Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!

Ideas for Node Policies

AbaratAbarat Member, Alpha One, Adventurer
edited September 2022 in General Discussion
Based upon the info available, what ideas/suggestions do you have for node policies?
«13

Comments

  • AbaratAbarat Member, Alpha One, Adventurer
    +x% corruption applied to offending players in the zoi (or you could do minus to make it more spicy)

  • WarthWarth Member
    edited August 2022
    1. No Corruption applied for killing non-citizen in the Zoi.

    2. Corruption gain is tripled if you kill a citizen.

    All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions.
  • AbaratAbarat Member, Alpha One, Adventurer


    Warth wrote: »

    All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions.

    This is not accurate, I dont think. One of the examples was: "Increased Gathering speed within the Node's ZoI by 5%"

    Things that effect the ZoI for everyone, not just citizens will alter the behavior of players in a way that causes a benefit to the node, even it effects everyone.
  • I'll get more specific later but I believe there should be general policies for all nodes and then node type specific policies.
    Example would be corruption gain decrease for military nodes specifically.
    GJjUGHx.gif
  • AsgerrAsgerr Member
    edited August 2022
    Economic Node:
    • Efficient trade: X% increase in Caravan capacity for import and export
    • Subsidize the work: The Node grants extra XP for the production of a specific kind or product (by type, resource, etc.) for a week
    • Work the books: The Node gains double the amount of money from sales tax, without raising the tax itself (lasts for X days, cooldown of 1 month)

    Scientific Node:
    • Librarian's research: detail all weaknesses and resistances of monsters in the surrounding dungeons and raids
    • Scholastic enchantment: raises success rate for enchantment of armor and weapons by X% whilst in the node
    • Portable alliance: changes airship travel to teleportation between two Scientific metropolis (target metro's mayor must agree).
    • Academical work: increases the numbers of benches for legendary crafting at the academy.

    Religious Node:
    • Protectors of the faith: earn extra XP towards player's faith progression from killing players of a religion different than their own
    • Polytheistic Pantheon: Allows for the construction of an additional temple - must be of a different faith than the governing one
    • Faith mendicant: players with under X amount of coin and Y amount of inventory space used (node storage included) gain increased XP towards their faith progression

    Martial Node:
    • Might makes right: reduces the requirements to rid oneself of corruption for citizens of this node (only within the area of the Node and its vassals. If the Node is itself a vassal it doesn't work for corruption accrued in the sovereign Nodes' ZOI)
    • Work for sellswords: reduced cost on NPC mercenaries for Caravans. Further iterations of this policy increase the NPC mercenary's level and gear level.
    • Shun the craven: further reduces a player's loss of materials and XP when killed by another player, if they fought back.
    Sig-ult-2.png
  • Asgerr wrote: »
    Religious Node:
    [*] Protectors of the faith: earn extra XP towards player's faith progression from killing players of a religion different than their own

    As someone who is aiming for a divine node and likes pvp, I love this.
    Dark Knight Dummo

    d681818dab4ff18eaec03b0dffa7a634.gif
  • BaSkA_9x2BaSkA_9x2 Member
    edited August 2022
    I hope there are some universal policies available to all node types, but some policies only available to specific node types.

    Policies are basically buffs, so besides universal buffs such as higher success rate for crafting, cooking, more xp gained, etc., I can see military nodes having combat offensive buffs, economic nodes having loot related buffs, scientific nodes having crafting/processing related buffs and divine nodes having combat healing/defensive buffs.
    🎶Galo é Galo o resto é bosta🎶
  • VaknarVaknar Moderator, Member, Staff
    I can't wait to read through all the ideas you all generate!

    So far, there are some cool thoughts in here ^_^ Keep it up, and don't be afraid to think outside of the box!
    community_management.gif
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One
    edited August 2022
    Very much like to see either rock, paper, scissors style or some means to ensure that all nodes of a particular type do not pick for the same meta
  • edited August 2022
    Py'rian Propagation : Increase the spawn rate of Herbs/Lumber gatherables within the nodes ZOI by X%.
  • AbaratAbarat Member, Alpha One, Adventurer
    Monster Madness: Increase overland MOB density in the ZoI by x%.


