Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Caravans
While I love the idea of being able to attack caravans in a pvp style, I have concerns as how bad this might get in AoC. I can easily see mass guilds stopping every caravan from ever making it to any city. I know you can pay for guards and such, but really, at the end of the day, players can overcome this if given any chance. I was wondering how you might handle this.
You might limit how much a player can actually lose from a caravan. So, even if his caravan is completely destroyed, maybe he still get half his stuff in credit, like mid evil insurance.
Maybe the more a certain route is hit, the more tough the NPCs guards get.
You could have illusionary caravans as decoys. Maybe, once in a while, you can have a "fake" or "trap" caravan, designed to kill raiders, with heavy guards, or even massively powerful creatures, ready to kill any attackers.
Maybe players can pay a hefty cost to have their goods be magically guarded from theft. Maybe invisible boxes or completely invisible caravans. Maybe charge for a flight caravan, which could still get attacked, but much more difficult to raid.
Anyway, just spit balling....
You might limit how much a player can actually lose from a caravan. So, even if his caravan is completely destroyed, maybe he still get half his stuff in credit, like mid evil insurance.
Maybe the more a certain route is hit, the more tough the NPCs guards get.
You could have illusionary caravans as decoys. Maybe, once in a while, you can have a "fake" or "trap" caravan, designed to kill raiders, with heavy guards, or even massively powerful creatures, ready to kill any attackers.
Maybe players can pay a hefty cost to have their goods be magically guarded from theft. Maybe invisible boxes or completely invisible caravans. Maybe charge for a flight caravan, which could still get attacked, but much more difficult to raid.
Anyway, just spit balling....
0
Comments
I had a thread a while back where I was wondering whether there will be indicators of how "plump" a caravan is for looting. Or if we can send worthless items via caravan. I would love to be able to send a caravan of manure along a contested route, with a large guard contingent, to have people salivate over and attack, only to find it is a ruse and they literally have shit to show for it.
I imagine caravans will have a weight limit that will work like our own inventories. Maybe they'll have different visuals for 30% 60% and 90% capacity. I would love to see that scenario. It would be great for them to attack, get flagged, see their literal load, and then get swarmed by people wanting to kill and rob them.
What is Aa doing?
As said, there isnt any fast travel.
That aside, communication routes, supply lines, strategic positions and positions of power have always been targets of opportunity in any war. That is the main purpose of their very existence.
But they are the least of your worries. You believe your node neighbour is an automatic threat to compete with for resources, rather than an automatic ally to cooperative with for mutual gain. That may cost you dearly in the long run.
What if the PvE menace is more of a problem than the PvP squabbles. What if the system tracks not juts 1 nodes progression but multiple. Maybe even the fact that 5 metropolis are in existence instead of 1. The system could/should be releasing menaces that require the cooperation of 5 metropolis to defeat. How can you do that if those players are your enemy ?
https://en.wikipedia.org/wiki/United_we_stand,_divided_we_fall