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.)
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.)