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PvP Suggestion
So I am sitting here waiting for my geologist to make thier rounds across the lands with thier special tools, as I was gone all day at the air show. I got to thinking about this whole pvp thing.
When I joined TSO only a few months ago I could swear I saw somewhere, advertised, that they plam on having PvP. I have asked about it several times in help chat and general and I keep seeing people comment on how they do not want thier island destroyed and are not happy with pvp. Mianly due to schedualing or how those with the biggest bank accounts always rule pvp. Not to mention the cheaters, like multi accounters or Chinese gold farmers. I can certainly understand the concerns of my fellow players in such regards. PvP should be a risk vs reward system. I stopped playing some really nice FB games because there was no real RvR system. Your base gets leveled but you really do not lose anything except th erebuilding time and some resources, as well as get some sort of divine protection so you cannot get attacked again. To that end this is how I suggest PvP be handled.
Make PvP optional.
Create islands that a guild can "sail" to that can be conquered by a guild. The island is full of special resouce mines and trees,etc., that add too or boost a guilds natural production of resources. Such as adding 5 or 10% to thier base production lines or 10 of every resource to each guild member every X number of hours.
Each island is capable of holding a certain number of generals and each General camp is able to hold X number of troops. These troops numbers are hidden from an attacker until they actually land on the island and engage the troops there. (This is after a guild has already captured it)
Each Island once captured by a guild has a grace period of X amount of time that a Guild has to get set up and place its defending troops before other guilds can land on the island and begin attacks against them.
I do not know much about scripting and such. However I think these pvp island can be handled much liek adventures. People can send out there explorers and they can search for a generic island deed that can be used to allow a guild to attack a PvE island and take control of it. As well as, being able to send out there explorers to find guild controlled islands and those are handled like adventures. Once started, a guild has X amount of time to tack and capture the island.
Make several different sizes of Islands.
Small - Boost to basic resources.
Med - Boost to intermediate resources
Etc,Etc.
The larger the island the more heavily defended the island is with PvE troops and once captured. The more defending general camps a guild can place on it.
Now I know what you all are saying. Well why capture and island that is controlled by another guild instead of just going after a bandit island. Valid question. Simple. If an island that is controlled by a guildis attacked and taken over by another guild. It will have a loot associated with it. IN an effort to reduced cheating and island "swapping" the loot would have to be beneficial to an attacking guild, but not so much that is break the game. Perhaps it can be scripted/programed to respond to the types of troops used to defend it. So if i guild has 10 generals all with one recruit each defending the island allowing for an island swap or easy take over. The loot would be minimal. On the other hand. If the troops defending the island are the same 10 generals with a well set up defence (or poor) of the maximum number of troops. The loot table would be higher. Maybe items to boost troops production and settlers like love potions and such. So a guild can quickly rebuild thier troops to station them on the islands.
Some would say this si not enough of a risk vs reward. People are fighting over islands and thier "Home" islands are being left untouched. Or perhaps you are not thinking this. Well, I am. So as a added....side effect to all this PvP. Here is the risk. As if the risk on the islands are not enough with troop building time, etc, etc. Any guild that Fails to capture and island, either PvE or PvP, or a guild that loses thier island to PvP. The guild suffers a massive morale loss to thier settlers cause a -% to all production. Based on the size of the island.
Small island loss -10%
Medium island -30%
Large island -75%
This is PvP folks and soem of you do not with to partake in such things. I respect yoru decision in such things. I also respect those of us who want to have PvP as it was advertised when some of us joined. I am just trying to throw some ideas out on he able to work with to make everyone happy. I have a few more suggestions but one of my eunuchs just arrived telling me it is time for another royal booty bath. I do so love my booty baths. *Gigglefits*
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I think you have laid out a good basic plan for PvP. With PvP optional even I would support it, and I am Wimpy.
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The Tyrant Has Some Ideas :D
This is a very good idea, lets go a bit deeper though. we need an alternative Energy source or something similar, their needs to be a way to scan an enemy's Generals that doesn't give a very accurate description of their units but details the types of units, such as "Melee" "Ranged" & "Explosive"(or whatever Cannoneers are lol)
An example of this could, the Scan reveals their are 60% Melee Units and 40% Ranged units present at IronTyrant Camp 4.
Another idea would be that their is a way to cause effects on enemy camps, using the same energy source that you would need to use "Scans"
Such as "Poisoning" units, bringing Melee Units HP down by half. "Shrapnel" Which drops Ranged units HP by half. "Freeze" which causes 20% of units to attack at "Slow" rather than normal or first strike. "Bleed" Which causes enemy units to lose 1 HP Per round that they endure during the battle. "Confusion" Causing 30% of units to not attack on the first round.
