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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