NiKr wrote: » The game tracks account-wide PK Count History (i.e. even if your current count is 0, the game would know that you have 10 PKs overall; and the count itself is not account-wide) Military nodes have access to the PKCH of players that have PKd people in the vicinity of allied nodes Other nodes can request the full PKCH list by sending a Mayoral caravan to get it (requires a full back&forth track to do) PKCH info needs to be retaken every month (could be more often) Guards in nodes operate according to the available PKCH Guard power exists on a sliding scale of "can kill a weak mob" to "literally immortal and hits like a truck" (controlled by the mayor choices) Guards are positioned across the node in predetermined places, with a predetermined patrol route Guards aggro onto mobs that enter a certain radius and onto PKers who enter x2 of that radius Guard-killed targets don't drop loot ("killed" here means "Guard did any dmg to the target") and Guards don't aggro onto bosses After a certain PKCH value Guards aggro onto a flagged player with that value If there's been a PK, Guards over a certain lvl (let's say 3/5 minimum) will go to that location and stay there for a certain amount of time Amount of Guards and the duration of their presence in that location is set by the Mayor (debatable) All of the above don't apply to military nodes themselves As I see it, this would be a player-controlled TL-like system. There'll be nodes that are very good for pvers, but the system itself doesn't remove the possibility of being killed at least once. The economic macro-competition is still present in the form of mayoral actions (and any influence on them by other players), node wars/sieges (wars could have a goal of "destroy the guard post in the node", which disables it for several days) and caravan attacks to prevent the Guards from knowing the latest info about PKCH. And this would also enforce pve-based micro-competition on the spots themselves, while not removing a casual PKing as the last resort. In other words, your enforcer might not be able to PK as much as yall might need, but a random person can still use the system for their benefit. Obviously this doesn't prevent your entire party going corrupt one after the other, but this too would only be doable up to a certain extent. I feel like this system would be a nice way to have a not-as-gamey application of TL's events.
NiKr wrote: » I think this one would be nice for Military nodes, cause it would lead to diplomatic connections, especially if this idea is taken even further with additional ties to what Military nodes might be
Aszkalon wrote: » early to demand "ANYTHING" specific for certain Types of Nodes ?
Aszkalon wrote: » NiKr wrote: » I think this one would be nice for Military nodes, cause it would lead to diplomatic connections, especially if this idea is taken even further with additional ties to what Military nodes might be As long as it does not mean that Military Nodes hold a significant Amount of Extra-Influence (Power), i am all for it. Because Sorry (not?) but that is how it somehow read/looked to me. We don't even KNOW yet what every Type of Node can truly do, do we ? Am i a Boeotian* when i say it is far to early to demand "ANYTHING" specific for certain Types of Nodes ?
NiKr wrote: » I think this one would be nice for Military nodes, cause it would lead to diplomatic connections, especially if this idea is taken even further with additional ties to what Military nodes might be able to do NiKr wrote: » The game tracks account-wide PK Count History (i.e. even if your current count is 0, the game would know that you have 10 PKs overall; and the count itself is not account-wide) Military nodes have access to the PKCH of players that have PKd people in the vicinity of allied nodes Other nodes can request the full PKCH list by sending a Mayoral caravan to get it (requires a full back&forth track to do) PKCH info needs to be retaken every month (could be more often) Guards in nodes operate according to the available PKCH Guard power exists on a sliding scale of "can kill a weak mob" to "literally immortal and hits like a truck" (controlled by the mayor choices) Guards are positioned across the node in predetermined places, with a predetermined patrol route Guards aggro onto mobs that enter a certain radius and onto PKers who enter x2 of that radius Guard-killed targets don't drop loot ("killed" here means "Guard did any dmg to the target") and Guards don't aggro onto bosses After a certain PKCH value Guards aggro onto a flagged player with that value If there's been a PK, Guards over a certain lvl (let's say 3/5 minimum) will go to that location and stay there for a certain amount of time Amount of Guards and the duration of their presence in that location is set by the Mayor (debatable) All of the above don't apply to military nodes themselves As I see it, this would be a player-controlled TL-like system. There'll be nodes that are very good for pvers, but the system itself doesn't remove the possibility of being killed at least once. The economic macro-competition is still present in the form of mayoral actions (and any influence on them by other players), node wars/sieges (wars could have a goal of "destroy the guard post in the node", which disables it for several days) and caravan attacks to prevent the Guards from knowing the latest info about PKCH. And this would also enforce pve-based micro-competition on the spots themselves, while not removing a casual PKing as the last resort. In other words, your enforcer might not be able to PK as much as yall might need, but a random person can still use the system for their benefit. Obviously this doesn't prevent your entire party going corrupt one after the other, but this too would only be doable up to a certain extent. I feel like this system would be a nice way to have a not-as-gamey application of TL's events.
Noaani wrote: » I wouldn't want it to be the metropolis level benefit of military nodes though, as it isn't providing players with a reason to pick that node type to live in. It is more of a benefit to the nodes around it - or at least that is how I understand it.
NiKr wrote: » Oh, I know what could be the superpower. PvP championships can only be held in military nodes. So pretty much what Nerror said, except make pvpers come to those nodes on the regular, so that the nodes get business. Olympic games across the server, in each military node above some lvl!
NiKr wrote: » Olympic games across the server, in each military node above some lvl!
blat wrote: » NiKr wrote: » Olympic games across the server, in each military node above some lvl! Reckon there's any chance they'd equalise gear for something like this?
blat wrote: » I think they'll pretty much have this with the Military node election equivalent? Some week-long BGs where candidates and their supporters fight it out. Highest points win.
Noaani wrote: » blat wrote: » NiKr wrote: » Olympic games across the server, in each military node above some lvl! Reckon there's any chance they'd equalise gear for something like this? I wouldn't say no, but it is unlikely.
blat wrote: » Noaani wrote: » blat wrote: » NiKr wrote: » Olympic games across the server, in each military node above some lvl! Reckon there's any chance they'd equalise gear for something like this? I wouldn't say no, but it is unlikely. I'd like it for arenas, along the "honour" theme. An actual measure of skill minus the gear check.
blat wrote: » What are people's theories / wishes?
Noaani wrote: » blat wrote: » Noaani wrote: » blat wrote: » NiKr wrote: » Olympic games across the server, in each military node above some lvl! Reckon there's any chance they'd equalise gear for something like this? I wouldn't say no, but it is unlikely. I'd like it for arenas, along the "honour" theme. An actual measure of skill minus the gear check. The "gear check" is a test of how well you are playing the game as a whole though. If you have good gear due to earning it, you obviously are good at running the games content. If you have good gear due to buying it, you are obviously good at profiting from the games economy. If you were handed good gear, you are obviously good at the social aspects of the game. Regardless of how you look at it, the quality of your gear is a measure of how good you are at the game as a whole.