General's unit's kills should definitely earn them kill count and xp...I'd be surprised if the devs have it planned any other way...
oooh, nice sakhapoo..Giving locks hp with time decay works well, and could scale - eliminates need for keys and rewards strategic defensives and offensives at the flag...Demi-damage only is a good call...
I might like this better than weighted locking from a gamer's standpoint, makes you feel like you are doing something by attacking the lock rather than simply standing around...OTOH, you still need long lock proc or easy interrupt to prevent easy perma-locking...
Other thoughts on ways the devs could incorporate earning keys, pick one:
- If you do kill streaks you might need heal streaks for Sedna (i.e. healing the equivalent of 5 demigods to full health)..you could tie any number of achievements to keys: stay alive for 15 minutes, destroy seven towers on one life, kill 300 minotaurs in one life, kill 100 priests, reach a health/mana level of over 5000, etc. The trick would be simply to make certain you didn't bring too many keys into play..
- Still not sure if there will be neutral mobs...if so, killing the big bad ogre should earn your team a key
- keys attained at certain levels (i.e. at level 10 your earn your first key, at level 22 you earn your second)
- The golden snitch model - keys are flying all over the map, you have to move fast and be lucky to grab one
- certain fortifications could hold keys, like the fort on Waterfall. The structures should be badass but accessible and pop back up every five minutes or so...
What else?