|
Post Reply |
Page 12> |
| Author | ||
Ulfhedinn
New Poster Joined: 05 Jun 2010 Status: Offline Points: 8 |
Topic: New uses for abandoned cities.Posted: 05 Jun 2010 at 18:27 |
|
|
I have noticed that there a good many low level abandoned cities scattered around the map that are not really worth raiding after your city develops any amount, so I thought of a few ways that they could be put to use to improve the game by adding a good deal of depth.
-Turn them into npc cities after so many days of inactivity, these develop themselves normally including competing for resources, raiding caravans, attacking static npcs as well as your cities.
-The attacks on caravans en rout could be offset by allowing an escort guard attached to the caravan, you can only have so many % of caravan capacity of foot troops without occurring movement penalty and mounted troops move at the same speed. Foot troops would take a certain amount of caravan capacity per unit and mounted troops would obviously not, although they would still apply to the unit capacity. Units might be set as a whole and dispersed by caravan %, or set as one caravan template and applied to all. Should be researched to unlock and have various tiers.
-The ability to buy out the npc cities to act as vassals. The cost would be dependent on how developed it is, the race difference of the patron, and the number of vassal cities already owned. There would be a vassal cap based on total population of your normal cities.
-They would still be npcs though you can roughly guide their development having them focus on certain development areas. You can send resources and reinforcements as per your normal cities. The ability to demand tribute in several forms depending on the vassal city building level and technology researched. A good way to implement this is have a vassal city "tribute point" stat that is based on the vassal city building level, this builds over time and you can select different tributes based on what you have researched and how many points are used with point values going in multiples. 5, 10, 25, 50, 100 etc. These can be resources, goods, arms and troops each with varying point costs. Tribute is randomized based on type of tribute and current stores, if tribute points selection exceeds current store value smaller tribute must be taken of said type.
-Ability to use % of vassal army as reinforcements for large attacks. Army move speed wold be adjusted so designated reinforcements arrive at the same time, slowing to adjust not speeding as that would be a bit unbalanced. Reinforcements would be based on current unused troop pool, to be selected by city. Unlocked by research with several tiers.
Any additional thoughts would be welcome.
|
||
![]() |
||
Mandarins31
Forum Warrior Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 06 Jun 2010 at 00:19 |
|
|
i dont really agree with this idea.
first because now players that didn't play for 1 month are put on a delete list. If instead of deleting them we change them as NPC cities the first problem is that these cities wont be equally dispached all over the world . The other problem is that if it's like this, we cant control the number of NPC cities. So, well, for me creating NPC cities by changing inactive acount into is not good idea. You have many interesting ideas about NPC cities, but admins recently created an NPC system with beasts, monsters, and other humanoid factions: http://forum.illyriad.co.uk/release-week-release-25-of-3_topic566.html However u can post some of your ideas as suggestions for the actual NPC system. |
||
![]() |
||
Mandarins31
Forum Warrior Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 06 Jun 2010 at 00:22 |
|
|
http://forum.illyriad.co.uk/release-week-release-25-of-3_topic566.htm
sry, this is the link on the forum |
||
![]() |
||
Ulfhedinn
New Poster Joined: 05 Jun 2010 Status: Offline Points: 8 |
Posted: 06 Jun 2010 at 18:17 |
|
|
I just posted a more advanced version of my above idea to that forum. I shall post it below.
|
||
![]() |
||
Ulfhedinn
New Poster Joined: 05 Jun 2010 Status: Offline Points: 8 |
Posted: 06 Jun 2010 at 18:17 |
|
|
I love the new addition, I`m glad I don`t have to scout for hours to find suitable targets to attack now. I do not find it fun or honorable to completely storm a small village because my troops are getting restless.
I have been thinking of a few things that might help you flesh-out the fledgling npc system.
-Npc cities
that develop themselves normally including competing for resources, raiding caravans, sending thieves to your cities, attacking static npcs as well as your cities and sending settlers.
-I have noticed that there a good many low level abandoned cities scattered around the map that are not really worth raiding after your city develops any amount, so perhaps you could turn them into npc cities after so many days of inactivity.
-The attacks on caravans en rout could be offset by allowing an escort guard attached to the caravan, you can only have so many % of caravan capacity of foot troops without occurring movement penalty and mounted troops move at the same speed. Foot troops would take a certain amount of caravan capacity per unit and mounted troops would obviously not, although they would still apply to the unit capacity. Units might be set as a whole and dispersed by caravan %, or set as one caravan template and applied to all. Should be researched to unlock and have various tiers.
-The ability to bribe them to do various things including ceasing attacks on your cities and caravans, focusing attacks on certain players, sending reinforcements for a certain time to an area etc. This could be achieved by sending a special diplomatic unit with a resource carrying capacity. Research to unlock with various tiers.
-The ability to buy out the npc cities to act as vassals. The cost would be dependent on how developed it is, the race difference of the patron, and the number of vassal cities already owned. There would be a vassal cap based on total population of your normal cities. This would be very expensive.
