Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Ideas: End Game Content
PostPosted: Thu Oct 15, 2009 1:00 pm 
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Joined: Thu Oct 08, 2009 12:14 pm
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I know we've talked about this a little in another thread, but I wanted to talk about it a little more and maybe hammer out some details.


The Idea Behind the Mechanic:

Nations fall and rise on the edge of their finances. If you want to hurt another nation you attack their economies. These are controlled through several key trade points. Placing your guards at these trade points allows you to put tariffs and even discourage traffic to other nations.

How it plays out:

A trib member leads a group to take over an outpost. Defeating the guards/other players. Taking control of the outpost means that your nation's citizens receive a buff while in the area of the outpost. Like a haggle skill while selling, and additional money drops. As well as a boost to your charisma(being affiliated with the ruling power), giving you more xp. Or just an XP buff, since a cha buff would give Bards undue advantage.

Why this is good:

It gets the combat away from a city where newbies are. Obviously you would have to make a 'chain' from your main towers to any additional outpost. This puts some extra strain on the middle countries and leaves the end points with a less points... maybe an additional bonus for the number of sequential towers you control? Making it better to get the entire length?

Questions? Comments? Improvements?


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PostPosted: Thu Oct 15, 2009 1:56 pm 
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That's interesting. If done right, I can see that sort of system being a lot of fun.

Personally (and I realize this isn't what you were just proposing), I'd like to see a hard-coded of way of winning a war and gaining (even just a little) territory. I know this will never happen because changing territory ruins the precious economy system, though.


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PostPosted: Thu Oct 15, 2009 2:29 pm 
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Location: Pyrathia
Well I think the territory here would be the outposts gained/lost. I like this idea. A lot.


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PostPosted: Thu Oct 15, 2009 3:14 pm 
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inb4 "LOL WTF THIS IS FROM WOW LOL"

and

inb4 "If this idea gets approved, and Dulrik decides to implement it, we would be looking at the feature being playable some time around 2020."


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PostPosted: Thu Oct 15, 2009 3:28 pm 
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Baldric wrote:
Personally (and I realize this isn't what you were just proposing), I'd like to see a hard-coded of way of winning a war and gaining (even just a little) territory. I know this will never happen because changing territory ruins the precious economy system, though.


Code-wise, I don't think this would be painfully difficult. (What do I know though. :P ) However, this would make playing the loosing side *that* much more difficult at times...

sleeps


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PostPosted: Thu Oct 15, 2009 4:25 pm 
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Location: The great white north
I say we just create a 40 man-dungeon that can only be done once a week. Put in the center of pyrathia and call it the core of lava. You have to grind for countless hours to get an item that lets you put out runes of fire. Once you put out all 8 of them you unlock the final boss of the dungeon call Gagnaros which takes very skilled teamwork to down him.

*nods*


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PostPosted: Thu Oct 15, 2009 4:36 pm 
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The things I could say and the things I can say have become two different things.

:oops:


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PostPosted: Thu Oct 15, 2009 6:31 pm 
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I once long ago fleshed out a pretty big idea on territorial combat that made the game kind of like Risk once you were at the endgame, but it generated pretty much no interest whatsoever except "THAT'S PRETTY COOL" from people on the forums, so I gave up. :lol:


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PostPosted: Thu Oct 15, 2009 7:42 pm 
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wow you're alive


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PostPosted: Fri Oct 16, 2009 2:23 am 
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Some ideas on how to code it (from easiest to hardest):

For all: Area builders to build the towers and make the defense NPCs.

A.

An all or nothing thing, something like the bonanza code that discovers who controls the most towers, and gives buffs to those citizens. Determined by if an object exists in a room. Object spawns via a spell that trib members get, destroys any existing objects of the same time. Spell takes a long time to cast -- requiring guards be dead, a good set of meat shields, a full party, etc.

Coding requirements: Something that checks to the number of items extant and casts the buff, perhaps on a tick by tick basis. A spell for each trib.

B.
A spell for trib members that allows them to claim a territory, as explained above. An addition to each zone that determines if your city has the power over this zone. World map zone being given to the city with the most towers as above. Upon entering the zone it checks to see if you deserve a buff. Applies as needed. (I think that's how it would need to work...)

C.
Something else that I haven't though of.[/list]


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