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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
City suggestion
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Member
I would like to suggest a new city type: Micro Economy.
Citizens will have to buy the leadership then they will vote for their leader.
The mayor will be choosen by paying and voting, mixed version of Science&Economy.
Bonus will be the capability of trading with only Economic cities.
Their caravans are lighter and faster when trading with Economic cities.
Disadvantage: their buildings and city defense will be slightly weaker than others.
Citizens will have to buy the leadership then they will vote for their leader.
The mayor will be choosen by paying and voting, mixed version of Science&Economy.
Bonus will be the capability of trading with only Economic cities.
Their caravans are lighter and faster when trading with Economic cities.
Disadvantage: their buildings and city defense will be slightly weaker than others.
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Comments
Gotta quote you now since you juked me on your first post about the "lucky" person
Instead of throwing random shit suggestions, you should probably look into the other Nodes. This is clearly an off the cuff idea since you put out a bad one, got a response, edited it, and posted a worse one.
What advantage does spying confer to your node? What exactly is it you are looking at when you are spying on another node?
Having ideas is easy. Having ideas that have a point is harder.
As to your pre-edit idea of a luck based node type, nope.
If you set up yourself as a crafter in a node, and the setup you have requires the node maintain a specific building (or group of buildings), you don't want to have your entire industry ruined because some random player got lucky, became mayor and decided he wants a stable instead of a smelter.
Nodes are going to be important to players. As such, players need to have a real say in who is leading their node.
Players of all node types will campaign based on what they want to do with the node - building types they want to build, etc. In all four existing node types, the citizens of that node then have the ability to have an amount of influence as to who will be the mayor for the following month;
In scientific nodes, players get an outright vote.
In economic nodes, players can buy governments.
In military nodes, players wanting a specific candidate to win can fight with/for that player in the arena.
In religious nodes, players can (presumably, to be fair) assist the candadite they want in completing quests.
If luck is the factor that determines who is in charge, no one has any influence - which would be very bad.
All of this is ignoring the notion of people placing less value in something they are given for free (you want your leaders to value that position), and also forgetting the possibility of rival nodes being easily able to take control.
All of this adds up to a node that people simply wouldn't want to invest any time in to, and so these nodes would never make it past stage 2 or 3. if a node type wouldn't be used, it isn't worth having in the game.
Formerly T-Elf
Either way, stop just throwing shit at the wall and hoping something sticks. The four node types are enough and they each cover specific game elements. Military is for pvp. Religious is for questing/lore. Economic is for trading. Scientific is for crafting. Each node doesn't just fill a niche, but covers a whole type of gameplay. If you want to even suggest a new type it would need to fit the current pattern at least, which means filling a void for a playstyle the others do not cover, and needs to offer something of value to the game's core philosophies and existing mechanics to even be considered.
Edit: Okay, they are for sure trolling at this point. The ERP city suggestion confirms it.
I could also be a hideout/home for corruption players only..
There are no stupid ideas, just stupid people.
I was thinking the same thing it basically sounds like riften
Your ideas are getting more and more ridiculous.
Regarding the "Magical City", restricting the mayor to people who paid more for pre-order package is a form of Pay-2-Win, which this game and this community is heavily against. Also, I don't think city types have overt disadvantages; they just have some special abilities or tools, and everything else about it is normal.
Magical domes are cool though. They could be an expensive, powerful option for defending large node sieges (probably locked behind a specific quest chain for a Mages' Guild or something).
Requirements for citizenship - Citizens have to possess some kind of Corruption level
Poyitive Effects - guards will not attack people with corruption, offers quests to temporarely negate the stat and damage suppression experienced by corrupted players, will automatically spawn npcs that attack nearby caravans
Negative Effect - trade is dependent on loot from attacked caravans, corrupted node is automatically at war with ALL other nodes
There can only be ONE corrupted node per server, if corrupted node is destroyed a new one will spawn randomly.
I was thinking about what nodes we dont have already, and this was the only one that came to mind tbh xD
Wow...
you cant use text or voice chat in the city, they're disabled, you character can only communicate with emoticons and magic based class cant cast spell due the lack of voice for the spell chanting
Bards and bard base classes are banned from the city
Full 40 man necromancer team raising a node from the Ashes?! Count me in!
A corrupted city of vagabonds sounds cool. But I wonder if you can achieve similar effects by just advancing a Military node and starting a lot of wars with neighboring nodes. Or by making an ad-hoc village of freeholds with other corrupted players.
Imagine a bunch of anarchist players trying to spite the Node system itself by making their own city with freeholds.
I always imagined the military nodes to be extremely focused on "sanctioned" PvP if you know what i mean.
They should be able to do something similar, but the corrupted node should depend on the taken caravans for its internal trade.