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Suggestion Outposts - what's feasible?

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
I really would like to use this thread to expand upon the topic of coding in Outposts, and what we all percieve them as. Adding a first-person role playing game genre experience, yielding very personal rewards, as well as a Real-Time-Strategy factor is a fantastic idea!

Here is what I've gathered, and would like to see even if my information is wrong.

Outposts - Capturable world points
-Require specced professions to net rewards
-Capturable (but reset rewards to new player-group who captures it, so they have to reconstruct)
-8-10 of these on the map
-Possibly work for kingdoms?
-Themed Outposts? (but use maybe prebuilt structures? protected from griefing somehow?)

Rewards
-money/day to kingdom/region owner (or head figure)
-money/capture to everyone from player-group that is victorious
-items being generated, such as lumbermills providing all 4 wood log types, mineshafts (artificial) providing resources.
-Mineshafts - that can be upgraded with the Miner profession to expand it's functionality to a more important profession.
-farms - obvious
-animal husbandry / research upgrades for coins on your outpost!

-more to come?
EDIT:
Professions & Outposts
-Each specced crafter profession can add supply counts to Outposts by either, right clicking the lumbermill, or farms, or a block designating them. And say, add +3 wood log generated every hour. so if 10 crafters choose the lumbermill, they will only be able to work at that one spot, at that specific outpost. (OR perhaps, maybe allow them to do this at each outpost, but still not multiple 'jobs' per outpost.)
-Say a crafter clicks any of the profession specific jobs, that crafter would not net material gain, but could perhaps gain crafter EXP at a very low rate. And maybe limit this to one level, then require them to revisit, or wait until it's been taken, and then recaptured. If not, I can still foresee adding materials spawned for holding the outpost, but less than a specced person.

Miners currently don't have much, so I think they should have more influence in outposts, when they get implemented, every level of miner can add specific resources to the township or kingdom holding the outposts.

my initial idea for Miners and Outposts;
So a level 10 miner might add types of stone and coal, where a level 20 might add iron, and iron fence, where a level 30 might add free iron tools, and level 40 add lapis, mossy cobblestone blocks, in low quantities, and where a level 50 might add a diamond and gold nuggets to generation. At very low rates, so it is not imbalanced. etc.

All they would have to do is descend down an artificial mine shaft and click a block, that's within their level range and these would descend down for higher level miners. So that if anyone else wants to contribute to mining, they can, but at a lower rate, from clicking a block near the top. Like a 1x1 regioned block near the top.

Have the others inside of the mineshaft deny use unless they are of a specific miner level.
"Sorry, you must be a higher level Miner to contribute to this mine shaft." or
"Sorry, you must be a level 20 or higher Miner to contribute to this mine shaft."

We could use this example for all profession types and layouts. It's very interesting indeed. Also, perhaps make it require some amount of effort to gather these materials and transport them. As in, they don't auto-deposit into our towns warehouse. Someone has to go pick up the goods and recall, port, or walk back with them. (Perhaps use HTTP to define who has chest access when a township captures, and making this work for a kingdom would be more difficult, but perhaps only owner/manager ranks inside a kingdom.)
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
Thank you, Kainzo, I tried to consolidate the information here for you guys / give a good informative suggestion. :)

I too would love to see this implemented, but it is a tall order, might take some time.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
I'd love to see a Class or Profession that deals directly with exploding Townships or breaking into areas... or even taking over outposts. Would be neat to have to use a skill to 'claim' something...
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
"Stake a Claim" skill-used by possessing the Yeomanry skill. Perhaps a skill that can be passed down from Mayor's to their chosen warrior (only one per town) to claim outposts for their township or kingdom. (as defined by HTTP, kingdom's could have multiple "Yeoman" who could all capture for their township/kingdom?)
 

TheTMTrainer

Soulsand
Joined
Feb 29, 2012
Why restrict the rewards to Spec-Only? Nerf the rewards for non-spec.

These would be a list of rewards I would add...

  • Exp Potions (Weekly reward, could be a % exp buff for a small amount of time (10 Minute Buff that gives you 50% more exp whenever exp is gained)
  • Items (Better Tier items the more "Health" the outpost has.)
  • Unobtainable items (ex. EnderDragon Egg -Randomized weekly rewards)
  • Mob Eggs (More common, but still less common than normal items)

Longer Outpost protection could 'upgrade' the outpost (if you meet a goal, like net loss of 50% health of the outpost over a week of time, the outpost could upgrade, and have more health the next week as long as you control it.)

I would also make it so people who are not part of towns could attack, such as raiders. Keep outpost protectors on their toes. People who are not part of towns would get a nerfed Money Reward, and because only 1 person can control an outpost when they are not part of a town, they would lack the power of Town-based teamwork.

Protect Outposts from all damage, similar to a town.

Outpost abilities. Like a 30 Second Defense/Attack/Heal buff for everyone inside the outpost. These could only be activated by Admins or Moderators of the town. Or an AoE "cannon" fire from the Outpost that can deal AoE damage to an area around everyone near the gate (mortars can hit allys too).

Different outposts = Different abilities and rewards. A jungle-based outpost could provide enchanted bows/woodsman rewards, while a more structured outpost could provide Swords and Armor.
 

Faunherer

Legacy Supporter 4
Joined
Jun 24, 2011
Location
Winterfell
Wow, this reminds me of WvWvW! We could also use a similar system to increase the time it takes to take an outpost.

