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View Full Version : Just an idea..


jaeden
September 14th, 2006, 12:50 PM
there any possible way that, given the small size of our player base, it could be coded so that a "good" following could take residence in a non-hometown "area" and set up defenses and such, so that the inhabitants "join in" if battle occurs?

vice versa, you'd have evil players who could, say, take over and run a non-hometown area through fear and gruesome death.

Just thought it'd be mildly interesting to see if we could get some actual wars going on, this 1-1 stuff is fun..but gets tedious.

Given our player base, it'd probably have to be based on alignment rather than following..

Belsambar
September 22nd, 2006, 12:46 AM
sounds vaguely interesting, and possibly a little fun.

Tynian
October 7th, 2006, 12:19 PM
It is an interesting idea.

I've always wanted to allow players to build up areas that they "own" and must defend, or risk them being taken over by someone else. You'd be able to "hire" NPC guards, as well. You'd also be able to provide safe conduct badges to whomever.

I haven't been able to get it done. Would there be any interest in this?

Belsambar
October 8th, 2006, 08:05 PM
I would be interested, myself.

Dauthi
October 15th, 2006, 09:51 AM
This is a cool idea, wouldnt mind seeing more npc style things. maybe even have npc wars. different size mobs attack different home towns, lothlorien is underattack by ogres,, so on. maybe demon raids. taking over a hometown would be cool, having to defend it from pc and npc's alike.
please consider this

Cadee
October 15th, 2006, 07:41 PM
I like the idea in general but it seems like it won't work too well. The raiding of hometowns would kill off newbies or be small enough to be a simple annoyance to bigger players. Also the setting up settlements for players to defend based on alignment wouldn't work well either. Goods tend to work together well enough, neutrals are few and far between, and evils...well evils will generally kill anything, evils inculded. To do something like that it would have to be following based, which wouldn't go too well with the limited player base. Even allowing allies to work together wouldn't work too well considering some of the alley circles aren't quite complete (following A is allies with following B, who is allies with following C, which hates following A...so who's 'town' would following B go to?).

jaeden
October 15th, 2006, 07:46 PM
My intended idea was non-hometown areas. hometowns are generally safe haven for the smaller crowd and it was my intention to keep it like that. Though obviously, it's not up to me.

I considered it because of the changes to Ofcol. I started wondering how interesting it'd be if the mobs behind the blockades broke through, what chaos would insue.

Dauthi
October 16th, 2006, 01:53 PM
i hope we can put something like this into the game...Well if the Louter is willing to that is...

Belsambar
October 24th, 2006, 12:29 AM
As far as low levels, if they're smaller than a certain level, or unaligned, then the raids sould simply not involve them.

As for Following B, well, since that's Us anyway, I don't see much of an issue. Just remember not to drag your allies from Fol A into Fol C's town and expect them to be safe on default :P

I still like this idea, hometowns used for it or not :)

Avarice
October 26th, 2006, 07:03 PM
This sounds like an interesting idea for a quest-type mini game. The way I see it we could set it up ammq-style in terms of risk....inventory flagged corpses, following A plays the defending team, following B plays the invader and helps out the mobs attacking. Maybe spice things up by adding in defensive and offensive mob formations, winning team gets a couple cold ones. If we could come up with several variations on the theme we could perhaps work out a ranking system for followings so the followings that win the most get a more permanent bonus like 50 extra hps to everyone in the following while you are top ranked, 25 for second and 10 for 3rd.

One thing i've seen elsewhere that was pretty rocking was a variation on this idea that granted the following who controlled a particular castle(area) with a coat of arms that was pretty awesome. Everyone in the following got a coat of arms automatically which was worn in a unique slot, depending on the castle your following controlled the stats/spells of the coat of arms were different. So obviously the perception of whatever castle was best played heavily on what was most contested. IN our case i'd say just 1 castle area that granted a coat of arms would work, the risk is effectively nil since its run ammq-style so you don't have to lose your corpse to try and take control of the castle, but your following can get a huge boost by winning. K rip this idea apart folks :)

morgaine
October 28th, 2006, 04:23 PM
I love any idae that can inspire some cooperative combat situations, ammq style or even permanantly. I just read up on this and havn't given it a whole lot of thought, though it seems the proposed npc guards would help balance a low player base, also it would deffinately present creative oppertunities to take advantage of when large groups of followers do collect.... lets go rampage a conclave base before they log in to defend it :) ... lets try to hold it down when they all log in angry! I think this idea should deffinately be further developed... lets keep thinking about it.