Home › Forums › Gameplay › Suggestions and Ideas › Conquest – The players input thread
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| June 28, 2010 at 3:56 pm #2374 | |
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ronin Developer
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Internally we have a pretty good idea of what we want conquest to look like. However, I’ve been able to convince the powers to be that we should let the community get involved with the design/discussion before we write one piece of code. So here is the communities chance to sculpt how conquest will work. There are no guarantees that the end product will contain all of the ideas but we’ll give it a chance. I will be modding the thread so be constructive or stay out =-p Here are my notes so far…hack away! —
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| June 28, 2010 at 3:56 pm #2375 | |
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ronin Developer
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First post – Here are a couple of ideas I had recently – 1. Guard Towers will produce X number of guards every Y hours as long as their home guard tower is up. The quality of the guard is tied to the building. |
| June 28, 2010 at 3:56 pm #2376 | |
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korpsce Player
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I like your first two ideas. (Maybe the mages can be generated randomly, or have different types of buildings to determine which type they are?) Not so sure I totally understand the third point though, if one faction was trying to take over an area, and were working from east to west, and the guard towers were mostly on the west side, would they have to go all the way through town, or around it, to be able to do anything else? (That would mostly come into play with larger cities I assume.) I’ll think up some ideas to post later, wanted to clarify that first, though. |
| June 28, 2010 at 3:56 pm #2377 | |
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atwoodsz1 Player
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I would like to see a harvestable reward for destroying a building. A salvage tradeskill. The warrior types take down the people the salvagers can recycle some of the materials from the buildings and gear off the guards. Would give crafter only types more of a part in the war and make the point of defending and attacking more meaningful. Nothing says “got ya” like making your new house out of their old guard tower:) |
| June 28, 2010 at 3:56 pm #2378 | |
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Tablix Player
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According to points 1 + 2 at what point would guards stop spawning? i.e. is it a finite number or would you put a cap on the total and then they would become stronger over time until destroyed. Either way a large faction could make their town so well defended there would be no way another faction could invade, when you add in faction members to its defence. I think there would need to be a reasonable cap to the number of guards maybe equal to the number of players within a faction, not characters but actual players. This would still give larger factions a bonus but not make them unassailable, smaller factions would then have half a chance of competing. As to point 3 and destroying “All” of the guards, what happens when this bugs? One fails to respawn? Surely this would not be necessary if each NPC guard had an agro radius large enough to cover the size of the building it is protecting, IMO you should be able to targert and try to destroy a building ignoring the NPC guards attacking you, if oyu wish. I see no real reason for them to all be destroyed as if you have enough players to destroy a building then surely a few NPC’s will be insignificant. From my perspective NPC guards should be there to stop 1-2 players seriously damaging a building rather than stopping 10+ players making an assault. The faction should be defending their territory not NPC’s, if they cant do that then they should have their buildings destroyed. IMO only LARGE factions should be constructing towns, not factions of 2-20 players, if not the whole map will be covered in tiny towns that have NPC guards and the players will take no responsibilty for guarding their own territory. I do realise small groups of friends run factions and would like to have a town, and with this situation they are kind of alienated but I would rather have 10 massive factions catering to everyone with large cities than having 1000 factions and 1000 small towns defended by NPC’s. I like to think of factions rather like nations in a world, you can have a loyalty to a faction or choose not to, if you cannot be big enough to make a city then you must make alliances with the factions that can. This allows for outlaw factions with no home that are welcome in a few places and not in others. Sorry if I started moving from the original points. |
| June 28, 2010 at 3:56 pm #2379 | |
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ronin Developer
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[quote=Tablix] Sorry if I started moving from the original points.[/quote] The point of the thread is to discuss any aspect of conquest…not just my initial concepts. Go! |
| June 28, 2010 at 3:56 pm #2380 | |
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MightyK Player
