Oh yeah, I totally agree. But just think of a group of 10 donors making a ghetto town. Would be pretty awesome, cheap, and give almost all of the same benefits as a regular town. (Except for banker).I still of course would prefer a township. The kind of township thing on the op thing is not herocraft.
Love it all.Handing out warnings for moronic posts, what will we come up with next?
- There is a high cap on towns created (25-30)
- Limited&Preset Kingdom/Faction system probably won't see fruition due to limitation on creativity / player driven politics
- HTTP is to automate the township system and give a sense of risk/threat to the system by:
- Ensuring poorly organized townships die off
- Taxing townships to ensure inactive towns don't stay afloat with free protection
- Providing greater creativity and removing the 'rings' limitations through chunk based protection
- Allowing for "Outposts" to have controlled bases to provide a 'conquering' feel.
- Move the server in the right direction for conflict based gameplay
- Allow players to create and manage their township/guilds in game.
Handing out warnings for moronic posts, what will we come up with next?
Township stuff
- There is a high cap on towns created (25-30)
- Limited&Preset Kingdom/Faction system probably won't see fruition due to limitation on creativity / player driven politics
- HTTP is to automate the township system and give a sense of risk/threat to the system by:
- Ensuring poorly organized townships die off
- Taxing townships to ensure inactive towns don't stay afloat with free protection
- Providing greater creativity and removing the 'rings' limitations through chunk based protection
- Allowing for "Outposts" to have controlled bases to provide a 'conquering' feel.
- Move the server in the right direction for conflict based gameplay
- Allow players to create and manage their township/guilds in game.
- Avoid ugly walls/rings, encourage terrain provoked establishments
Allowing for "Outposts" to have controlled bases to provide a 'conquering' feel.