Post by Kurei Hiitaka on Jan 5, 2015 15:58:51 GMT -6
I brought it up in that 3.0 topic, and didn't bother to go into detail really because I had already planned to post this as it is .
Basically, the balance between villages falls down to two issues: Clan choice limits, and no reason to stick with your village through an entire wipe. Things like Village-Specific Jutsu make it actually more rewarding to be a V-Hopper.
First of all, to address the issue of Clans -- spread them all across all villages, this way you can be an Aburame in Cloud, or Rain, without having to leave your initial village, or whatever you wanna be. For situations like Medical where there are specialties locked to certain villages, add an NPC or NPCs that teach these specialties and have certain requirements, to avoid necessarily village locking the jutsu.
Then to combat village hopping and give you a reason to stick with villages; Village Levels. This would do a couple things, first of all it would control village population sizes, second it would award strong, well-trained villages with perks to entice and retain their current villagers.
Village Level starts at 1 and caps at Village Level 11. Each Village Level passively increases the villager Cap of the village by 2 members (Default member cap could be between 15~20 members), and awards a Village Development Point which can be assigned by the Kage, granting the village the choice of passives that make the village a better place to live.
Villages gain exp when:
--Someone passes the chuunin (Low amount of village exp gained)
--Someone becomes a jounin (Low amount of village exp gained)
--Complete a Sabotage mission against another village (Minor village exp gained)
--Enemy Villagers are defeated (Enemy Villages set via some sorta diplomacy command)(Awards Moderate village Exp)
--Missing Ninjas are defeated (Awards Moderate village exp)
--Akatsuki successfully raided by your village (Awards Moderate village exp)
--Win a Village War or Great Ninja War (Awards a lot of Village exp)
Villages lose exp when (Note: You CAN fall in level which will refund your passive point before deleting it as well as the passive):
--Someone is booted via reporting (Very minor exp loss)
--A Missing Ninja is recruited (Minor exp loss)
--Village completes a Sabotage mission against you (Minor Exp Loss)
--Enemy Village kills one of your villagers (Minor Exp loss)
--Village that has marked you as an Enemy kills your villagers (Moderate Exp loss)
--Missing Ninjas successfully raid your village (Moderate Exp loss)
--Lose a Village War or Great Ninja War (Major Exp loss)
Haven't thought up many potential perks, came up with a few at the moment though. Maybe make the passive point every 2~3 levels?
Booming Economy: Ninja Weapons and Tools cost 25% less.
Increased Fortifications: Lose less Village Exp when Missing Ninjas or Enemy Villages attempt a raid.
Elite Ninja Soldiers: Places <Village Name> ANBU near your village gates who pursue non-allied Ninja. Stats are randomized to have a mix of fighting styles.
Battle-Ready: Damage received while being raided reduced by 10%.
Alertness: If a non-allied villager enters the village, an announcement is made to the village of who it is.
Taijutsu Specialty: Taijutsu techniques specifically deal 10% more damage. Cannot be purchased if you own another 'Specialty' passive.
Ninjutsu Specialty: Ninjutsu techniques specifically deal 10% more damage.Cannot be purchased if you own another 'Specialty' passive.
Genjutsu Specialty: Genjutsu techniques specifically are 10% more effective.Cannot be purchased if you own another 'Specialty' passive.
Three-Fields Training: All Jutsu types deal 5% more damage and any attributed additional effects have their effectiveness increased by 5%.
Field Medics: Medical Ninja's Shousen Jutsu and other non-self heals heal 30% more effectively when raiding enemy villages.
Basically, the balance between villages falls down to two issues: Clan choice limits, and no reason to stick with your village through an entire wipe. Things like Village-Specific Jutsu make it actually more rewarding to be a V-Hopper.
First of all, to address the issue of Clans -- spread them all across all villages, this way you can be an Aburame in Cloud, or Rain, without having to leave your initial village, or whatever you wanna be. For situations like Medical where there are specialties locked to certain villages, add an NPC or NPCs that teach these specialties and have certain requirements, to avoid necessarily village locking the jutsu.
Then to combat village hopping and give you a reason to stick with villages; Village Levels. This would do a couple things, first of all it would control village population sizes, second it would award strong, well-trained villages with perks to entice and retain their current villagers.
Village Level starts at 1 and caps at Village Level 11. Each Village Level passively increases the villager Cap of the village by 2 members (Default member cap could be between 15~20 members), and awards a Village Development Point which can be assigned by the Kage, granting the village the choice of passives that make the village a better place to live.
Villages gain exp when:
--Someone passes the chuunin (Low amount of village exp gained)
--Someone becomes a jounin (Low amount of village exp gained)
--Complete a Sabotage mission against another village (Minor village exp gained)
--Enemy Villagers are defeated (Enemy Villages set via some sorta diplomacy command)(Awards Moderate village Exp)
--Missing Ninjas are defeated (Awards Moderate village exp)
--Akatsuki successfully raided by your village (Awards Moderate village exp)
--Win a Village War or Great Ninja War (Awards a lot of Village exp)
Villages lose exp when (Note: You CAN fall in level which will refund your passive point before deleting it as well as the passive):
--Someone is booted via reporting (Very minor exp loss)
--A Missing Ninja is recruited (Minor exp loss)
--Village completes a Sabotage mission against you (Minor Exp Loss)
--Enemy Village kills one of your villagers (Minor Exp loss)
--Village that has marked you as an Enemy kills your villagers (Moderate Exp loss)
--Missing Ninjas successfully raid your village (Moderate Exp loss)
--Lose a Village War or Great Ninja War (Major Exp loss)
Haven't thought up many potential perks, came up with a few at the moment though. Maybe make the passive point every 2~3 levels?
Booming Economy: Ninja Weapons and Tools cost 25% less.
Increased Fortifications: Lose less Village Exp when Missing Ninjas or Enemy Villages attempt a raid.
Elite Ninja Soldiers: Places <Village Name> ANBU near your village gates who pursue non-allied Ninja. Stats are randomized to have a mix of fighting styles.
Battle-Ready: Damage received while being raided reduced by 10%.
Alertness: If a non-allied villager enters the village, an announcement is made to the village of who it is.
Taijutsu Specialty: Taijutsu techniques specifically deal 10% more damage. Cannot be purchased if you own another 'Specialty' passive.
Ninjutsu Specialty: Ninjutsu techniques specifically deal 10% more damage.Cannot be purchased if you own another 'Specialty' passive.
Genjutsu Specialty: Genjutsu techniques specifically are 10% more effective.Cannot be purchased if you own another 'Specialty' passive.
Three-Fields Training: All Jutsu types deal 5% more damage and any attributed additional effects have their effectiveness increased by 5%.
Field Medics: Medical Ninja's Shousen Jutsu and other non-self heals heal 30% more effectively when raiding enemy villages.