Thank you to everyone replying to this topic. The mini-game has received alot of positive review, which I am very happy about.
Regarding the reward shop, I have taken all critism into account and gonna suggest a new Reward shop to make it more healthy for everyone.
The prices can be set up later. Let's discuss the items and their effects for now.
- 3rd druidic set -> grants 50% bonus experience in prayer when wearing this item just an 'expensive' goodlooking outfit.
- ring of vigour -> reduces special attack cost by 7.5 energy (decrease korasi special attack cost to 55-57.5% energy. dds will have 5 special attacks).
- Bonecrusher -> you need to have this item in your inventory. Upon killing npcs that drop bones, you will not get any bones, but 125% XP of the dropped bones. 500 charges upon purchasing. Can be charged to 1000 charges when degraded. Tradable only with 1000 charges.
Regarding weapons, I still think chaotic weapons are the way to go. We have more versatile ranged and magic weapons than melee. That is why Soul Wars will have more melee weapons then ranged or magic weapons.
- Chaotic rapier -> it will be one of the fastest hitting (strength same as regular whip) and the most accurate 1-handed melee weapon. This item will be very popular for stakers and Pkers who use the new meta special attack weapon dds.
- Chaotic longsword -> This item would be slower than rapier and weaker than chaotic maul. I currently see no place where it fits. Therefore it will not get added.
- Chaotic maul -> The highest normal hitting melee attack. Its accuracy will be 5-10 higher than zspear (155-160 instead of 150) and the max hit will increase by 5 in the best armour for strength. The only requirement for this item will be 85 strength. Obsidian maul pures will have a chance to compete in wilderness again
- Chaotic crossbow -> This crossbow will be a 2 handed and slow, but very hard hitting item (stronger than hunters cbow + divine) which increases enchanted bolts to proc by 10-25%.
- Chaotic staff -> This staff will be a 2 handed item (more accurate than rod + ely ss, but same magic strength) which deals 15% additional damage of your hit (e.g. 50 + 7.5, similar effect as godbows + arrows)
- Experience in Smithing, Slayer (members only), Herblore, Agility (members only) and Crafting (members only). new
- Charging/Repairing Chaotic weapons costs 50 ZP + 5.000.000 coins (2000 charges).
- Charging/Repairing Bonecrusher costs 25 ZP + 2.500.000 coins (1000 charges).
Chaotic items and bonecrusher are only tradable when fully degraded. Upon the death, these items degrade instantly.
Since Thomy said this idea is quite possible to get implemented, I have thought about the boss mechanics and the way to kill them.
Their Combat level is always 150-130 (will need alot testing not to make the game too difficult) at the beginning. However they also gain power (indirectly) by the amount of people playing.
The boss will have two different attacks (single target melee multi target ranged).
At 50% HP the boss becomes immune again and spawns 'minions' equal to the 'amount of players in their team / 2' (5 players = 2.5 minions -> 3 minions). These minions will have around 100 hp and be very tanky to stall the game. The boss will still continue to attack your team, even if he is immune. Once you killed all minions, the boss loses his shields and becomes vulnerable again.
At 25% HP the boss gains a shield and spawns a wave of minions for the last time again. It will be the same amount as before, but they will be stronger this time. Their HP will be 150 and they focus on pure offensive powers. They will have very low defence but insanely high offensive power (e.g. arzinian avatars).
The first minion wave will be melee and the second minion wave will be a mixture of ranged and magic creatures. Which npcs to choose can be discusses later.
When the last wave of minions has died, you can rush the boss and finish the game.