  • i imagine a simple general one is faster rested exp generation at inns
    i think the bonus being related to doing inn activities would be cool
  • AbaratAbarat Member, Alpha One, Adventurer
    edited August 2022
    Ranger’s Defense: Increase the effective range of Ranger’s stealth ability by xx meters within the ZoI.

    Global Warming: Increase fire damage to all targets within the ZoI by x% (x% for PVP).

    Freehold Fame: Increase the range of Freehold AoE buffs by xx meters.

    Breeder’s Bounty: Increase the number of possible breedings for animal husbandry by x.

    Mule Muscle: Increase the carrying capacity of mules by X slots within the ZoI. You will drop goods in the bonus slots when leaving the ZoI.

    Xenophobia: Non citizen harvest/mining/fishing speed reduced by x% in the ZoI.

    Master Chef: Increase the duration of food effects by x% in the ZoI.

    Favorable Winds: increase non-combat naval vessel/mount speed by x%.

    Shipwright Favor: Reduces the required materials to build naval vessels by x%.

    Gladiators Fortune: Enable a once per week bracketed group pve tournament. Teams can win housing credit/harvestables/cosmetics.

    Concierge Services: increase the level of a single node service building by one (may exceed the level of the node).
  • - Tool time! + x% tool attribute to crafting output
    - Safety Net: - x% insurance cost for caravaned goods
    - Saturday schmadurday: +% increased speed for freehold construction / upgrades
    - Taco Tuesday! Free stack of tacos at any official node building (limit 2 stacks)
    AoC+Dwarf+750v3.png
  • DolyemDolyem Member
    edited August 2022
    Too tired to come of with specifics currently but heres a couple ideas

    This list is based on making choices matter. in other words making your location, the type of node, the race dominating it, etc have a major impact on what policies you may or may not have.
    • Policies that are biome exclusive. Nodes in specific biomes such as a desert, or something tropical have a few policies tailored exclusively for them and no other regions. This would encourage spread of populations depending on what these policies are and what each player desires. At a glance there seems to be about 10ish types? Mountains, plateaus, tropical/jungle/oasis, desert, plains, forests, swamp, tundra, volcanic.
    • Policies exclusive to a nodes racial theme. Each race has a few exclusive node policies they can potentially choose as long as they are the dominant race in a node.
    • Policies exclusive to harbor nodes
    • Node type exclusive policies.

    General Policy types for every node
    • Gathering policies
    • Freehold policies
    • Specific crafting policies, to promote certain types of crafters going to different nodes
    • Research/construction policies
    • Caravan Policies
    • PVE policies

    feel free to expand on these ideas with specific policies that would fit each category
    GJjUGHx.gif
  • PlasticLemonsPlasticLemons Member, Braver of Worlds, Kickstarter, Alpha One
    "Like the back of my hand": Citizens get +10% movement speed at night

    "Light It Up": Light sources spawn around the node that light up the night

  • tautautautau Member, Alpha One, Adventurer
    For religious nodes which worship the Goddess of Creation and have an advanced Temple:

    The Blessing of Three (Menage de trois) - Allows heads of families to have two spouses, thus increasing maximum family size by one.
    When all three spouses specialize in the same type of Profession (animal husbandry, innkeeping, cooking, metalsmithing, etc.) they can designate a project as a group project, thus increasing the quality by 9%. Therefore, the best items in the game will be crafted by threesomes.
    All three must be citizens of the node and followers of that religion. If the node is destroyed, the last of the three to be included in the family is dropped from the family.
  • OkeydokeOkeydoke Member, Alpha One, Adventurer
    Religious:
    All pets entering city limits are sacrificed to the gods, increasing freehold crop yields by 15%, and increasing FPS by 5%.

    Scientific:
    All pets in the city are donated to medical science, increasing rare mat drop from skinning/butchering animals by 10%, and increasing FPS by 5%.

    Economic:
    All pets in the city are banned, reducing initial housing cost by 5%, weekly rent/taxes by 5%, and increasing FPS by 5%.

