Hello there!
Since we haven't seen much of the caravan system since A1, I'd like to discuss some possible design ideas how to make Caravans engaging, more interesting and worthwhile for raiders and defenders alike, as well as designing rewards in a way, that it ensures even players of higher levels might consider taking up an escorting request of a lower level player.
Let's dive into it.
See the
Wiki about Caravans for further context because obviously I don't want to reset the whole development process but much rather add to what is already planned or propose small modifications.
Scenario of what I imagine:
Boonie, lv 30 player, is a highly proficient weaver and has crafted a lot of valuable lengths of fine silk that he want to sell a few Nodes over to the religious Node as their recent demand for cloth armor has been high, due to their Node promoting and that starting an event where undead wizards flood the surrounding land. Unfortunately the way for the caravan is rather dangerous, many have been raided recently by high level Highwaymen.
Boonie puts up a request for a Caravan escort of 5 people. He probably doesn't have as much funding as a Lv 50 player but since the goods in the Caravan are very valuable at the destination, to which they are supposed to go to, the reputation reward is pretty decent, also helping lower level players rewards the defenders with some bonus reputation from the city Boonie is a citizen of.
Boonie requires the leader of the party to be a Rouge Archetype, so the Caravan can be augmented for stealth. With these preparations Boonie's Caravan launches and successfully reaches its goal as the defenders was able to avoid one group of raiders and fend off another. Additionally they found a small chest by the roadside with a small amount of extra loot.
Caravan Leaders
Caravan leaders are the leader of the group that is put in charge of defending a Caravan. The Leader of a Caravan group cannot change once the quest/event starts, it cannot be changed from the requirements someone has made on the quest board. Beyond just being the group leader, they could be the source of the augmentation that is applied on the Caravan. If so, they become a greater target for raiders to disable the augmentations, as such it makes sense to increase the reward share they receive at the end of a successful escort quest. On the other hand there should also be a increased death penalty or a increased drop in reputation if the caravan quest fails under ones leadership.
Caravan Augmentation
As far as I am aware this is not a thing currently, but one that could add some interesting spins and information to Caravan quests, both for raiders and defenders. The point of being able to augment a Caravan is to increase the chances that it reaches its goal, but this will not come for free, there should be some sort of material costs associated with that or additional risks.
How to modify the Caravan?
There are 3 options I see for this:
- a class based item in the Carpentry recipe book, that can be added to a Caravan cart as a permanent active or passive option
- The leader of a Caravan defense team can augment the Caravan
- one consumable item (like an enchantment scroll) can be used per caravan quest / or one per set amount of distance travelled
I think independent of the options mentioned above we can take the archetypes as a guideline to come up with a few ideas how a Caravan can be augmented. So here are a few examples. A caravan should be limited to 1 or with high investment costs be allowed 2 augments of the same archetype
Bard
> In formation (aura; passive buff): Increases movement speed of allies near the caravan 10%; reduces to 5% during battle
> Call for Help (active): Double the objective range for the Caravan for 2 minutes. Players who decide to join as defenders will be rewarded with extra experience points as well as bonus reputation with the Bards Node (of which he is a citizen). Players who join as attackers will lose more reputation with the Nodes associated with that Caravan.
Cleric
> Holy Mission (aura; passive buff): Increases the maximum life points of defenders near the caravan and reduces the received magic damage by (something like) 5%
> Radiant light (active): A blinding light that reduces enemy accuracy and provides a 20s lifesteal buff to allies
Fighter
> Deadly squad (aura; passive buff): Increases the chance for critical strikes and the base physical damage done.
> Execute (active): The Leader of the defenders can execute one target player enemy with less than 10% HP. If he does, it demoralizes the all nearby raiders, reducing their damage output by 5% for 1min.
Mage
> Arcane presence (aura; passive buff): Increases the mana regeneration near the Caravan by a flat amount per second
> Chaotic eruption (active): The Caravan cart emits a wave of destructive magic that damages and knocks down nearby raiders.
