Some suggestions:
To provide info on the progress/status of war:
- Add town politics (allies and current wars) to /town info TOWN
- Make a command /town politics tally - to show the points each side has in a current war - or a heads-up display - shows only stats relevant to your own town
- Make a /town politics list - to list all the towns currently at war on the server - can be used by all players
- Add to each player's welcome message when they log on something like: Your town is at war with TOWN or Your town is not currently at war.
Conduct of war - plugin development + HC settings:
- I'd like to see towns only able to participate in ONE war at a time (agree with you @Dafefman ). This should at least be configurable in the plugin.
- Atm the plugin config has a 12 hour limit it in [# Time in minutes until a town can be declared upon. war_cooldown: 720]
- @Kainzo I'm pretty sure this is to stop a new town going to war before it's at least 12 hours old. It is NOT cooldown period for between war events. Not able to test this properly with the war aspect currently disabled.
- Need to have the option added to provide time between experience/declaring wars - ie the 12 hour cool down that we assumed was in but isn't.
- Perhaps 12 hours isn't long enough - how about 24?
There are more things mentioned that I'll cover, but these stand out for me:
- Obsidian - chance of destruction by TNT needs to be lowered again, current rate has effect of 100% destruction it seems.
- Losing a war can put your town bank into the negative - which means a town could log in to find they have to find 1000s of coin, perhaps, before the next tax time or lose the town - don't like this. I guess I think a town bank shouldn't be able to go negative.
- Towns who welcome new (inexperienced) players are being penalized because the newbies are so squishy. We want to encourage towns to take in new players, not discourage them. So it's worth considering @victim130 and @Symbolite 's concern that new players set a town at a disadvantage during war.
- I'm not seeing the point of being able to war an offline town. Perhaps someone could enlighten me.
Also water is leaked into parts of the town from a block that was blown up that did not spawn properly. And chests that respawned did so at weird angles compared to their original arrangement.
@Kainzo, pretty sure these are known bugs from last time we had TNT region damage enabled. These problems need to be addressed, or at least publicized so that players know that the risks of being warred include wonky chests and water damage.
Don't know whether this is doable at HC on the current map, and I'd like to hear people's opinions on how it might affect game play:
- I'd like to see Tier 1 towns excluded from war.
- New players join the server, ask how to protect their stuff, we tell them to join or make a town. They make a town and instantly they're vulnerable to war, with no way to opt in/out. This doesn't seem right.
- If war were to be limited to T2 towns and above, this gives players the chance to actively opt in.
- To make this work, T1 towns would need a pretty low citizen cap (maybe 5 or 6). (I thought citizen caps for each tier had been introduced, it appears not. My suggestion is that they be overlapping, ie T1 is 1-5, T2 is 3 to 10, T3 is 5 to 15, T4 is 10- etc).
- Would also be good to have more incentives to increase your town tier beyond access to more chunks.
Love the war system quite a bit, just wish there was a visual ui to keep track of score and current town politics.
A system similar to Hearts of Iron may not be a good idea for war start and ending:
- War must be justified over a length of time before it can be declared
- The more wars a town STARTED the short er it takes to justify against them (aggressor bonus)
- Once a war is ended a truce is signed between the towns for x length of time
I'm not really following what
@shortpower is saying here, but I have the sense it's worth considering.