Strevi wrote: » Idea of defense style management. According to wiki Corrupted areas are sources of NPC events that players need to address before they grow out of hand.[4][2] If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These events could be small and frequent or larger and more powerful. The mayor could have some strategic control and shift between these patterns by triggering certain type of daily quests. The purpose would be to try to ensure that the larger events will happen in weekend when more players are online. That means that these larger events should, without mayor action slide away from weekends and the consequence would be that there are not enough players available to defend the city or whatever points are being attacked by NPCs. Certain quests would delay the large invasions, other quests would hasten them. Finding the right succession for these quests can be made more or less challenging by adding player perturbations: player activities on the map might also influence NPCs behavior and alter the mayor's prediction. So he has to observe what players do or don't: his citizens may gather, harvest, hunt, quest too much or too little... there might be non-citizens and other node citizens too which may intentionally interfere. maybe other mayors could trigger quests which would push the corruption attacks away from their nodes and more toward our mayor's node. This would add also a political dimension. Allied nodes could even attract NPCs to reduce attacks on the weaker neighboring nodes, helping them to survive. super events: two or more nodes could synchronize to create super events by luring the NPCs from multiple direction toward a strategic point of conflict. If that succeeds then special higher tier NPCs should spawn too. Such larger events once triggered could maybe even be deflected implanting fake information and enraging the corrupted army toward a common enemy node. The NPCs would start a march over a larger distance and attack the unsuspecting node. The quest which triggers this "rage" could also fail (either because the undercover agents are not good enough or because a simultaneous counter intelligence quest - maybe a pvp or monster coin interference). Then the NPC horde would go against the original nodes which initiated this chain of events.
Corrupted areas are sources of NPC events that players need to address before they grow out of hand.[4][2] If players fail to address these corrupted areas, the frequency of NPC events against their node will increase.
NiKr wrote: » This seems a bit too big of an undertaking for the game's release, but I'd definitely like to see smth like this down the line. And the "buffer nodes" Steven mentioned in one of the dev streams could serve as the grounds for mobs to take over.
Strevi wrote: » The buffer nodes are just nodes which do not become vassalhttps://ashesofcreation.wiki/Vassal_nodes That means when a metropolis falls, they can take it's place fast. Being taken out of that 'buffer' and entering in competition with the other lvl 5 nodes. Any node can have this autonomous state if somehow avoids falling under the influence of another one.
NiKr wrote: » Strevi wrote: » The buffer nodes are just nodes which do not become vassalhttps://ashesofcreation.wiki/Vassal_nodes That means when a metropolis falls, they can take it's place fast. Being taken out of that 'buffer' and entering in competition with the other lvl 5 nodes. Any node can have this autonomous state if somehow avoids falling under the influence of another one. Mmm, how I understood Steven's description is that the buffer nodes are the 1s and 2s that are not connected to any vassal system that's present when the server has all 5 metros built up. These buffer 1s and 2s will be located in-between those vassal systems. When a metro falls, one of the fives will level up to take its place. But instead of just taking over the exact same set of nodes from that metro's vassal system, the new metro will pull up nodes from new places. And those new places are provided by the buffer 1s and 2s. And in that context the suggestion for mob nodes could apply to a few of the buffer nodes which could level up to a stage 3 and block a player node from joining the newly established vassal system. At which point people would have to siege this node to let others grow and become vassals. Or at least that's how I see it going down in my head.
Strevi wrote: » Unless some of these 20 are lvl 5 with their own vassals, their influence will be low and any of the 2 former lvl 5 will become the new metro. That is what Steven wants to avoid. He wants to prevent players to easily predict what will happen.
NiKr wrote: » Strevi wrote: » Unless some of these 20 are lvl 5 with their own vassals, their influence will be low and any of the 2 former lvl 5 will become the new metro. That is what Steven wants to avoid. He wants to prevent players to easily predict what will happen. The 20 buffer nodes will be at lvl 1-2. They'll be outside of the vassal systems. That's what I was getting at.
Strevi wrote: » Because you say you have a different understanding, I wonder if I miss important mechanics. Maybe if a metro falls, the vassal relationships are temporarily broken?