northeaster345
Legacy Supporter 8
- Joined
- Jun 10, 2012
I've been thinking about an idea for a bit for how to change up the way raiding and open world pvp is focused on Herocraft. This suggestion would take a significant amount of coding work, but I think it would help give a point to world pvp and raids, and also increase the roleplaying feel and how diplomacy works. The details of this proposal would have to be fleshed out, but that comes after
Wars
Towns would be able to declare war on one another, for a decent startup cost(1000c?), with an item cost every week or so.
This is part of the core of the idea, in order to give people a motivation to get out of their towns to defend, and also to add area control to Herocraft, while adding faster paced battles.
Basics
1-10 members, the rate of drain is 120c/day
11-25 members, 240c/day
26-50 members, 360c/day
51-100 members 480c/day
101-200 members 600c/day
201+ members 720c/day
Attacking and defending
Pros
Oudaiesty, themeoff, jake332211, Rumblestikk, leftovers5
Wars
Towns would be able to declare war on one another, for a decent startup cost(1000c?), with an item cost every week or so.
- a town can only declare war on one other town at a time, but multiple towns can declare war on a single town (Diminishing returns for multiple outposts attacking one town)
- You get a small coin bonus for killing someone in a town you're at war with (?)
- When you're at war, a manager of a town can set up a town respawn point, where if you die within 200 blocks of your town, you respawn there instead of at a graveyard.
- You have to be at war with someone to set up an outpost outside their town.
- Can't declare war on a town for the first 2 weeks of its existence
- Need cooldown on declaring war on someone
- A town can make themselves a vassal of another town at any time, but they have to pay a tribute to their new liege lord (proposed 1/4 of the drain rate - see below- of an outpost, i.e. 30c/day for a 1-10 member town) - same amount of profit as an outpost for attacker, but vassal loses a lot less
- Vassal town can no longer have war declared on them, only on their liege lord
- If either vassal member or lord town member kills one another, there's a coin penalty from the offending member (if no $$, from town bank)
- Lord town now has an increased drain rate from any outpost attacking them (+25% per vassal), bigger target of raids.
- Lord town can accept multiple vassals, but cannot be a vassal.
- Both sides can break the agreement, but it stays active for 3-7 (TBD) days so people take these agreements seriously, and don't break them because they can.
This is part of the core of the idea, in order to give people a motivation to get out of their towns to defend, and also to add area control to Herocraft, while adding faster paced battles.
Basics
- Attackers can set up a regioned raiding outpost (size 15x15x15, or so) outside the town (100-200 blocks) they are at war with for a cost (items). Proposed cost (1 gold sword, 3 diamond swords, 10 iron sword, 10 bows, 5 sets of iron armor, 5 sets of chain armor, 5 sets of leather)
- This acts as a respawn point if you die within 200 blocks of the town you are attacking.
- The outpost only has a number of charges (100?), where you each time you respawn there, it costs 1 charge.
- The reason you have to attack the outpost is because it gradually drains the defending town's town bank of coin, a percentage of which goes to the attackers, probably 25%. My thought was 10c/30 minutes or 480c/day
1-10 members, the rate of drain is 120c/day
11-25 members, 240c/day
26-50 members, 360c/day
51-100 members 480c/day
101-200 members 600c/day
201+ members 720c/day
Attacking and defending
- The outpost is recharged by every 3rd or 4th kill the attackers make on the defenders, within the vicinity of the town
- Perhaps on a long cooldown (3 hrs?), it could be reinforced for an item cost (10 lives for 1 diamond block?)
- Defenders can deal with the outpost by killing the attackers
- Or... casting a spell (channel 1 minute, 30 min-1hr cd), within 20 blocks of the outpost or so, that would drain 10 charges from the outpost respawner. If you have more players you can get rid of an undefended outpost relatively quickly. Would have to be given to players who have specced combat, so you can't send someone in who is pvp-off
- Defenders would try to find out when the outpost is undefended to sneak in and cast a drain spell safely, even newer players would be able to help (if they are specced).
- Defenders get a reward for destroying the outpost before the attackers remove the outpost (500c from attackers, 250c goes to defenders?). Attacker can remove the outpost for 500c, so no money goes to the defenders.
Pros
- Makes PvP objective oriented, and faster paced
- Makes people have a reason to come out to defend their towns
- A way for active towns to deal with inactive towns
- Diplomacy has more consequences now
- Coin sink and item sink
- Multiple ways for towns to deal with attackers, some based in pvp, others based on diplomacy, or simply just being active.
- Could be integrated into Karma, so that good towns can only declare war on evil towns, etc. Maybe good towns get a better drain spell (gets rid of 15 charges instead of 10). Evil towns would get cheaper declarations of war and outposts, also maybe start outpost with 120 charges instead of 100 perhaps. Good would get cheaper declarations of war and outposts but only vs Evil. Neutral could still declare war, but would cost more $$$ and items
- hard to balance making it so you can't just leave an outpost outside someone's base to drain money, and making it so you can't just have people come on in the middle of the night to eliminate an outpost
- Concerns about big towns camping small ones (I have tried to change the incentive structure to avoid this)
- lots of coding
- need to flesh out costs
- can't have allied towns declaring war on each other to get benefits
Oudaiesty, themeoff, jake332211, Rumblestikk, leftovers5