Ranger
> On the lookout (aura; passive buff): The defending party receives a warning when players decide to attack the Caravan. The notification will be given as a menacing sound and a visual indicator of the rough direction from which the attackers are approaching
> Rope trap (active): Allows each party member of the Caravan to throw a net on an enemy once. An enemy hit by such an attack will have reduced movement speed and reduces evasion for 10-15 sec
Rouge
> Deathtrap (aura; passive Buff): As soon as the first raiders does damage to the Caravan it emits a poisonous cloud that deals high poison damages nearby raiders. The deathtrap will not disappear upon the defense leaders death.
> Quiet now! (active): The Caravan and its defenders become camouflaged, but their movement speed is reduced. This effect lasts for up to 1min if not cancelled by the leader. (The timer would obviously depend on the degree to which camouflage can actually hide the cravan)
Summoner
> Never alone (aura; passive buff): 2 (or maybe 3) additional NPC guards accompany the Caravan; they don't count as summons, hence they don't reduce the Summoners overall power, but he also cannot directly control them. They type of NPC depends on the region from which the Caravan sets off.
> Stampede (active): Summons 4-10 local beasts to aid the Summoner for 15 sec (number of creatures depending on the number of attackers).
Tank
> Install safe (aura; passive buff): Reduces the amount of resources lootable by 5%; increases physical resistances of nearby defenders by 2,5%
> Hold the line! (active): Transforms the Caravan into a stationary building with increased defense, that attacks the enemy with the lowest health (like a spear thrower standing on top of the Caravan). This state can be maintained for 1 min, unless the leader decides to cancel it.
There would be other things possible as well, e.g. have the caravan hide 1 particular (or random) good that is loaded in it; or have lay down traps that slow down enemies pursuing it; give it a "sprint" type ability and so on.
I would hope that depending on the situation in that region it makes sense to pick different augments for a particular escort mission. e.g. When you are transporting something through a densely populated area having a Bard with call for help would be more useful, while having a Mage in a party of people with low mana pools would do them a much greater service.
Caravan Rewards
So why defend a caravan in the first place? Let me start by saying that at any time anyone should be able to see the rewards before accepting the escort mission. These are the kinds of rewards I could imagine (of which some are already confirmed):
- Player reward: A player putting up the request should be allowed to put up anything they want as a reward. e.g. A weapon smith should be allowed to put up a nice sword as a reward. On finishing the quest it would "drop" like it would have been looted from a mob, so it will be lootable according to the loot rules set by the leader.
- Recipient reward: The defenders of a Caravan should be rewarded with EXP based on the distance travelled, encounters survived and nearby enemy nodes. Additionally there should be a reputation rewards based on the market price of the goods transported.
- The friend of my friend...: If a player with a citizenship has put up the caravan quest, the player should be rewarded with some reputation with that city for productively engaging with one of its citizens. Additional reputation should be given if the player is considerably weaker than the defenders (e.g. 5% per 10 level difference).
- Extra encounters: Being part of a caravan can become a bit boring at some point so I would like it if there were occasional encounters with hostile NPCs (PvE raids basically), rare mobs crossing the way of the caravan or small but useful treasures spawning along the route of the caravan. Maybe even scripted events that introduce quest lines. Again, I wouldn't want there to be a special event of sorts on every caravan quest but maybe a 15-20% chance of something happening would be nice.
The Highwaymen
The Highwayman is someone who specializes in Caravans. Like the Bounty Hunter, I regard it as a way to focus on a specific playing style. In this case: PvP around Caravans.
The main feature of the Highwayman "lifestyle" (of which you should only have 1) would be that 10% of all reputation gained would be transformed into Infamy within a ZOI. Infamy will reduce prices with certain traders, grant you access to better outdoor camping equipment, camouflage items for surprise attacks, non-purchasable cosmetics and access to an information dealer in taverns, who will tell you against payment things about where to find the most caravans, established trading routes or even the time when a caravan may launch so that you can target caravans for specific goods.
Thanks for reading!