Greetings piles of ash~!
I want to talk about the mechanics of the caravan system and some of my opinions on it.
To begin with, I know of the current system in place and I'm not asking about how it works.
So, It is my opinion that the current system is a good first iteration, but there is so much more that could be done with it.
The 1 major aspect of the current system that I find restricting is that flagging for caravan PvP is only done only withing LOS of the caravan. I personally think that this restriction makes this system too shallow for long term play-ability.
To understand where I'm coming from, one of the games I have played in the past had a really good trading caravan system was Silk Road Online (Don't bother with the rest of that grindy bot infested game though...).
A quick overview of that system was that there were 3 factions: Traders, Hunters and Thieves.
- Traders would have a hauling mount and would buy trading goods from once city and haul them to another city to sell at a (guaranteed) profit. Along the way, npc thieves would occasionally spawn forcing the trader to deal with them.
- Hunters are automatically allied to traders and can defend traders from npc and player thieves. They may or may not take compensation for this. Hunters wear an ID tag to identify themselves as hunters.
- Thieves are at open pvp with traders and hunters. Their goal is to kill the traders hauling mount, spawn their own, steal the dropped goods and sell the goods at the fence npc in the thieves guilds hideout. Thieves wear the Thieves Armor to identify themselves as a thief. Thieves can also create alias which they would plunder under, hiding their real identity.
For Hunters and Thieves, when you have your job item equipped (Id or Armor), you are pvp flagged globally to each other (except for in cities).
This pvp flag was separate to the global pvp flagging system. This allowed for dynamic tactics and map positioning battles between the factions.
(FYI SRO's flagging system is that you can alt+click on any player above lvl 20 and attack/kill them and doing so puts you in a murder state)
I believe AoC's system could benefit much from modelling after SRO's. More specifically the global flagging mechanics that is outside the regular global pvp flagging mechanism.
Let me list what I might want the system to eventually look like:
- Traders load up their caravans with goodies as it is now.
- People can register as one time guards for the caravan in the node before the caravan leaves.
- People can register as trader guards for either that nodes region or perhaps globally.
- People can perform a quest-line triggered from an npc in a town node or above which leads them to a hideout/shady merchant either in that node or somewhere within that nodes territory.
- From this hideout, you can globally flag as a merchant thief.
- If thieves manage to break a caravan, instead of that caravan dropping the loot directly, it drops goods crates which need to be looted, transported to and opened at a thief hideout/outpost.
- Thieves can be intercepted by guards before they reach a hideout/outpost and the items dropped for either the trader to come back and collect them or left to de-spawn.
- Thief outposts change location randomly within a region to prevent these places being camped.
- Thief outpost locations are known only to thieves.
Having a global pvp flagging system around the trading system could bring in more depth and strategy to this. Instead of just a big battle around the caravan all the time, we could see smaller skirmishes between scouting groups and ambushing groups.
Anyhoodles, what do people think about the current system and/or my proposal? What are your dreams and aspirations of the caravan system?
Cheers all~!
edit1: Update SRO thieves description with alias system.