Trust me bro, this is not a lot, the thread may seem a little long but it's because I put a lot of love in this!
Nodes should establish a comprehensive policy concerning the compensation for eliminating adversaries, with payments applicable to various categories, the PvPers will spend a lot of gold and materials repairing their own gear and they will invest a great deal of time in this, precious time they could be farming gold elsewhere. Therefore AoC needs a way of creating policies for PvP:
Payments:
- Gold: how gold much will be allocated
- Materials
I presume people would be comfortable with pre-allocating the reward, however, I am open to allowing an indefinite gold allocation for a month. Should the node exhaust its gold reserves, the policy will automatically expire before the month's duration concludes. What matters is keep the war machine turnning, the node will lose all it's gold if it's destroyed, desperate times call for desperate measures.
Reward Ratio:
- From 0% to 200%, but the availalibity will cap the ratio (check Availability)
Availability:
- Citizens (up to 200%)
- All individuals within the node hierarchy (up to 200%)
- Public (encompassing neutrals up to 100% rate)
- Fully public (even adversaries should be paid, rate capped at 50%, let them backstab each other for payment and sometimes the enemy of your enemy is your enemy, it's a win win)
Targets:
- Corrupted
- War targets
- Guilds
- Nodes
- Node hierarchy
- Caravans
- Ships
- Kill and destroy anyone in a dermined region (except your people: citizens, node guilds, vassals, etc)
Region, focus where people should be killed:
- Within the node
- Within the node hierarchy
- Region (land or seas, pick which seas)
- Enemy node
- Enemy node hierarchy
- Anywhere
Given the inherent gear damage in AoC upon death, the criteria for payment should be based on the required gold and resources. The reward rate should range from 0% to 200%. For instance, if the target's gear incurs 5000 gold in damages and the contract stipulates a 20% rate, the killers (split evenly among attackers and their healers/boosters) should receive 1000 gold. Additionally, material payments should be considered. If fixing the gear demands 5 iron ingots and there is a provision for material payments, the killer should be entitled to 1 iron ingot as payment.
Mayors should formulate policies regarding gold and material payments, determine the corresponding rates, specify target categories, and set availability parameters and where people should be hunt their targets. Multiple policies can be enacted, especially in nodes or guilds engaged in frequent conflicts with ample resources at their disposal.
In situations where a mayor anticipates the imminent destruction of their node by an exceptionally aggressive enemy node and possesses sufficient gold reserves, a policy can be established to incentivize the hunting these enemies, offering a 200% gold rate. This approach encourages the creation of player mercenary armies, particularly in nodes with a strong mercantile focus should rely gold for muscle.
In instances where a node lacks gold but has a lot lumber in stock, material payments should be rolled for hunting individuals or ships and caravans from enemy or from anyone in a specific region.
This framework also aims to support the war efforts faced by PvPers in AoC, acknowledging the associated costs of frequent deaths. Additionally, it provides mayors with a tool to ilustrate to the community where to set their priorities aligned with the needs of the node at any given time.
Example of policy A, this is a policy a mayor should make to cause problems for another region:
- Gold
- Ratio: 20%
- Public
- Caravans
- Riverlands
Example of policy B, this should reward citizens for fighting off attackers within the node:
- Gold
- Ratio: 200%
- Citizens
- War targets
- Within the node
Example of policy C, this should reward citizens for dealing with constant piracy at The Fortunic Sea:
- Hard Wood
- Ratio: 50%
- Citizens
- Ships
- The Fortunic Sea
This type of reward is really important for supporting the node's fleets, they will lose ships while defending their coasts, they will need to generate the node SRP (Ship Replacement Program). The rewards should be split evenly among attackers and the people boosting and healing them, if the payment generates an odd number for example 1 wood, then just give to the person who gave the last blow.