Ultanian
Portal
- Joined
- May 28, 2013
Currently, the only form of warfare between townships is either:
1. Chasing a town down while they are out raiding/grinding/mining.
2. Camping out the entrances of the town.
Honestly I feel both of these are very repetitive and "unfun" for at least one side, why not make warring towns an actual thing? This suggestion has many parts, please bear with me.
Benefits of Wars:
NOTE: Towers only target the opposing town. Other players are not targeted by these structures.
Archer Tower:
Low HP
High Range
High Damage (Uses essentially AimedShot)
Single-target
Requires Engineer and Ranger to construct.
Barricade:
Moderate HP
No Damage
Acts as a wall
Requires Engineer and Smith to construct.
Arcane Turret:
Low HP
Medium Range
High Damage (Spams a wizard Fireball every 6 seconds)
Requires Engineer and Wizard to construct.
Rune Sapper:
High HP
Steals mana and converts to HP for self
Low Range
Requires Engineer and Runesmith
Healer's Hut:
Medium HP
High Range
Heals 10 HP per 5 seconds
Requires Engineer and Cleric
Quake Monolith:
Medium HP
Low Range
Medium Damage (Uses tremor in all directions)
Requires Engineer and Dragoon to construct.
EDIT: Each structure can be built multiple times however there is a max of 5 buildings. (Could be increased based on size of town)
Please note this suggestion was mainly for fun, I highly doubt this will be added and I just love thinking of these kind of things. Feedback and suggestions welcome
1. Chasing a town down while they are out raiding/grinding/mining.
2. Camping out the entrances of the town.
Honestly I feel both of these are very repetitive and "unfun" for at least one side, why not make warring towns an actual thing? This suggestion has many parts, please bear with me.
Benefits of Wars:
- Provides a constant, direct interaction between towns in which all citizens are affected.
- Winning a war yields bonus experience, items, and town tax reduction.
- Deeper strategy is required to win a war, and is much different than small skirmishes.
- Consequences of losing a war increases taxes.
- Conflicts may rise and new enemies may emerge.
What exactly happens during wartime?
War begins when a town makes a declaration against another town. To balance out, to declare war should have a slight cost, perhaps 100s or so. After doing so, the enemy side is alerted upon logging in (or logged in meanwhile) and both towns are given 24 hours to prepare. During this time they are immune to PvP.
During preparation, towns can create Defenses (more info on that later) and scout out the enemy. Essentially, these are temporary tower defenses that last for the duration of the war. These require multiple citizens to construct of different professions.
After preparations, war can begin. During wartime (48 hours) the two towns can destroy one another's blocks in order to destroy the town's control block (obsidian block in middle of town) however the enemy town cannot open or destroy chests. Blocks regenerate over time. By breaking the obsidian block numerous times (each time the town loses "HP") the enemy town wins the war.
Winning the war gives a permanent tax reduction, while losing does the opposite. However, tax has a maximum rate of 150% and a minimum of 50%. Losing increases rate 5% and winning decreases 5%. Additionally, the losing town has a cooldown/protection period from wars for 24 hours.
During preparation, towns can create Defenses (more info on that later) and scout out the enemy. Essentially, these are temporary tower defenses that last for the duration of the war. These require multiple citizens to construct of different professions.
After preparations, war can begin. During wartime (48 hours) the two towns can destroy one another's blocks in order to destroy the town's control block (obsidian block in middle of town) however the enemy town cannot open or destroy chests. Blocks regenerate over time. By breaking the obsidian block numerous times (each time the town loses "HP") the enemy town wins the war.
Winning the war gives a permanent tax reduction, while losing does the opposite. However, tax has a maximum rate of 150% and a minimum of 50%. Losing increases rate 5% and winning decreases 5%. Additionally, the losing town has a cooldown/protection period from wars for 24 hours.
Defenses
During the preparation period towns can construct Defenses to aid them in battle. These must be built on town-claimed land and each only last for the war. Once preparation has ended no more can be built however current one can be repaired. In order to construct a tower, a combination of an Engineer with ANOTHER profession/combat class is required and dependent on the type. Each has it's own HP by using an invisible, large mob that is within the structure. Skills can be used on it this way. Below is a list I thought'd be good.
NOTE: Towers only target the opposing town. Other players are not targeted by these structures.
Archer Tower:
Low HP
High Range
High Damage (Uses essentially AimedShot)
Single-target
Requires Engineer and Ranger to construct.
Barricade:
Moderate HP
No Damage
Acts as a wall
Requires Engineer and Smith to construct.
Arcane Turret:
Low HP
Medium Range
High Damage (Spams a wizard Fireball every 6 seconds)
Requires Engineer and Wizard to construct.
Rune Sapper:
High HP
Steals mana and converts to HP for self
Low Range
Requires Engineer and Runesmith
Healer's Hut:
Medium HP
High Range
Heals 10 HP per 5 seconds
Requires Engineer and Cleric
Quake Monolith:
Medium HP
Low Range
Medium Damage (Uses tremor in all directions)
Requires Engineer and Dragoon to construct.
EDIT: Each structure can be built multiple times however there is a max of 5 buildings. (Could be increased based on size of town)
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