Feature-Requests

Global Raids and Player Controlled Global Environment
Suggestion for a Crabada Global Raid environment. Perks 1) Arena allows the community to compete against each other. Global Raids will allow the Community to WORK Together. 2) Allow player to take control of their Crabada environment and experience 3) Test your crabs in the harshest environment known to Crabadians and come out as the heroes of Crabland. How it can be implemented 1) HOW IT FITS INTO THE STORY : Global raid bosses to be released as the main storyline progresses. For example, where the storyline left off, the Kraken has appeared and could very well be the first global thread to crabland where Crabadians need to unite to keep our beloved crabada safe. 2) HOW IT COULD BE EASY TO IMPLEMENT : Similarly to battle bounty, the global raid boss (1st boss Kraken) could be accessed by everyone simultaneously to kill. However the difference here is, everyone shares the same Raid boss with 50,000,000 Hp for example. Each person is able to send up to 20 teams upon entry and will keep their data with the battle even as some of their teams die to the Kraken. Materials drain possibility : Each of the 20 teams sent will require 1/24 energy per crab. When the team dies, the team is returned to be collected by the player (similar to mine/loot). The player can re-enter the raid battle again and re-send teams to continue the battle alongside their fellow crabadians with the cost of 1/24 energy per crab again(maybe limit the maximum number of attack attempts to increase difficulty of clearing raid boss in harder raid bosses). Boss Mechanic : HP regen : Raid boss will have passive HP regen which will require at least X number maybe 50? 60? crabs with no-heal eyes stacking procs to ensure the boss does not regen hp at all times. Attack/Defense buff : Raid boss will have stacking buffs as the timer/rounds go on. Will require stacking debuff of (buff block) maybe 20? sufficiently to drag out the buff timer of the boss and reset the buff. Party Wipe skill : will require some crabs with "last chance" or "invincibility" to survive party wipe. If all crabs battling is wiped, the boss resets. Stacking Bleed/poison : Stack bleed/poison on teams to ensure that no team can go "full heal" teams and those teams will inevitably die and lack dps. ENRAGE TIMER : To ensure that the raid battle doesn't drag indefinitely, maybe set an enrage timer for 5-6 hours of battle time where crab enrage and does 10000x damage that ensures global wipe. Player Mechanic : Heals : Heal crabs can heal more than 3 crabs within the team. possibly heal up to 5 crabs out of 20 teams of crabs(60 crabs) in their "raid party". This means all raid parties require sufficient number of "healer crabs" to keep party sustainability but not too many. Buffs : Crab buffs will also work like heals where not the whole team will receive buffs and team placement priroity is important which crabs will be buffed. Tank Crabs : Taunt will be important here as a mechanic can be used where Taunt can protect the team from possibly a % of damage reduction passed from team to the tank. (If it's too difficult do not implement) with up to 20 teams available for raid battle at one time, possible allow small icons on the screen for players to "click" on the skills on each team when to deploy. In order to coincide with raid boss mechanic. This will prevent botters from spam sending crabs blindly and require active play from disciples. INTERESTING PART How will players "control their environment" With the introduction of Global Raids, Bosses will be a threat to the whole of crabland. certain bosses if "undefeated" will apply a Global debuff on mines and loots or crab efficiency. (low tier bosses maybe?) Material Scarcity - % of material reward is reduced for EVERYONE if the Raid boss is not defeated after 1 hour of spawning. (Crabs have a hard time finding materials because of fear of boss) (higher tier bosses introduced later) Famine - Crab hunger is increased by 2x for ALL players mining/looting. Crab consumes 2x more hunger bar when mining/looting Additional suggestions : Raid bosses spawn 1x a day or every 3 days depending on if they're big boss or small boss. make it truly difficult to clear that it can't be cleared on the first try. Require high level crabs and commitment from the WHOLE COMMUNITY or at least the combined effort among the best adventurers in Crabada. Let players know it is important to raid otherwise they will suffer from Global penalty debuff. Boss clear rewards will grant players who have done sufficient damage to the boss buffs that last for 12 hours? Tier S : 5% atk buff 5% defence buff 5% crit rate 5% hp buff Tier A : 3% atk buff 3% defence buff 3% crit rate Tier B : 3% atk buff Tier C : 1% HP buff MUCH LATER ON Also as more world boss are developed, it could be possible to incentivise top raiders to compete for top spot at the raid boss Top raid clearer will get to decide which faction gets a buff in Arena of 10% for that week. To make it competitive, allow new feature to "attack other raiders" at the raid boss. Teams sent at the raid boss will appear in new tab "raid pirate" where teams there can be attacked costing energy bubble also.
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under review

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