10 suspect limit, guard auto-declare

by Shamarah

Back to Common Grounds.

Sylphas2006-08-02 23:39:21
QUOTE(daganev @ Aug 2 2006, 03:40 PM) 314101
Thats an advantage to Raiding and attacking shrines, isn't it? Isn't that what they are looking for, ways to do war? I would say destroying all the shrines of the patron is a good way to do war.

Whereas raiding a village or city or commune gives a massive advantage to defenders, it's exactly the opposite with shrines. Defenders are heavily disadvantaged. It's no better, worse almost, because we have to go defend, and do it at a disadvantage.
Daganev2006-08-02 23:44:53
Sylphas but thats the point.

Shrines are great the way they are now if you want to raid a place...


Nevermind.
Unknown2006-08-03 00:10:50
I dislike the idea of a PK flag. I would hope we can come up with something less artificial and divisive.

Personally, I dislike being listed as a bully simply for killing someone. If I've killed them repeatedly (twice or more), sure... the system should step in to prevent me from any further targetting of that individual. But for one death, you face karma cursing and your victim complete immunity for a RL month. This inhibits your characters actions significantly - I certainly have to have a PHENOMENALLY good reason to attack someone on prime, and I think that is quite stifling.
Unknown2006-08-03 00:15:55
It's not really a "PK Flag"...it kind of makes an in-game sense, same with Karma and Avenger.

I understand it's artificial--but if people feel restricted, make a class of people who "fight with honor" and go with that.
Unknown2006-08-03 00:21:22
QUOTE(Phred @ Aug 3 2006, 12:15 AM) 314229

It's not really a "PK Flag"...it kind of makes an in-game sense, same with Karma and Avenger.

I understand it's artificial--but if people feel restricted, make a class of people who "fight with honor" and go with that.

I understand what you mean, and I know it could have a lot of roleplay surrounding why some people are 'fighters' and everyone else isn't... but in my eyes the end result is the same.

You have one segment of the game population that opt-in to realistic and dangerous combat that could occur at any time and any place, with equal risks and rewards for taking on your opponents... and one segment of the game population that opt-out of any risk and will be able to wander around mostly oblivious to such dangers and the excitement of knowing your RP could earn you combat repurcussions. The 'non-combatants' will still be able to take part in combat, obviously, but they have far, far less risk than the 'combatants' they attack/defend against. Yet they will likely have mostly the same reward.
Shorlen2006-08-03 03:26:05
Lusternia needs a war system. Simple as that.
Lanko2006-08-03 19:20:53
I think that status should only last 10 days instead of 30 as well. That would get statuses off your pk list faster, if the 10 ok call the avenger was still in place, and one person wouldn't have free reign from you for a very very long time.

Maybe take 10 pk limit and reduce the time for status from 30 days to 10 days, that'd be nice
Sylphas2006-08-03 19:42:23
QUOTE(Shorlen @ Aug 2 2006, 11:26 PM) 314315
Lusternia needs a war system. Simple as that.




I've hated every IRE war system I've seen. How would you design Lusternia's?

Daganev2006-08-03 20:16:09
QUOTE(Sylphas @ Aug 3 2006, 12:42 PM) 314511

I've hated every IRE war system I've seen. How would you design Lusternia's?


CITY/COMMUNE PREPARE WAR
This starts the process of drainin 100 power per soldier, 1 soldier every hour. Soldiers drain 10 power each month for each soldier that exists. If more power is consumed than gained in the nexus that weave, 1 soldier goes back to civilian life for every 100 power over.
CITY/COMMUNE PREPARE PEACE
This stops the process of creating soliders. If more power is consumed than gained in the nexus that weave, 1 soldier goes back to civilian life for every 100 power over.

CITY/COMMUNE DECLARE WAR
Soldiers advance 1 room per day. If soliders ocupy land that does not belong to the org, 10 power is gained every day that the solider occupies the land, for every soldier, up to a maximum of 10 soldies. Once 10 soldiers occupy a space, any new soldier will automatically advance to the next location.

Soldiers slowly move towards the targeted city/commune.

If two armies of 10 join occupy the same land, 0 power is gained from any side, and there is a stalemate. If there is more of team A than team B, team A gains power for each soldier above Team B.

When soldiers reach enemy territory, they drain 10 power from the target and give it to the city/commune.


Soldiers have infinite health. The only control you have over soliders is if they are stationed in aroom with 10 soliders, you can order them to leave the land they are in, and instead advance to "end of the line"

Otherwise, everything is automated.


