I actually suggested this idea in an 'economic fix' thread, and figured I'd give it its own topic. Essentially if dragons have a purpose beyond breeding, it may help reduce the number of dragons being bred thus reduce the supply of unwanted dragons. It would also give more options for game play.
This is essentially a few linked suggestions. The first part is to give dragons more things to do other than breed. The second part would change the breeding cooldown into recovery cooldown. Whenever a dragon is in recovery cooldown it can't participate in any of the roles that will cause a recovery cooldown. Different tasks would have different cooldowns and some tasks could have variable cooldowns that the player selects however breeding would keep the same cooldown based upon rarity that already exists.
There are two ways to approach the cooldown for hatchlings:
--Cooldown lasts as long as they are a hatchling however they can not breed until they reach sexual maturity which is equal to their current breeding coolown
--Hatchling cooldown is equal to current breeding cooldown and represents the dragons learning everything they need to know.
Of the two options for hatchling cooldown I prefer the first one (it lasts to adulthood however the sexual maturity is equal to the current breeding cooldown) since it would allow players who cannot use coli to train dragons the same opportunity that coli users have to earn extra money when exalting from exalt-bait dragons
Some ideas that could cause a recovery cooldown:
Just to be clear, Cooldowns shouldn't be added to existing features as it's a waste of coding adding it to already existing features and adding a cooldown to things that do not have a cooldown would upset players; but cooldowns should be added to new features (like adventure) and only where appropriate.
Another thing that might be nice to add would be a way to give individual dragons jobs. What follows was brainstormed in a different thread requesting jobs/professions for dragons and Jemadar's comments and opinions helped develop it into its current form. It might be hard to tie into the cooldown aspect of the suggestion as the suggested bonuses are tied to features that do not lend themselves well to a cooldown but it would add more options to game play and could allow players to have their dragons better reflect their lore. Players could choose a particular 'profession' bonus for a dragon based upon what they want that dragon to do. There could be a text box to enter an optional job title/description that would appear next to the selected bonus and if something was written in the box, that would be displayed instead of the profession however if the box was left blank, the selected profession bonus was displayed. Regardless of if a title was added or not there would be a symbol associated with the chosen bonus so someone could tell what bonus a dragon gets irregardless of whatever title was used. The bonuses themselves could be rather broad.
Above is a quick mock up of how it could work. You'd click on the little pencil to change the title. You probably don't need the profession and title subtitles, but I've included it for ease of understanding my little sketch. The profession section reflects the bonus you've selected for a dragon. In this case I gave a dragon 'Alchemy' bonus and in my clan that dragon acts as the potion maker, so I put 'Potion Maker' in the field so it displayed correctly.
We can still level up a skill as a clan, but we can also level up individual dragons in a skill, and if we use a dragon with a particular level in that skill there could be a chance at a bonus. Using alchemy as an example, my clan level is currently maxed so I can access any of the recipes when I visit Baldwin. Lets say I also have three dragons trained in alchemy; if I chose to have one of these dragons to tend the cauldron I'd have a small chance of getting two reagents when melting things down (exact percentage dependent on the dragon's level). I could also decide not to choose a particular dragon to tend the cauldron and it would proceed exactly like it currently does.
Your first bonus choice should probably be free, but if you want to change it after that you should probably have to pay a small fee to change it (and changing it would reset your level). A scroll could probably be the mechanism to change the bonus, similar to how you use a rename scroll to change a dragon's name.
Below are some bonus possibilities. These are based on existing options within the game
Fortunately most game features have a natural limit--so for alchemy for example you'd only be able to choose one dragon at a time to tend the cauldron so even if you had ten alchemists--only one could benefit at a time. The same could be applied to gathering tasks--you'd only be able to select one dragon per gather turn so without any well-fed or dominance bonuses--only a maximum of ten dragons could benefit. This will prevent stacking bonuses and such (by assigning every dragon the gathering bonus for example) and if a player chose not to select a dragon in the drop down then no bonus would be applied.
This is essentially a few linked suggestions. The first part is to give dragons more things to do other than breed. The second part would change the breeding cooldown into recovery cooldown. Whenever a dragon is in recovery cooldown it can't participate in any of the roles that will cause a recovery cooldown. Different tasks would have different cooldowns and some tasks could have variable cooldowns that the player selects however breeding would keep the same cooldown based upon rarity that already exists.
There are two ways to approach the cooldown for hatchlings:
--Cooldown lasts as long as they are a hatchling however they can not breed until they reach sexual maturity which is equal to their current breeding coolown
--Hatchling cooldown is equal to current breeding cooldown and represents the dragons learning everything they need to know.