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i think conquest needs to be scheduled in some way. Nobody is around 24/7 and if your town ist vulnerable all the time realtivly small off-hour destruction teams will be all over it. What about PC guards? Cities generate quests to protect them if attackt?! |
| June 28, 2010 at 3:56 pm #2381 | |
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Mehowic7 Player
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One idea we tossed around in my faction would be using a food upkeep to maintain the guards. This gives food an additional purpose to its current quasi-useless state. An idea would be to allow the faction to control how many guards it can maintain based on its ability to keep them fed. Quality of food could also affect rate of guard production, or guard quality. Are they any intentions of making it possible/necessary to provide guards with armors/weapons? Wages? |
| June 28, 2010 at 3:56 pm #2382 | |
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atwoodsz1 Player
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One issue I see happening here, that has happened in other games. Asia, Europe and North America all have very different schedules. Hate to goto work and find out we got hit a 7 am here by a faction made up of people where it was 7PM. not sure what you do to solve the strike counter strike during off hours. Different servers I guess. In Shadowbane we raided cities at 10PM CST and 12 were relatively empty because the folks had gone to bed in Europe. Good profit, just not much fun doing a PVE raid on a PVP target. |
| June 28, 2010 at 3:56 pm #2383 | |
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ronin Developer
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Swords/shields/armor would be another option for upkeep (which almost has to exist in some form). What would be used for mages to pay upkeep? Would you prefer to raze the buildings that your attacking or just somehow disable them? |
| June 28, 2010 at 3:56 pm #2384 | |
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ronin Developer
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Our initial plan was to involve a timer which had to tick down over 24 hours so as long as you had a decent showing in your own time zone you stood a chance. No one likes a timezone war. |
| June 28, 2010 at 3:56 pm #2385 | |
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GreyWyvern Player
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From IRC: Here’s an idea: I think buildings should be destroyable, but should leave ruins that can be mined, harvested for a fraction of the build resource cost. And they *must* be completely harvested before you can build there again. Leaves the possibility of ruins to become a semi-permanent fixture of the landscape |
| June 28, 2010 at 3:56 pm #2386 | |
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MightyK Player
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maybe the food upkeep could be put together with the timer idea, lets say a city has guards and a certain food supply. Now when you declare war, that means that food supply is cut out (like in every siege) and the guards can only be kept up for as long as the food reserve lasts. This adds NPC guards (realy powerfull, so you practically cant attack without a siege), food, a timer and another tactical aspect (siege/food caravan mechanic) |
| June 28, 2010 at 3:56 pm #2387 | |
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Caduryn Player
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[quote=ronin]First post – Here are a couple of ideas I had recently – 1. Guard Towers will produce X number of guards every Y hours as long as their home guard tower is up. The quality of the guard is tied to the building. I hope the Guards will still get a min-setup, so that one Player donĀ“t simply can rush over them if the Building is in low-QL. |
| June 28, 2010 at 3:56 pm #2388 | |
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Enerzeal Player
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Its a question of balancing out the carebear elements and the pvp elements to get a good mix. Its also a question of finding a way out of the 4 am raids, or the planned raid times situation. Lets asume a city has 4 watch towers, and a bastion. It also has a smattering of warehouses, houses, shops etc. The Faction who made it is moderate in size, 40 people. My suggestions for how an assault on such a city is as follows… First off, have it require a war declaration. No siege can be initiated without a declatation. Those attacking should initiate a siege timer, which will run for 24 hours. At the end of 24 hours, the attackers have a window open up, lets say 3 hours in which they can siege and take the city. However the defenders, can force the timer to end earlier, an start the siege. recap on starting the siege – During the siege, all defensive structures must be destroyed (down to rubble) before a claim on the bastion can be made. On the bastion, a room at the top will have the capture point, a take and hold for X amount of time situation. Hold the room for 20 minutes and the city is taken. recap on actual siege - After a siege has ended another timer will start which must be depleted before city can be assaulted again by that faction. |
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