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[Plugin]/[Township] Siegecraft (PVP Revamp)

How do you think this system should work?

  • Screw this idea it sucks!!!

    Votes: 0 0.0%

  • Total voters
    6

Ghosh

Dirt
Joined
Aug 12, 2011
NOTE: IF YOU DO WISH TO TL;DR THEN REFRAIN FROM COMMENTING!!! The white and gold texts are all that would be need to read in order to post a intellectually informed response. Thank you.

Ok so first off I have to give credit to DoubleKiwi for posting something very akin to this ealier, also Vudani contributed to my thought process. I decided to go back and flesh out his suggestion a bit more and add a few more options and features to it. So lets kick this off.


This server is listed as a PVP server in addition to being RP, PVE, and HARDCORE. I personally believe Herocraft is meant to be more centered on the idea of RP, but I believe that PVP is a great thing and stimulates everything. There are thousands of sayings/quotes to get this from, but I plucked this one real fast. "War creates jobs... War is good for the economy... every time civilization has had growth is in times of war everyone rallies together negatively or positively..." I think one of my favorite quotes like this comes from the Metal Gear Solid Series not that I can remember it verbatim though. What I'm trying say though is that a little competition can go along way in terms of getting the goods flowing. Some may not believe me when I say this, but it is true. Scenario time here to help show this.


Read below to get really pumped about this and join the bandwagon. Green is for those who are lazy, so you can skip all that long red text. Red is really fun to read. Green is short and sweet. Read the text after the red to get the rest of the post.

TL;DR Version- The Spire's protective rings fail (aka loss of township protection temporarily), spawns an event where they must spend some of their money to protect their items, and reinforce their position as a superior icon in the Herocraft world. While simultaneously creating a fun and memorable experience.

"The Spire is informed that their protective rings will fail within the next 36 hours. But their last construction project has left their resources low and now they must scramble to protect themselves."

"For the next 24 hours Spire citizens scurry to the mines and fields to scavenge whatever supplies they can to stave off the amassing raider hordes."

"Unfortunately for the Spire, Ares had caught wind of their failing protective systems, and has begun to assemble their own army to put an end to the Spire's hopes of annihilating the foul casters from the land."

"With little more than half a day left the Spire has only gather enough resources to supply a few of their soldiers, leaving over half of their forces with little more to fight with than wooden play toys and stone knifes. Not to mention a large portion of Spire's men have traveled to the far off regions of "Beach Vacation Landia" leaving them with even fewer people to fend of the enemy masses."

"Meanwhile seeing the Spire's predicament the leader of Ironpass detects a way to snare a fortune of gold. Ironpass warriors are strong and have the armaments to fend off an army far larger than Ares could ever hope to control. By lending their protective services to Spire they could be recognized even further as a city of outstanding character, defending the helpless Spire be however intrepid their past actions, what a noble cause. Plus they could net a good deal of money in the process."

"The Spire doesn't have much choice, if they don't accept Ironpasses' help then they doom themselves to loosing all of their goods and their image as a Vice Grip holding the Demonic Casters in check will be destroyed. So they begrudgingly accept the help from their newly gold laden allies."

Now to rap up this great, but extremely long story, the Spire wins and nets themselves a small fortune of loot, after the raiders are unexpectedly met by a well prepared Spire that swiftly crushes them. After all the combat is done, and everything is in order, Ironpass recieves a hefty compensation of gold for their gallant defense of the Spire, and a famous battle is recorded into the history books of Herocraft. Long story short, the sudden failure of the Spire's protective rings drastically changes the economic situation of the Herocraft server.

Now if that interested you then good you can join the club and get to bugging the coders into making this real. If not then keep reading to see other possible additions and safe falls of this suggestion for the Township system.

Now I know that this could go majorly wrong if you are...
A. Poor
B. Have very few citizens
C. No one likes you

So I propose that if you are a township of fewer than 20 or more citizen, have just recently been formed, or that's leading representatives are not present, should then be able to opt out of this feature. Also a township could argue that they are incapable to participate with proof that too large a percentage of their playerbase is not present. (aka vacation, sick, ect.) This way townships that have no chance to protect themselves will not be crushed unfairly by a larger opposition.

Many options could be added to this such as a township could choose to either.
1. Allow the failing of their rings to be publicly announced at the same time they are informed.
- This would net them an extra day (or two?) to get prepared.
- While also giving anyone who wishes to attack them time to prepare as well.
2. Give them prior notice to their failing rings and let them prepare. Then announce it to happen at a later date even later.
- This would still give the township time to prepare before the attack, with and added headstart over their attackers. But a slightly lesser time to prepare than the previous option.
3. The township can decide for their rings to fail immediately with an announcement to the server.
-This warrants either no attacks because no one else was really ready to attack anyone.
-Or it could fail, in that they had no time to prepare and as such were over whelmed by a previously prepared strike team.