    Mar, ok ill stop
  • I just want to say that i hope none of the node policies affect player fighting stats in any circumstance. Because if that happens, it's gonna be the new meta and everyone is thriving for it. We dont want that :smile:
  • Warth wrote: »
    1. No Corruption applied for killing non-citizen in the Zoi.

    2. Corruption gain is tripled if you kill a citizen.

    All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions.

    I would have 2 changed as corruption gained triple if citizen kill another citizen

    I like number one alot because it allows for you to be a close of state much like japan was for a large period where they just closed there boarders and i think it could be a fun little aspect that could be included here.
  • VeeshanVeeshan Member
    edited August 2022
    Piracy themed policy
    - Lawless - Greatly reduce corruption gained from kills in the node influence area
    - Piracy: Civilians sinking non civilian boats (Value increased based on boat size or if it a trade ship) in the boarders of the node or open waters will grant small tax bonus for the node
    - Ship mastery: Increased ship performances (Cannon dmg/Ships speed)

    Military
    - Closed state: PvP of non civilians has greatly reduced corruption (this one i like cause it allows for a close state such as japan was for quite some time in history)
    - Hightened patrol: Increase number of guards in and around the city aswell as patroling the roads
    - Naval power: Increased ship performances (Cannon dmg/Ships speed)
    - Cavalry mastery: Unlocks a charge ability on all land mounts for citizens while in there node influence area

    Economy
    - Caravan defence - NPC guards will help escort all caravans leaving the city
    - Lay of the land: increase caravan speed
    - Bartering: Reduce AH tax for citenzans world wide (This allows them to buy stuff from AH in other town to bring back slightly cheaper and vice versa does have downside of generating less tax revenue in the city via their ah though)

    Religious
    - Allows to sacrifice life stock for increase yields on crops on freeholds
    - Guardian Angel : Citizens gain 3 seconds of Invunarability when they hit 1hp and prevents dieing during this time via combat 1hr cooldown

    Scientific
    Swords for Plows - Reduces city defences but increases gathering/farming yields




  • Veeshan wrote: »
    Warth wrote: »
    1. No Corruption applied for killing non-citizen in the Zoi.

    2. Corruption gain is tripled if you kill a citizen.

    All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions.

    I would have 2 changed as corruption gained triple if citizen kill another citizen

    I like number one alot because it allows for you to be a close of state much like japan was for a large period where they just closed there boarders and i think it could be a fun little aspect that could be included here.

    That was my idea pretty much.
  • I definitely think that policies should be based on more than just the node type: militaristic, economic, scientific, religious. Racial policies determined by the dominate race of a node should be present, makes sense.

    On top of that, I would love to see dynamic policies based on events within the node and connected nodes. E.G: An ancient Verra elemental golem spawns because a mayor has elected to build a mine in the node. Upon defeating the elemental, a policy unlock that all miners have X% increase to mining speed as they no longer fear disturbing the slumbering ancient.

    Something dynamic and reactionary to players actions within the node. As it’s said that every node will have unique paths based of environment and player decisions, a lot of options of policy cards should be designed if Ashes was to go this direction with policies.

    I personally would feel like the voting and electoral system would be more immersive and rewarding
  • WHIT3ROS3WHIT3ROS3 Member
    edited August 2022
    A lot of great suggestions for benefits that could be afforded to citizens. I wonder how people would feel about policies that require something from citizens? Or some that are a little more... controversial?

    A sort of "Ask not what your Node can do for you, but what you can do for your Node" :smiley:

    -Pay up, you filthy peasants!
    Demand a one-off shake-down payment that must be made by citizens by a certain time, through
    the threat of exile or death! (Or loss of standing)

    -Blood Sacrifice
    The Gods are unhappy and demand a sacrifice! Bring livestock, pets, and mounts to the town square to
    be butchered! Enough blood spilled will spark the coming of a blood moon and a bountiful harvest!
    (Or the accidental spawning of some demented blood demon)

    -Ransack that house!
    Allow for the mayor to send appointed goons to take belongings from citizens' homes. Do you allow
    them to take your stuff? Or do you fight back and risk exile?

    -Purge them all!
    Put a bounty out on a particular faction. Increased XP from killing members of a particular race.
    Decrease the influence of a particular race in a node's ZOI below a certain %.

