvl 5-10+, not lvl 1. And "focus" is just one big NO. 3. Perks. Generally speaking they allow nice customization of your pet's growth and stats, but most of those perks are way too OP. Like +X training food. This is just a NO NO NO. Instead of one-time-selected perk per each tier I'd consider a tree of perks and the possiblity of respecs. Because one build made early can fail late and in case of balance changes your perks may make your pet so much weaker/stronger. Basic idea is nice, but there are many things requiring balancing. For instance it is pretty obvious that in long run +XX% PP is better than +25% pet dmg bonus. Could also be that +X training > +XY% pet food early, but the reverse inequality later and you realize respec is required. ++++++ You should also do the math checking how strong/weak the pet becomes vs your auto/click dmg and how fast can it grow/etc. If you haven't, blind suggestions won't work well. :/ RE: The ultimate pet suggestion - Wildfire2099 - 02-24-2016 I think you guys are overthinking it. I think all it takes it to make the crit/double skills for pets comparable to what you get for your regular attack... heck, just make the regular attack skills apply to the pets. Get rid of PP all together, just build it in to the damage progression. Done. Maybe add another 1-2% increase per inferno level. Addiing in other stuff could be fun and interesting, but first off pets need to be relevant again. |