Of the two options for hatchling cooldown I prefer the first one (it lasts to adulthood however the sexual maturity is equal to the current breeding cooldown) since it would allow players who cannot use coli to train dragons the same opportunity that coli users have to earn extra money when exalting from exalt-bait dragons
Some ideas that could cause a recovery cooldown:
- Breeding
- Adventuring (whenever adventure mode is added) could have a day long cooldown per dragon used in adventuring.
- A quest could have various results. The ultimate reward could be a new breed change scroll (only available through questing) although this would be quite low. Some quests would result in the dragon returning empty handed. Sometimes they might come back with a treasure chest and a random selection of items
- Intensive training could net rewards similar to the coliseum (experience points, extra stats to distribute, perhaps a few training specific apparel). For those who can't use the coli it would be allow players to level their dragons although it would take longer thus they too would be able to benefit from the level bonuses from exalting. For those that use the coli, a dragon in intensive training cannot also fight in the coli however when its not in intensive training it can fight as normal.
- Mission - The length of the cooldown could be chosen by the player. Some missions could be similar to some of the gathering options (Hunter, Fishing, Foraging, Insect Collecting) however the dragons would send back a certain minimum number of food points a day (either as the points themselves or as items worth that point) Others could be like Scavenging (send back a random selection of items), Trading (send back a random amount of treasure), etc
Just to be clear, Cooldowns shouldn't be added to existing features as it's a waste of coding adding it to already existing features and adding a cooldown to things that do not have a cooldown would upset players; but cooldowns should be added to new features (like adventure) and only where appropriate.
Another thing that might be nice to add would be a way to give individual dragons jobs. What follows was brainstormed in a different thread requesting jobs/professions for dragons and Jemadar's comments and opinions helped develop it into its current form. It might be hard to tie into the cooldown aspect of the suggestion as the suggested bonuses are tied to features that do not lend themselves well to a cooldown but it would add more options to game play and could allow players to have their dragons better reflect their lore. Players could choose a particular 'profession' bonus for a dragon based upon what they want that dragon to do. There could be a text box to enter an optional job title/description that would appear next to the selected bonus and if something was written in the box, that would be displayed instead of the profession however if the box was left blank, the selected profession bonus was displayed. Regardless of if a title was added or not there would be a symbol associated with the chosen bonus so someone could tell what bonus a dragon gets irregardless of whatever title was used. The bonuses themselves could be rather broad.
Above is a quick mock up of how it could work. You'd click on the little pencil to change the title. You probably don't need the profession and title subtitles, but I've included it for ease of understanding my little sketch. The profession section reflects the bonus you've selected for a dragon. In this case I gave a dragon 'Alchemy' bonus and in my clan that dragon acts as the potion maker, so I put 'Potion Maker' in the field so it displayed correctly.
We can still level up a skill as a clan, but we can also level up individual dragons in a skill, and if we use a dragon with a particular level in that skill there could be a chance at a bonus. Using alchemy as an example, my clan level is currently maxed so I can access any of the recipes when I visit Baldwin. Lets say I also have three dragons trained in alchemy; if I chose to have one of these dragons to tend the cauldron I'd have a small chance of getting two reagents when melting things down (exact percentage dependent on the dragon's level). I could also decide not to choose a particular dragon to tend the cauldron and it would proceed exactly like it currently does.
Your first bonus choice should probably be free, but if you want to change it after that you should probably have to pay a small fee to change it (and changing it would reset your level). A scroll could probably be the mechanism to change the bonus, similar to how you use a rename scroll to change a dragon's name.
Below are some bonus possibilities. These are based on existing options within the game
- Gathering - Chance at getting an extra roll while gathering
- Coliseum - Stat increase
- Alchemy - Possible extra reagent when transmuting
- Trader - Chance at a refund of some of Swipp materials
- Collector - Chance at an extra payout when visiting Crim or chance at getting two items when visiting Pinkerton
- Researcher - Chance at an extra payout when playing Tomo
Fortunately most game features have a natural limit--so for alchemy for example you'd only be able to choose one dragon at a time to tend the cauldron so even if you had ten alchemists--only one could benefit at a time. The same could be applied to gathering tasks--you'd only be able to select one dragon per gather turn so without any well-fed or dominance bonuses--only a maximum of ten dragons could benefit. This will prevent stacking bonuses and such (by assigning every dragon the gathering bonus for example) and if a player chose not to select a dragon in the drop down then no bonus would be applied.