Shattered Kingdoms

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Read OP first. Do you want Territory Warfare?
Yes. 45%  45%  [ 9 ]
No. 55%  55%  [ 11 ]
Wert 0%  0%  [ 0 ]
Total votes : 20
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 Post subject: Idea: Tribunal/Territory Warfare
PostPosted: Tue May 24, 2016 12:33 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Put a bit of thought into this. I want all of your input. I know it'd be a big project, but it would be more fun than sitting around waiting for ganks. Gives tribunals something more to do than drain coffers. Here is the idea:

Territories Warfare:

Why is it needed?
PvP and Tribunal Warfare, in it's current form, only consists of killing law NPCs and ganking PC's.
Most PvP occurs in cities and quite a few kills are 'cheap ganks' that lead to jloots.
The side with the greater numbers online at any given time have the upper hand.
It's grown stagnent.

What would territory warfare consist of?
Taslamar, The Empire, and Nerina would have approximatly ten strongholds that are under their control at the beginning of each monthly reboot.
Northern Wastes and Ayamao would have approximatly five.
These areas would have somewhat challanging NPC's in a tower or cave or dungeon that all lead up to a boss fight.
These bosses would be somewhat the equivilant of taking on an outer guardian or perhaps a dragon. Perhaps a Chancel Guardian strength challange.
After taking down a boss, the territory will change control. Lets say that the boss drops an emblem for each of the three tribunals.
The emblem is picked up and put in a chest. When the emblem enters the chest, the territory belongs to that tribunal.
Your generic boss character takes palce of the old boss and the npc's in the dungeon are replaced by your npc guards.

What would incentivise territory warfare?
This is up for discussion at this point. Perhaps a single LT is given to each person within a group that has cause damage to the boss.
After every 2-day reboot, five platinum is deposited into a tribunal's coffer for every territory they own, other than their own original ten.
The monitary bonus would help the 'coffers are too tough to keep coin in' issue.

Other benifits:
Warfare will be able to occur while your team is offline or online. Sitting around waiting for enemies to come around, trying to get a cheap gank
can be quite boring.
PvP fights will occur in locations other than main cities.

Additional info:
Tribunal NPCs will not spawn within these territory dungeons, making it a fair fight if enemies come to defend territories.
Tribunal alerts will be sent out when an enemy force enters the dungeon, perhaps at one checkpoint halfway through, when the boss is attacked, when the boss falls,
and an alert will be sent as to who takes control.
We might need to come up with some form of balance.


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Tue May 24, 2016 3:31 pm 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
It may be no surprise that I'm strongly in favor of developing this kind of dynamic.

For now I won't contribute more than these word of encouragement to contribute ideas.


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Tue May 24, 2016 4:14 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
no

terrible idea

exactly what sk does not need - more reasons to offline/ninja farm where the rich get richer and the poor get poorer


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Tue May 24, 2016 7:57 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
FinneyOwnzU wrote:
no

terrible idea

exactly what sk does not need - more reasons to offline/ninja farm where the rich get richer and the poor get poorer


So leave things as they are?
How could this idea be evolved to balance better?


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Tue May 24, 2016 8:25 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Trosis wrote:
So leave things as they are?
How could this idea be evolved to balance better?


sk doesn't need more incentives for players to fight npcs instead of characters - that's not pk, that's just more pve. and what you described would end up exactly like tribunal coffer farming that everyone already loves so much (lulz), with people attacking those stronghold like a true ninja when their enemies are offline.

epic fail


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Wed May 25, 2016 4:06 am 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
This idea blows, sk needs to empower skilled players to make it a dynamic place, not provide newbs with ooc protection and ways to win sk while enemies who'd otherwise beat them silly are offline.


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Wed May 25, 2016 6:51 am 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Ninja stuff will happen either way. But this would be something to do other than just draining coffers. I fully expect for this to occur while one side has nobody logged in. But it's a way to influence wars when you don't have enemies to hunt.
Maybe it could be something that could be done in an hour or two. You log in, take the territories with 3 people, and the when your enemies log in, you have an upper hand and can hunt them.
Maybe when all 5 of your enemy territories are captured, no bounty hunters spawn. A way to get rid of bounty hunters, if only temporarily.
You can't say that stopping bounty hunters is something you want.


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Wed May 25, 2016 6:52 am 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
That's it. If you don't own any of your own territories, your bounty hunters won't spawn. That is the purpose.


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Wed May 25, 2016 9:22 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Trosis wrote:
That's it. If you don't own any of your own territories, your bounty hunters won't spawn. That is the purpose.


except that it will result from the same exact ninja/offline farming that stopped bounty hunters in the first place - lulz. ur just replacing one horribly flawed system with another horribly flawed system.

this idea is epic fail


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 Post subject: Re: Idea: Tribunal/Territory Warfare
PostPosted: Wed May 25, 2016 10:30 am 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
In order for domination style play to work, people would need incentive to stay online and defend even when outnumbered.

That would mean extra padding like a safe zone respawn point similar to duels to the stun located at a starting point.

You also would need an incentive for people to take all territories. After all, if you cant loot anyone, there needs to be a prize to compensate.

This may end up with drawbacks by taking out the risk of losing loot, but people ( no offense ) tend to avoid pk for that very sole reason.


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