Each of the above mentioned options bring something different to the table. And allows the township to play the system to their benefit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The alternative to a forced system such as this is. Is a system where the townships simply chooses when they wish to turn off their protective rings to allow raiding and PVP, if they desire to do so at all. (with a possible reward for doing so?)

This is all I can think of at the moment to go along with this plugin/suggestion/addition. So if you have any comments, complaints, ideas then please leave a post below and I'll try to edit it in or add it to this. Thank you for reading and have a good day/evening/night =)

@Kainzo @DoubleKiwi @vudani @Brutalacerate (BrutalAssRape)
 

vudani

Legacy Supporter 4
Joined
Jul 17, 2011
Location
Orlando, FL
A system like this would be very difficult to implement fairly. A trend would be that the whole server attack a town an there be no hope. Griefing would also be an issue and towns would likely have to be rolled back after an event.

I think in a truly hardcore environment there would be no protection but then you would have garbage everywhere. Creating a balance is quite difficult, but some form of vulnerability would add to the pvp experience. However, it can't really be to such an extreme as my past suggestion. I think if towns opted in to being flagged it could work.

There would be huge issues with the politics on the server with such a system. People who are in massive zerg alliances would have an obvious advantage and it would be hard to differentiate the rewards.

If these were treated like timed events with possible rewards for each side it might be cool but it would have to have a limited amount of attackers and defenders which would likely have to be mod controlled.
 

DoubleKiwi

Glowing Redstone
Joined
Jun 10, 2011
A system like this would be very difficult to implement fairly. A trend would be that the whole server attack a town an there be no hope. Griefing would also be an issue and towns would likely have to be rolled back after an event.

I think in a truly hardcore environment there would be no protection but then you would have garbage everywhere. Creating a balance is quite difficult, but some form of vulnerability would add to the pvp experience. However, it can't really be to such an extreme as my past suggestion. I think if towns opted in to being flagged it could work.

There would be huge issues with the politics on the server with such a system. People who are in massive zerg alliances would have an obvious advantage and it would be hard to differentiate the rewards.

If these were treated like timed events with possible rewards for each side it might be cool but it would have to have a limited amount of attackers and defenders which would likely have to be mod controlled.

Friendly people who have many allies shouldn't be penalized for all the hard work they've done to forge alliances. If a small town with no allies gets crushed, that's their fault. That's why I like the idea of a voluntary system of ring protection removal. Little guys have some incentive to make allies, while big towns rake in money.
 

Ghosh

Dirt
Joined
Aug 12, 2011
Also, 1 pumpkin an hour would be a good incentive. They are in high demand and there is currently no way to obtain them. But this would be an annoying, hard, but fun way for towns to get the pumpkins they so desperately need for capitols.
 

7thKnight

Legacy Supporter 7
Joined
Jan 14, 2011
Location
Vancouver, Canada
I have an idea for the griefing problem. What if when the town rings fall a save of the town chunks were made and after the rings go back up the entire things is rolled back except for any rare blocks/chests? Just an idea I had.
 

vudani

Legacy Supporter 4
Joined
Jul 17, 2011
Location
Orlando, FL
Friendly people who have many allies shouldn't be penalized for all the hard work they've done to forge alliances. If a small town with no allies gets crushed, that's their fault. That's why I like the idea of a voluntary system of ring protection removal. Little guys have some incentive to make allies, while big towns rake in money.

It's not fun when you crush everyone or vice versa.
 

vudani

Legacy Supporter 4
Joined
Jul 17, 2011
Location
Orlando, FL
If you know you're going to get crushed, maybe you shouldn't take down your towns defenses, hm?

My statement has nothing to do with whether or not you would take your defenses down and everything to do with the fact that alliances would completely imbalance this system. It would likely force a horde vs alliance scenario with pvp towns rather than having multiple kingdoms some big some small.
 

DoubleKiwi

Glowing Redstone
Joined
Jun 10, 2011
My statement has nothing to do with whether or not you would take your defenses down and everything to do with the fact that alliances would completely imbalance this system. It would likely force a horde vs alliance scenario with pvp towns rather than having multiple kingdoms some big some small.

It wouldn't devolve into 2 giant factions. The more people you have in a raid, the less loot you get. Besides, what's wrong with there not being any small towns?
 

vudani

Legacy Supporter 4
Joined
Jul 17, 2011
Location
Orlando, FL
And what's wrong with having no small kingdoms? Not that every town would simply become part of 1 of 2 factions.

Nothing, it's simply a matter of opinion to the reader. Just something that, if implemented, would have to be thought about.
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Couldn't you use that Battlefields (it's called Battlefields, right?) plugin to cordon off towns fighting with each other? You declare war on the forums, maybe with some guidelines set up by the admins or set by the participants, and duke it out until one team loses. And then suddenly aftermath. Damage assessment, possible chunk rollback and the removal of key blocks like valuable materials, those systematically collected during wartime or important structures that were damaged in the fight.
 
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