Problem number 2: The RNG element
I like the idea of having 4 different types of dragons. I like them so much that I wish there could be 4 different pits so that I can kill them over and over (I have a little fetish for killing dragons you could say xD) but having 3 more pits are just unrealistic b/c there's hardly any more space for 1 more, much less 3 more. That said, I completely dislike the idea of random dragon spawn so here's my solution: Democracy (with a tiny bit of rng into it)
What I mean by this is a voting system for the next dragon when a dragon is slain. In my previous post, I made a suggestion that there should be a buff to each dragon, or rather, modification for every dragon except fire (earth would give defensive stat, ocean gives more regenerative stats, and cloud gives permanent move speed and slow resistance. If you're interested, go check it out, I post it already)If every dragon gives, theoretically, have equal strength then there should be no clear choice over the other 3.
Here's the technical details about it. When the game load successfully, all 10 players get to pick what dragon would be spawn at 2:30 and there will be a 30 seconds timer and the voting will not stop until 1 clear dragon choice is chosen (for example: the first voting has 4 votes for cloud, 4 votes fire, and 2 votes for earth then the voting round will reset to have a contest between cloud and fire.). In the case of a 5:5 vote, there will be an rng system of a coin flip where there will an equal chance of getting either dragon at 2:30. Ok, well why am I suggesting an anti-rng system that might require an RNG system to work? There's 4 dragons with 4 equally powerful but different aspect of strength and there's 5 players on opposing sides, the best way to resolve a conflict is an 11th vote from an outside force. I think this vote should be programmed for a 50/50 vote for the 2 remaining dragon choice. Now this is where it gets interesting. If one team secures the dragon, they get to choose what dragon will spawn next.
Why? Controlling a dragon is surprisingly hard. Unless you're a
or
, you're not gonna have the easiest time rushing a dragon and even if you are, there's no guarantee that you will get a dragon at will. Taking a dragon requires vision, luck, timing, understanding of the technicality of dragon combat, etc.... teams should be rewarded and have control from taking a single dragon. If you're gonna have 4 different types of dragons and you can't have 4 of them in the game at the same time, why not let the players choose their destiny instead of letting some bs RNG system controls the game? Ofc, you can have a rotating dragon spawn system (fire, cloud, mountain, ocean, repeat for example) but that's boring so you know a bit of "controlled unpredictability" makes sense here.