As promised, I spent a good portion of the day at work putting together my ideas for the “municipal protector” idea that I had for leagues. Obviously, this was a much better way to spend my time than working. Still, it's a little rough, since I could only work on it for a few minutes at a time, and only will be doing minimal editing while I'm typing this up.
Quote:
Municipal Hero Contract
Congratulations! Your league has been granted the esteemed honor of being named as official protectors of Twilight City. That should at least be good for a few Freezies at the Happy-Mart. The growing list of enemies of the city could be a serious damper on your free time, though.
When purchased, the Municipal Hero Contract appears in the league's trophy case, though not Prestige is gained in the process. Each day, instead of a single boss battle, the league members may face one instance of each league villain in the pool of those currently available. Each battle is at the full difficulty for the respective villain, and requires the same amount of resources to complete as normal.
Only the first villain defeated in a day will grant the full rewards for a victory. Each additional villain beyond the first will give less than full rewards. They will still yield one league trophy, as normal, as this currently does nothing more than look pretty in the trophy case. However, these extra victories would yield only one Prestige apiece.
Additionally, extra league bosses would yield only one item drop, chosen randomly from that villain's available drops. The base chance for any particular item to drop would be based on that item's normal drop rate, divided by the number of drops that the villain normally gives upon defeat.
For instance, the Orwhal normally has four drops. Three of those are 100% drops, so the helmet, suit and ultrataffy would each have a 25% drop rate for this purpose. The fourth drop is randomly chosen from three separate items, so each of those items would have, approximately, an 8% drop rate under these circumstances.
Items which are conditional (like the onesie, or multiple taffies) would never drop. Alternately, meeting the conditions for a multiple drop could increase the base chance for that item dropping, but would still never yield more than one item under any circumstances.
A league should not be able to face a second villain until the first has been defeated, and so on. The first villain should always be the normal villain for that day or event, rather than a choice that the league makes. This prevents the league from having too much control over item drops.
The Prestige cost for such an option should be reasonably high, since it does ultimately add another source of Prestige. Currently, even if VILLAIN is added to the lineup for this (which I'd like to see happen), it would only be one extra Prestige per day. Still, that's 365 extra Prestige in a year. Once more villains are added, it will just add up faster. I'd say that 1000 Prestige would be a good starting point, but it would ultimately depend on how many league villains are going to be added, and how quickly.
Other than determining the Prestige cost, though, I think that this idea is largely balanced as it is. A league would have to dedicate a lot of resources to fight a bunch of villains each day. The Orwhal is probably a bad example, since it can be defeated in a few turns by a high-level hero, but hints have been dropped that future villains won't be defeated by a single hero. VILLAIN would be hard, too, since the item necessary to make it an easy fight will quickly become rare and costly without access to Inner Cyberspace. Newer heroes won't be able to fight him at all if they joined after the sub was available. Future villains will likely produce similar hurdles of their own.
So, this is obviously a rough idea, since I don't have any clue what plans the designers have for leagues or what programming problems this may bring up. Still, it's some thoughts that have been rolling around in my head about how to make it work.