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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Speculation Idea - Land Management +Node + PvP
novercalis
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
Who knows what the current system is but imagine this
CItizen A from Node A
vs
Citizen B from Node B
Citizen A decides to chop some trees down in his own Node.
Because he is a citizen of Node A - he is able to see the health of a tree.
By Normal Standard - A tree has 5hp before it falls and begins a respawn timer.
A Tree Respawn timer is 10 minutes.
Now - For Citizen A, chopping a tree in Node A - he will see 10hp - meaning he can hit it 10 times before it falls and start the respawn timer.
BUT there is 2 mechanics in play.
If Citizen A decides to hit the node 1 out of 10 times or 9 out of 10 times, the second 1 hit was done to the tree, by a player from the same node - a respawn timer kicks.
If a tree has taken 1 or 9 hits - in 5 minutes it is back to "full health".
Every gather from the same node can see their own resources life. They are doing their best to manage their lands.
Maybe during WAR TIME - they must race and hit all 10 times. But non-war times - maybe 9/10 is the best practice for land management.
War Time - Gatherer pvp tactics.
Now, Citizen B invades into node A.
Citizen B is unable to see your land management (aka Tree Health).
If the tree is at full life, then it will take 5 hits to kill the tree by Citizen B.
if the tree was recently at 6/10 - then in 2 hits or the next hit will kill the tree by Citizen B.
Citizen B doesnt care for Node A Land Management and does a sloppy job at destroying the tree with intention.
Now due to war - to create war machines, catapults, etc - Node A and B requires 10,000 lumber.
Node A farming their own tree will need to chop down 1,000 trees. Same is true for Citizen B doing that on their Node.
But let's say Node A has 50 gatherers and Node B has 40.
Node B won't win the race trying to out gather the lumber, so perhaps, they would rather invade Node A and take their resources by deforesting Node A.
When a Citizen from another Node destroys your tree - the respawn timer becomes 20 minutes instead of the standard 10 or 5.
Before the big war initiates - the conflicts has begun already. PVP Squads going in with their gatherers to invade the other Node of their resources, to have an advantage with war machines, sieges, catapults, etc.
Do you now, in defense - focus fire the gatherers or have to deal with their protectors first, while they are still depleting your resources? Do you get your gatherers to join in the area and out clear it to secure the resources too, while ppl r fighting all around you?
CItizen A from Node A
vs
Citizen B from Node B
Citizen A decides to chop some trees down in his own Node.
Because he is a citizen of Node A - he is able to see the health of a tree.
By Normal Standard - A tree has 5hp before it falls and begins a respawn timer.
A Tree Respawn timer is 10 minutes.
Now - For Citizen A, chopping a tree in Node A - he will see 10hp - meaning he can hit it 10 times before it falls and start the respawn timer.
BUT there is 2 mechanics in play.
If Citizen A decides to hit the node 1 out of 10 times or 9 out of 10 times, the second 1 hit was done to the tree, by a player from the same node - a respawn timer kicks.
If a tree has taken 1 or 9 hits - in 5 minutes it is back to "full health".
Every gather from the same node can see their own resources life. They are doing their best to manage their lands.
Maybe during WAR TIME - they must race and hit all 10 times. But non-war times - maybe 9/10 is the best practice for land management.
War Time - Gatherer pvp tactics.
Now, Citizen B invades into node A.
Citizen B is unable to see your land management (aka Tree Health).
If the tree is at full life, then it will take 5 hits to kill the tree by Citizen B.
if the tree was recently at 6/10 - then in 2 hits or the next hit will kill the tree by Citizen B.
Citizen B doesnt care for Node A Land Management and does a sloppy job at destroying the tree with intention.
Now due to war - to create war machines, catapults, etc - Node A and B requires 10,000 lumber.
Node A farming their own tree will need to chop down 1,000 trees. Same is true for Citizen B doing that on their Node.
But let's say Node A has 50 gatherers and Node B has 40.
Node B won't win the race trying to out gather the lumber, so perhaps, they would rather invade Node A and take their resources by deforesting Node A.
When a Citizen from another Node destroys your tree - the respawn timer becomes 20 minutes instead of the standard 10 or 5.
Before the big war initiates - the conflicts has begun already. PVP Squads going in with their gatherers to invade the other Node of their resources, to have an advantage with war machines, sieges, catapults, etc.
Do you now, in defense - focus fire the gatherers or have to deal with their protectors first, while they are still depleting your resources? Do you get your gatherers to join in the area and out clear it to secure the resources too, while ppl r fighting all around you?
{UPK} United Player Killer - All your loot belongs to us.
0
Comments
I also dont like how this suggestion would reward players by giving them more if they only play right outside the gates of their node.
I dont like how roaming and living in the wild is penalized by unecessary reductions to gains, if you are far from your node.
How about you let people play in the open world, let them freely interact with each other, or influct harm on each other, without having new systems designed to control their behaviour?
As for enemy gathers on one’s own resources doubling the respawn timer, I personally find logical inconsistencies in world functionality to be a bit off-putting. I don’t often like thinking about my interactions in the world in terms of game mechanics, but rather in terms of logical cause and effect. If the mechanics line up with that, then I can think about mechanics without sacrificing immersion.
I don’t think we need double respawn timers on enemy material captures just to encourage protective behavior. Standing guard isn’t exactly a great gig. Forcing it on players more often by manipulating natural forces in the world is a little strange imo.
Some players may not have citizenship at all or can switch citizenship as needed to have advantage at harvesting in an area if timers depends on it.
Also risk should encourage resources to be stored in nearest node, to favor caravans.
Also node wars cannot happen between any nodes. Vassals cannot attack parent nodes but mayors should still have the means to manage the land.