The city/commune able to produce the most power each month wins tongue.gif
Sylphas2006-08-03 21:22:17
This may just be me, but anything with NPC soldiers strikes me as retarded, and a means of giving up tons of RP potential. It's like watching a computer play tic-tac-toe against itself, when you could be playing chess with someone.
Niente2006-08-03 21:30:55
Something as basic as each org having an official army, which you can join and get free PK against enemy orgs' armies, would be good. Give it a kill counter and an associated power cost/gain.
Sylphas2006-08-03 21:44:28
QUOTE(Niente @ Aug 3 2006, 05:30 PM) 314544
Something as basic as each org having an official army, which you can join and get free PK against enemy orgs' armies, would be good. Give it a kill counter and an associated power cost/gain.



Something like this would be great. You'd need a system of declaring war, though. Maybe have a power drain every month you have war declared (1k per weave sounds nice) and have that drain negated if it is a mutual state of war. This way you can attack someone without having to mutually declare, but it will be costly to do so. If they want to counterattack and such, they declare war back, with no price to them.

Daganev2006-08-03 22:31:59
As I undestand it, it comes down to this.

A "war system" = territory.

Territory = open 24/7

Players active != 24/7

Having people join armies or what not, is just another "PK Flag" system, ... unless.

Idea here:

Each person is worth a certain number of points. When someone from the group your fighting against dies, you gain points.

points would work like this.

Newbies = -10 points.
Novices = -1 point
GR1 = 2 points
GR2+ = 1 point for every GR + bonuses listed below.

Every 10 levels above 50 = + 1 point
GM = +10 points
Champions = +20 points
GA = +5 points
City/Commune leader = +50 points.
Every trans guildskill = +5 points
Every % of power reserves left in person when they die = +1 point
Cityranks = +5 points for every cityrank the person has.


So a an omnitrans city leader, level 80 would be like (assume 10 skills is omni for my head)
20 + 3 + 50 + 50 + 6 + powerreserves reaming, lets say 30.
Leader = 159 points per death. Just for example.

Part of the war system can be to say, every 1,000 points accumulated equals 10,000 power transfered from one org to the other, or some other form of exchange.

Plus all the stuf sylphas was saying about costs to be in war etc.
Richter2006-08-03 22:46:22
Okay, think about these power costs for everything. Why the hell do some of these ideas cost power? Declaring war costs power? What do you people smoke? Magic costs power, not declaring war. You also don't pay for troops in power, you pay in -gold-, unless they're magic troops. And you shouldn't get power for killing people in someone else's army. This is a fantasy world, but at least it makes sense.
Daevos2006-08-03 23:03:57
In my opinion, the best war system for Lusternia would be a revision of the village influencing system. A daunting task without a doubt, but nonetheless the best method of organized conflict for Lusternia that I can think of. Personally, I've always felt that the villages were the best feature of Lusternia, but over the months influencing has been going downhill overall. The thought especially intrudes on my mind when I reminisce about the revolts of the early months of the games; on the enthusiasm Magnagora in particular had when a revolt was upcoming as well as the sense of camaraderie that was clearly apparent when we formed our teams. I would love to reclaim that spirit but I can't see it happening now and it is not solely the fault of the players, the change of mechanics have had far more of an effect on it.

Revision Recommendations:

1. Increase the significance of holding a village, by allowing organizations to influence the village in more ways than just commodity quests. For example, allow organizations to build additions in villages, such as a refinery to increase the efficiency of ore production in a mine.
2. Rather than peacing villages during certain astrological periods, instead block the use of all demesnes. Would add a dynamic to the conflict over village without making it needlessly dull and time consuming.
3. Put a time limit on the campaigns so that can’t be held indefinitely.
4. On revolts, clear all terrain modifications such as forest/flood/taint.
5. Significantly increase the duration that a village can be held by an organization. But increase the ways that other organizations can subvert the populace and thereby speed up the revolt.
6. Offer the possibility that organizations can branch out and fund the construction of new villages for significant costs.
7. Lessen the random nature of revolts by making the populace of villages start subtly hinting that they are displeased during the month that they are most likely to revolt.
8. Change the nature of village feelings so instead of affecting the ease of winning the village back; they will instead affect the tithes of the villages, power and commodities. Also balance the ease of increasing a village’s feelings between government types, while also increasing the difficulty of raising or falling in village feeling rank.
9. Work to decrease the general opinion that open villages are basically a game that can be fought over freely without actually bearing any ill will to the organization that currently holds it. By more clearly aligning villages with specific organizations, Delport with Celest, Estelbar with Serenwilde, Paavik with Glomdoring, Angkrag with Magnagora, etc. To be more clear at some point organizations should be given fluid RP paths to increase their alignment with specific villages. Thus opening the door for the reality that working to take a village from someone is an act of war.
Sylphas2006-08-03 23:18:20
Because having to mutually declare war is retarded, and there needs to be some cost so someone isn't always at war just to have open PK on their enemies. Gold would work too, although you don't passively generate gold by holding villages/etc, so it would almost seem a higher cost than paying power, which we have plenty of.
Daganev2006-08-03 23:23:51
QUOTE(Richter @ Aug 3 2006, 03:46 PM) 314562

Okay, think about these power costs for everything. Why the hell do some of these ideas cost power? Declaring war costs power? What do you people smoke? Magic costs power, not declaring war. You also don't pay for troops in power, you pay in -gold-, unless they're magic troops. And you shouldn't get power for killing people in someone else's army. This is a fantasy world, but at least it makes sense.