    -Kill them all!
    Flags all citizens of the node for a certain period of time. All Combat-based XP gained across the
    citizenship of that node, in that time is tabulated and if enough is earned it unlocks a cool structure
    that can be built in the Node. (Like a giant statue of Fire and Blood or sacrificial temple)

    -Call to Arms
    Allow for CTA timers to be placed by the mayor for certain objectives or content. (This could actually be
    a fun way for nodes to organise content, events etc for it's citizens) Have an actual calendar built into
    the UI which mayors, and guildmates (you could select what you want to see) could put CTA's on.
  • renadedanterenadedante Member, Intrepid Pack
    Asgerr wrote: »
    Religious Node:
    • Protectors of the faith: earn extra XP towards player's faith progression from killing players of a religion different than their own
    • Polytheistic Pantheon: Allows for the construction of an additional temple - must be of a different faith than the governing one
    • Faith mendicant: players with under X amount of coin and Y amount of inventory space used (node storage included) gain increased XP towards their faith progression

    One, amazing list in general, very thought out and extremely on point I feel!
    As a guild leader aiming for a divine node I very much enjoy these ideas. I think it really adds to the overall feel of what the divine node is about!

    [NA] Pandemonium| PVE focused | RP PVX | Tulnar | Divine Node
    Come check us out!
  • I definitely think that policies should be based on more than just the node type: militaristic, economic, scientific, religious. Racial policies determined by the dominate race of a node should be present, makes sense.

    On top of that, I would love to see dynamic policies based on events within the node and connected nodes. E.G: An ancient Verra elemental golem spawns because a mayor has elected to build a mine in the node. Upon defeating the elemental, a policy unlock that all miners have X% increase to mining speed as they no longer fear disturbing the slumbering ancient.

    Something dynamic and reactionary to players actions within the node. As it’s said that every node will have unique paths based of environment and player decisions, a lot of options of policy cards should be designed if Ashes was to go this direction with policies.

    I personally would feel like the voting and electoral system would be more immersive and rewarding

    I think most policies should fall in a general catagory that all node types cause use but i think there should be some policies unique to certain node types just for more difference between node types. These can also be used as balancing node types aswell by having less desirable node type better policies to bring them in line aswell making them more desirable if the current bonuses are not enough.
  • Why was I banned and unbanned after commenting in this thread?
  • "Tasted better than it smelled"
    "Smelled better than it tasted"
    Small random duration buff/debuff for consuming the local cuisine.

    Would be nice to have localized food recipes
  • WarthWarth Member
    edited September 2022
    I think that on a very fundamental level, I'd want 2 things:

    1. Available policies differing strongly by:
    Nodetype, Buildings, Racial influences, religion. Barely any policies, that are available to all.

    2. Meaningful policies, that actually impact the node on a grander scale. No minor passiv buffs, but gameplay affecting changes.

    Some I can think about:
    Maintained Roads (Eco Node only):
    Foot, Mount and caravan speed are greatly increased when travelling on the road. (+ 30-50%)

    Theocratic Rule: (Religious Nodes only):
    Player gain added benefits depending on the rank within their religious organization.
    This might be economic benefits, combat benefits or progression benefits

    Holy War: (Religious Node only OR a node that follows religion X only)
    Corruption gained when killing follower of other Religions is greatly decreased/removed (-50 to 100%)
    Corruption gained when killing follower of other religions (allied religions) is greatly increased. (+400 - 1000%)

    Improved Healthcare: (Nodes with an Apothecary/Hospital Building)
    Character based Death Penalties (exp debt, reduced skill and combat efficacy) is reduced by 50+%)

    Cuttthroat Culture: (??)
    When looting a player, mule, ship or caravan, the % of Items lootable is increased by 50-100%.

    Merciful Culture: (??)
    When looting a player, mule, ship or caravan, the % of Items lootable is decreased by 33-50%.

    Scientific improvements: (scientific node)
    When crafting an item in thia node, then the stats are increased by 2-5%
  • Tulnar's Scotopia: Tulnar's depth of view is increased by X% during the night or in dimly lit areas.
This discussion has been closed.