When I think of taking an outpost, I think of a siege. To make a siege possible, you need siege engines. For this, tnt cannons would be badass. Maybe the area around the outpost could be unregioned and blocks can be broken only by the defenders and designated attackers. There would have to be a way to make it somewhat difficult to break open the fortresses walls though.

To make it fair on the defenders, maybe they can have an iron golem or two (it will be impossible to continually defend a fortress, people have to sleep) and the attackers have to break through a gate.

As xexo mentioned before, there are going to be resource-yielding places such as farms and mines. These resource areas can be located outside of the actual fort and can be destroyed by the enemies. If the attackers take the fort, the resource areas will be rolled back to a basic stage. If the defenders hold their ground, they can rebuild the resource area for a large amount of resources.
To make the resource areas matter to the defenders, maybe they can be vital in the upkeep of the fort during a siege.

These are just suggestions, and rough ones at that, regarding siege warfare and outposts.
Hell, the only reason I suggested any of this is because I want to blow shit up with TNT cannons.
 

TheTMTrainer

Soulsand
Joined
Feb 29, 2012
Wow, this reminds me of WvWvW! We could also use a similar system to increase the time it takes to take an outpost.

When I think of taking an outpost, I think of a siege. To make a siege possible, you need siege engines. For this, tnt cannons would be badass. Maybe the area around the outpost could be unregioned and blocks can be broken only by the defenders and designated attackers. There would have to be a way to make it somewhat difficult to break open the fortresses walls though.

To make it fair on the defenders, maybe they can have an iron golem or two (it will be impossible to continually defend a fortress, people have to sleep) and the attackers have to break through a gate.

As xexo mentioned before, there are going to be resource-yielding places such as farms and mines. These resource areas can be located outside of the actual fort and can be destroyed by the enemies. If the attackers take the fort, the resource areas will be rolled back to a basic stage. If the defenders hold their ground, they can rebuild the resource area for a large amount of resources.
To make the resource areas matter to the defenders, maybe they can be vital in the upkeep of the fort during a siege.

These are just suggestions, and rough ones at that, regarding siege warfare and outposts.
Hell, the only reason I suggested any of this is because I want to blow shit up with TNT cannons.

Every 2 people gone, 1 Iron golem will spawn. If the golem is killed, another will spawn in it's place every 2 minutes?
 

Faunherer

Legacy Supporter 4
Joined
Jun 24, 2011
Location
Winterfell
Wow, this reminds me of WvWvW! We could also use a similar system to increase the time it takes to take an outpost.

When I think of taking an outpost, I think of a siege. To make a siege possible, you need siege engines. For this, tnt cannons would be badass. Maybe the area around the outpost could be unregioned and blocks can be broken only by the defenders and designated attackers. There would have to be a way to make it somewhat difficult to break open the fortresses walls though.

To make it fair on the defenders, maybe they can have an iron golem or two (it will be impossible to continually defend a fortress, people have to sleep) and the attackers have to break through a gate.

As xexo mentioned before, there are going to be resource-yielding places such as farms and mines. These resource areas can be located outside of the actual fort and can be destroyed by the enemies. If the attackers take the fort, the resource areas will be rolled back to a basic stage. If the defenders hold their ground, they can rebuild the resource area for a large amount of resources.
To make the resource areas matter to the defenders, maybe they can be vital in the upkeep of the fort during a siege.

These are just suggestions, and rough ones at that, regarding siege warfare and outposts.
Hell, the only reason I suggested any of this is because I want to blow shit up with TNT cannons.

Every 2 people gone, 1 Iron golem will spawn. If the golem is killed, another will spawn in it's place every 2 minutes?
Ya, that's kinda what I was thinking of! But how would the 'missing' people be determined?
Howabout it is out of 10 people in all. So, if there are 6 people currently stationed at a base, 2 will spawn to fill the 'missing 4 people'. I'm not sure how tough iron golems will be, but since we are playing on HC, I believe it is safe to say they will be 'hardcore', so maybe a 5-10 minute respawn rate would be more fitting.
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
I think you guys are going way overboard, because most of those suggestions make it too easy to raid outposts which also kill the "teamwork" element Kainzo wishes for Herocraft to maintain.

I also was saying that
spec = better rewards (for playing Herocraft)
non-spec = lesser rewards (but still able to do the basic tier of all profession bonuses for an outpost)
so noobs aren't left out.

Iron golems are a great idea, perhaps have the TNT spots a set place, so that irongolems can be scripted to stay within a certain region when not attacking and if they leave the area they teleport to a random spot in that region and then reset their hp. (so no kiting can happen)

Also, I think it should take a dozen people or so to even take an outpost in PVE respects primarily. (IE: hamlet is like 10 ppl)

And potentially a lot more than this when the outpost is occupied with players.

Finally, I think the outposts should have a 24 hour immunity to damage/capturability. Furthermore, I believe the resources gained should no be destroyable - taking the outpost does this. Destroying the resources ruins the reason to capture an outpost and negates crafter/spec benefits as well as not giving players time to gather their benefits for them.

not trying to argue, just my 2 cents.
 

Faunherer

Legacy Supporter 4
Joined
Jun 24, 2011
Location
Winterfell
Perhaps I did go a bit overboard, with a combination of anxiousness of GW2 and my need to blow stuff up. I wanted to make defending more fair when no defenders are online, but your solutions are much more simple and effective.
 

Thejoker1177

Legacy Supporter 3
Joined
Oct 18, 2011
What I was thinking (not really on topic) was a leader board on the herocraft website. When you access this page, you could see what player or what town owns the current outpost. This could be used for strategies on claiming different outposts.
 
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