Conquest – The players input thread

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June 28, 2010 at 3:56 pm #2374
Avatar of ronin
ronin
Developer

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!

— 

  1. - Formal war declaration with a 24 hour timer before interactions (each alliance must declare on the target individually)
  2. - Formal war declaration requires the attacker have at least one control tower under their faction
  3. - Salvage buildings (x amount of stone, wood, linen)
  4. - Cap number of guards
  5. - Directly tie number of guards (melee, ranged, mage) to towers
  6. - Guards (see above) would require food/water/money on a per hour usage
  7. - Guards require equipment on a daily usage (weekly)
  8. - Guards require new equipment on respawn
  9. - Guards can only respawn if their tower is in a working fashion
  10. - Guards are tethered to a small distance around their home tower to prevent kiting out of the town
  11. - Buildings have three states
  12. - 100% working
  13. - 75% diminished
  14. - 50% non-functional but usable
  15. - 25% non-functional and technically destroyed (materials can be reclaimed)
  16. - Guard disposables (food, water, armor, etc) would be stored in an Armory
  17.  
  18. - Three types of guards/towers
  19. - Mage Tower – Creates mages of different schools
  20. - Guard Tower – Creates melee centric fighters
  21. - Archer Tower – Creates ranged centric fighters
  22. - Show timers for Control Towers that are under siege with time remaining or health remaining
  23. - Control towers will allow for a certain number of towers dependent on the size of the control tower
  24. - Control towers can be assigned to a different player than the person who built it
  25. - The owner of a control tower and it’s supporting radius receives taxes and sets up all of the details (taxes, laws, etc)
  26. - The control towers owner can move into a new faction which changes all wars/standings/hostilities
  27. - All buildings under the sphere of control will then be moved over with the control tower owner
  28. - Attackers can build a camp that allows them to respawn at death
  29. - Attackers can be a supply cart that allows them to claim armor/weapons/focus items that the attacker stored.  These cannot be raided or destroyed while a camp is still intact.
  30. - Need to add walls and possibly locked gates
  31. - Create a new type of building called the Town Center
  32. - This building overseas taxes, laws, etc as it progresses in size
  33. - The builder of the city is declared the Steward
  34. - The steward can change ownership over to any other player
  35. - Town Centers are the only buildings that can have overlapped control spheres and ties the different control towers (keeps, bastions, etc) together into one city
  36. - The prosperity of the city dictates how many control towers it can oversee (hamlet = 2 towers, village = 4 towers, etc)
  37. - Town centers cannot be attacked until all control spheres it touches are destroyed or change ownership
  38. - Town centers will track the prosperity ranking of a city (overlapping control area).
  39. - Level 1 – Hamlet
  40. - Level 2 – Village
  41. - Level 3 – City
  42. - Level 4 – Metropolitan
  43. - Town centers grow with time and requirements
  44. - For example Hamlet -> Village requires one week (real time) + 1000 gold up front + 100 gold per month
  45. - Defending players will respawn at a new building, Barracks.  This building is only attackable after the control tower that covers it is destroyed
  46. - Defending faction leader can surrender to the attacker which switches over ownership of the towner center and all control towers

 

 

 

 

 

June 28, 2010 at 3:56 pm #2375
Avatar of ronin
ronin
Developer

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.
2. Mage Towers (new construction) will produce X number of mages every Y hours as long as their home mage tower is up. Quality of the mage is tied to the building. Not sure how to pick the template (off, def, balance) of the casting though.
3. All guards have to be killed or the guard buildings destroyed before territory can be assaulted.

June 28, 2010 at 3:56 pm #2376
Avatar of korpsce
korpsce
Player

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
Avatar of atwoodsz1
atwoodsz1
Player

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
Avatar of Tablix
Tablix
Player

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
Avatar of ronin
ronin
Developer

[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
Avatar of MightyK
MightyK
Player

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.
one thing that could help are NPC guards, so your city is never undefended, but that shifts conquest a little to the PVE…
another possibility would be to encourage real “conquest” and not so much destruction. That means, that you only really profit if you can hold a city for some time and would discourage pure vandalism.

What about PC guards? Cities generate quests to protect them if attackt?!

June 28, 2010 at 3:56 pm #2381
Avatar of Mehowic7
Mehowic7
Player

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
Avatar of atwoodsz1
atwoodsz1
Player

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
Avatar of ronin
ronin
Developer

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
Avatar of ronin
ronin
Developer
atwoodsz1 said:

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.

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
Avatar of GreyWyvern
GreyWyvern
Player

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
Avatar of MightyK
MightyK
Player

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.
Now every city has a minimum food stash, like 2-12 hours.
If you invest in food or get some imported while besieged you can delay the vulnerability for up to lets say 12 hours if you need more time to gather the troops?!

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
Avatar of Caduryn
Caduryn
Player

[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.
2. Mage Towers (new construction) will produce X number of mages every Y hours as long as their home mage tower is up. Quality of the mage is tied to the building. Not sure how to pick the template (off, def, balance) of the casting though.
3. All guards have to be killed or the guard buildings destroyed before territory can be assaulted.[/quote]

I hope the Guards will still get a min-setup, so that one Player don“t simply can rush over them if the Building is in low-QL.

June 28, 2010 at 3:56 pm #2388
Avatar of Enerzeal
Enerzeal
Player

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 –
War dec must be initiated first, to start an assault.
Assault starts 24 hour timer.
At the end of 24 hours a siege window opens.
Defending faction can decide to start the siege early.

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 -
All defensive structures must be destroyed to rubble.
Top room will house a capture point requiring it to be held for a certain amount of time.
After the timer has finished, the siege is completed.
If defenders keep room from being taken for the siege window, siege ends.

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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