These are just examples, their is a lot of room for ideas when you get into Status Effects, and i believe status effects should cost a very large amount of energy, and the amount of energy one person can hold should have a cap that no member can go above, even gem buyers, and the most expensive of the status effects should cost nearly all of your energy reserve, and of course every status effects should cost a different amount of Energy depending on their effect.
Also another aspect of PVP could be Guild Warfare.. in which your guild can declare war on another, and without that declaration or war they individuals from either guild cannot attack members of another guild, you should not be able to declare war on any guild with a 25 members difference of your (or something else depending) guild. All officers of a guild must volunteer to declare war for the act to be official, meaning only a unanimous decision can grant warfare. A 24 hour warning would be sent to the guild whom had war declared on then giving them time to prepare. once that 24 hours is up the guild should be ready to fight for their homes.
The way this would work is as follows.
1, Defenses on ones island get a 5% attack strength (Entrenchment)
2, Conquering, ones island can be conquered, it will go as follows
A, Attacking, The conqueror must succeed in conquering the enemies entire army, if the person who is being conquered has unassigned units they are
within the mayors house by default, meaning they attacker may have to send multiple waves to capture the mayors house.
B, Defeat, Whenever the defender has been defeated and the attacker captures the mayors house their will then be a Flag on that individuals mayor house that signifies either the attacker whom conquered him/her, or the guild of the attacker whom conquered him/her.
C, Taxation, Whenever an individual is conquered they must pay a certain amount of their resources they produce to their conqueror, it will be taxed by a percentage based on what resources the conqueror decides to tax, such as 9% of Basic resources taxed, 7% of Intermediate resources Taxed, 5 % of Advanced resources taxed, and finally 3 % of Expert resources taxed. the conqueror can only tax one bracket at a time and can only change what he taxes on any given individual every 12 hours.
D, Rebellion, Whenever a conquered individual has had enough and has been conquered for over a 48 hour period they have the option to rebel from their conqueror, in which the attacker must come and kill all of the remaining units on the island to end the rebellion, it will take 24 hours for the individual to full rebel, and during that time the conqueror receives no tax from the conquered individual.
E, Attrition, Whenever a individual in conquered they lose any conquers they had previous to being conquered, and example is as follows, suppose an individual has managed to conquer 10 other individuals and is receiving tax from each, if they do manage to get conquered themselves then all of their conquers are set free, they no longer fly the flag of that conqueror as well as no longer pay a tax to that individual. And as stated before the conquered individual has to pay a tax based on what they produce within a specific resource bracket.
F, Opt-Out, and individual has the ability to buy a "Foreign Policy" the purpose of which is to "Opt Out" of any given war for an amount of time, it would be of an entire war or it could be for their entire TSO career, whatever the case may be the price to Opt out would not be cheap, 800 Gold (1400 Gems) to opt out of a specific war between a certain guild and 2,000 (2800 gems) to Opt out for say 2 months. Opt out of war altogether may only be available to Gem users, and may be around 5,000 gems or more.
G, Support, When warfare among guilds is implemented the members of any given guild should have the ability to send units to any of their guild mates in an attempt to help them or destroy the invading force, the invading force must defeat any units within a sector to move out of that sector, they can arrive in any sector at random(on the east side of the island) and if they want to move to another sector they must also defeat any units from within the desired sector as well. (incidentally the attacking guild may attack any given individual with any number of members the attacker who kills the most units by percentage and units type gets the conquer)
I hope this is intriguing to those of you who are interested ion PVP and i would like to throw out their that their is a vast majority of players who will not be with us any longer if their is no PVP implementation of Zeus and Aries servers, i am personally working on a vast list of names as well as statements from individuals to express the great desire for this feature of which has been dangled in front of our face for so very long.
I hope this gives a good view of an effective and fun system that can work easily within TSO and not cause the losing side to have a very large loss of resources or property, and always has an opportunity for freedom :)
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While I thnk you are touching on some really great ideas Iron. I think in order to get PvP off teh ground and into the game. It might perhaps be best to do so with in the programming the devs already have at thier disposal. Such as the adventures and such. Just change some of the parameters to make the islands capturable and track what is going on in them. Meanwhile, with out touching the current combat mechanics. But, that is the point of creating the thread. To bounce ideas around. So thank you for responding.