The way I understand it, Power is like the spiritual strength of your community.

On the one hand, Power is a magical resource, on the other hand the nexus and the specific type of power you have is a reflection of the religious beliefs that the people of the community hold.

Magnagoran doesn't have a nexus connection to Earth because thats where Earth happens to be located, rather there is a philosopical/religous connection between the two.

Being at war, is a drain on the people and spirit of a nation, unless they are winning, then when they win they are elated.

Paying for troops wiht power is like the cost of having your "boys" away from home and risking thier lives.

Its a mechanical translateion of the more subtle "costs" in life. Atleast, thats how I understand power.
Unknown2006-08-03 23:24:37
QUOTE(Daevos @ Aug 3 2006, 06:03 PM) 314564

In my opinion, the best war system for Lusternia would be a revision of the village influencing system. A daunting task without a doubt, but nonetheless the best method of organized conflict for Lusternia that I can think of. Personally, I've always felt that the villages were the best feature of Lusternia, but over the months influencing has been going downhill overall. The thought especially intrudes on my mind when I reminisce about the revolts of the early months of the games; on the enthusiasm Magnagora in particular had when a revolt was upcoming as well as the sense of camaraderie that was clearly apparent when we formed our teams. I would love to reclaim that spirit but I can't see it happening now and it is not solely the fault of the players, the change of mechanics have had far more of an effect on it.

Revision Recommendations:

1. Increase the significance of holding a village, by allowing organizations to influence the village in more ways than just commodity quests. For example, allow organizations to build additions in villages, such as a refinery to increase the efficiency of ore production in a mine.
2. Rather than peacing villages during certain astrological periods, instead block the use of all demesnes. Would add a dynamic to the conflict over village without making it needlessly dull and time consuming.
3. Put a time limit on the campaigns so that can’t be held indefinitely.
4. On revolts, clear all terrain modifications such as forest/flood/taint.
5. Significantly increase the duration that a village can be held by an organization. But increase the ways that other organizations can subvert the populace and thereby speed up the revolt.
6. Offer the possibility that organizations can branch out and fund the construction of new villages for significant costs.
7. Lessen the random nature of revolts by making the populace of villages start subtly hinting that they are displeased during the month that they are most likely to revolt.
8. Change the nature of village feelings so instead of affecting the ease of winning the village back; they will instead affect the tithes of the villages, power and commodities. Also balance the ease of increasing a village’s feelings between government types, while also increasing the difficulty of raising or falling in village feeling rank.
9. Work to decrease the general opinion that open villages are basically a game that can be fought over freely without actually bearing any ill will to the organization that currently holds it. By more clearly aligning villages with specific organizations, Delport with Celest, Estelbar with Serenwilde, Paavik with Glomdoring, Angkrag with Magnagora, etc. To be more clear at some point organizations should be given fluid RP paths to increase their alignment with specific villages. Thus opening the door for the reality that working to take a village from someone is an act of war.


This would make villages, and alot of other things, SO SO SO much more fun to do. Right now, the moment I hear the village revolt go of I groan....that means hours and hours of boring repetitiveness to come, rather than doing things that are more fun to do (ie roleplay, etc). I would dearly love to see this kind of thing done, though I do realize that alot of it would require some hefty recoding of things...but maybe some of us will stop whining so much over the villages with this rolleyes.gif
Estarra2006-08-04 01:52:50
While I'm not adverse to revisiting villages at some point (just can't right now), two things to note: (1) it is infeasible to stop demesnes or break demesnes in villages when they revolt (trust me, we've gone over this many many times), and (2) we aren't going to get rid of some peaceful influencing (I know some of you abhor it but realize that others enjoy it).
Unknown2006-08-04 02:47:38
QUOTE(Estarra @ Aug 3 2006, 06:52 PM) 314621

While I'm not adverse to revisiting villages at some point (just can't right now), two things to note: (1) it is infeasible to stop demesnes or break demesnes in villages when they revolt (trust me, we've gone over this many many times), and (2) we aren't going to get rid of some peaceful influencing (I know some of you abhor it but realize that others enjoy it).


What about just peacing parts of a village, based on the attitude of nearby denizens? So, like, friendly and sensuous and greedy would have peaceful, while brave and intimidating wouldn't. And I don't mean always, but in when a village comes up peaceful, have certain denizen locations be free of the spell, because they think they don't need it?