I very much like the change of keeping the current capes and integrating them into this new system. However, the suggestion to make similar capes alongside these makes little sense to me. I see no reason to have both the Max cape and Skills 1 cape in this system when they both practically have the same function.
I'd go for option 2 regarding the quest cape. This way, when designing new capes, it's possible to create a consistent look and feel for every cape category, while keeping the option open to switch to the retro version. Mechanically they should still be the same capes they are now, while being changeable cosmetically.
I would also use this option for the max cape, meaning you will have a 'new' cape when it comes to looks, while keeping all the perks it currently has. If the option of recoloring is not possible for the new look, the retro version should remain having this function.
Another idea I've had (which builds on my previous idea on page 13) is to distribute the current comp bonuses among their respective categories, meaning each cape gives the bonuses related to their category. These bonuses are distributed among all tiers.
Skills.
-Max cape bonuses.
Combat.
-The combat cape should be the only cape granting combat stats, passive or not.
-Ava's alerter.
-Fire cape Strykewyrm bonus.
-Spirit cape.
(This solves problem 1, removing the need to do non-combat content for combat stats.)
Exploration.
-My idea is to create slots on this cape to which achievement reward items like seers headband and explorer's ring can be added. With the amount of slots increasing per tier.
This would integrate the Ardougne cape 4 bonus of comp into the explorer cape.
Quest.
-Bonesack
-Jerrod's cape
-Quest cape perk
-Master quest cape perk
Minigames.
-No idea for this one.
Comp.
-All of the above. (This keeps comp as the best cape in game (even more so with new rewards for each category added.) While stat-wise the combat cape is a proper alternative).
I'd go for option 2 regarding the quest cape. This way, when designing new capes, it's possible to create a consistent look and feel for every cape category, while keeping the option open to switch to the retro version. Mechanically they should still be the same capes they are now, while being changeable cosmetically.
I would also use this option for the max cape, meaning you will have a 'new' cape when it comes to looks, while keeping all the perks it currently has. If the option of recoloring is not possible for the new look, the retro version should remain having this function.
Another idea I've had (which builds on my previous idea on page 13) is to distribute the current comp bonuses among their respective categories, meaning each cape gives the bonuses related to their category. These bonuses are distributed among all tiers.
Skills.
-Max cape bonuses.
Combat.
-The combat cape should be the only cape granting combat stats, passive or not.
-Ava's alerter.
-Fire cape Strykewyrm bonus.
-Spirit cape.
(This solves problem 1, removing the need to do non-combat content for combat stats.)
Exploration.
-My idea is to create slots on this cape to which achievement reward items like seers headband and explorer's ring can be added. With the amount of slots increasing per tier.
This would integrate the Ardougne cape 4 bonus of comp into the explorer cape.
Quest.
-Bonesack
-Jerrod's cape
-Quest cape perk
-Master quest cape perk
Minigames.
-No idea for this one.
Comp.
-All of the above. (This keeps comp as the best cape in game (even more so with new rewards for each category added.) While stat-wise the combat cape is a proper alternative).
'If there is no one left to stand behind, then I will have to stand alone.'
16-Mar-2019 19:50:51