-They would still be npcs though you can roughly guide their development having them focus on certain development areas. You can send resources and reinforcements as per your normal cities. The ability to demand tribute in several forms depending on the vassal city building level and technology researched. A good way to implement this is have a vassal city "tribute point" stat that is based on the vassal city building level, this builds over time and you can select different tributes based on what you have researched and how many points are used with point values going in multiples. 5, 10, 25, 50, 100 etc. These can be resources, goods, arms and troops each with varying point costs. Tribute is randomized based on type of tribute and current stores, if tribute points selection exceeds current store value smaller tribute must be taken of said type.
-Ability to use % of vassal army as reinforcements for large attacks. Army move speed wold be adjusted so designated reinforcements arrive at the same time, slowing to adjust not speeding as that would be a bit unbalanced. Reinforcements would be based on current unused troop pool, to be selected by city. Unlocked by research with several tiers.
-Npc faction attitude rating for players. All factions start as hostile to players. Every time you bribe them for a service the faction rating improves a small bit. If you patronize an npc city the faction rating improves a good bit. Once you patronize a city no other interaction with it raises faction rating, it is expected at this point as a responsibility although you can still raise faction rating with non vassal cities. Every time you attack static npcs faction the rating falls a small bit depending on troop points destroyed. Every time you attack a npc city the faction rating drops a bit more depending on resources taken and troops destroyed. Sieging a npc city will drop the rating a large amount depending on building lvls destroyed, resources taken and troops destroyed.
-Faction attitude rank has several levels with corresponding benefits or penalties.
Example:
All out war-Faction is throwing everything they have after you, every faction city in a very large radius of your cities are sending large armies continuously and setting up siege camps. You really pissed them off.
At war-Faction see you as a threat. They target you over others on a consistent basis and send more troops and thieves than normal over a larger radius from your cities.
Hostile-Faction raid you as normal, you can bribe them for actions instead of just paying tribute to raise rating.
Neutral-Faction no longer raids your cities, enables buying of basic resources. Bribe actions cheaper. Unlocks buying out of faction cities as vassals.
Warm-Faction bribes cheaper with more options, unlocks buying of goods, small discount on resource buying.
Friendly-Faction bribes cheaper again with more options, discount on goods and resources, unlocks buying of basic arms. Faction cities will send small reinforcements to your city if an incoming enemy is detected.
Ally-Faction bribes much cheaper, discount on goods, resources and basic arms, unlocks buying of advanced arms, discount on buying out faction cities as vassals. Sends more reinforcements from larger area if incoming enemy detected to your city. Will send retaliatory attack on attacking player.
-Research to unlock all of the above with several tiers.
I hope this has been of some help.
|
||
![]() |
||
Mandarins31
Forum Warrior Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 06 Jun 2010 at 20:59 |
|
|
Personnally, i really like your idea about having NPC factions as vassals that can help u by reinforcing your army.
Edited by Mandarins31 - 06 Jun 2010 at 20:59 |
||
![]() |
||
xilla
New Poster Joined: 24 Apr 2010 Status: Offline Points: 36 |
Posted: 07 Jun 2010 at 04:17 |
|
|
I don't really get the point of this to be honest. Pretty much all I read (sorry tl;dr) is asking for abandoned cities to become automated so that they act like real players. A real player would be better. This game is brand new, as in the doctor has barely delivered it and it has yet to be spanked on the ass and start crying. Once the server is nicely populated all of this would be obsolete, as real players in real alliances would behave in the same way, but be much more interactive. Plus, if they are to be constantly growing and settling, NPC factions and cities would eventually fill up the map, and I'm thinking the game would end up fairly unplayable.
|
||
![]() |
||
Ulfhedinn
New Poster Joined: 05 Jun 2010 Status: Offline Points: 8 |
Posted: 07 Jun 2010 at 05:53 |
|
|
Allied player cities are not necessarily better. If you are in an alliance and you attack an aligned player city you incur the wrath of the full alliance. If you attack an npc city the immediate repercussion are inconsequential although if continued could be very sever.
The npc cities would add many things that you could not normally do with allied players. For instance you cannot consistently buy out your neighbors plate armor stock for say, 800 basic resource per unit. Neither can you have all of your player allies send every soldier to break their backs on your enemies walls just because you just don`t like the guy, without having it traced back to you because it is technically an npc faction attack. Nor can you buy mercenary troops of a different race from player cities.
The focus of my post was to impart upon the developers fresh ideas to give existing players more of a novel gaming experience with depth and an added layer of strategy rather than just quantity of players. This is something lacking in most free online games. Illyriad has surpassed many of them so far and with the upcoming updates I have seen it looks like it will surpass many more.
|
||
![]() |
||
Duke Felirae
Greenhorn Joined: 08 May 2010 Status: Offline Points: 76 |
Posted: 07 Jun 2010 at 06:59 |
|
|
Don't like this at all. We've already got NPC factions.
|
||
|
His Grace the Duke of Felirae
|
||
![]() |
||
Ulfhedinn
New Poster Joined: 05 Jun 2010 Status: Offline Points: 8 |
Posted: 07 Jun 2010 at 12:59 |
|
|
The development team liked it a good deal on the other thread.
|
||
![]() |
||
Post Reply |
Page 12> |
|
Tweet
|
| Forum Jump | Forum Permissions
You
cannot post new topics in this forum
You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |