Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Idea: Crafting Stations/PVP Raids
Bellyrub
Member, Alpha Two
Hey I have an idea for a PVP scenario. Basically have players able to build extraction stations in a node such as a lumber mill, mine, quarry, etc and then allow groups of players to raid it to steal resources. Set extraction to be higher there but all resources are stored in the extraction station and must be transported to the city for use. This would make it so you can do more pvp in bigger nodes without having to attack the city itself.
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Comments
I personally love the idea of heists, but I think I would need a more fleshed out explanation on why this feature would add fun/content to the game and what this would entail before I can stamp my approval on it.
The gameplay could certainly be fun for PVP players, but It could also be extremely irritating to balance your time with extraction stations defenses, caravan defenses, sieges and legendary boss spawns.
I think the reason caravans ought to be more essential in the economy, the biggest reason anyway, is that there will only be certain materials available in each Node. So perhaps I need Metal from the mountains which is my homeland, however the wood I need is native to the Tropics in the east, and so I will need to import it, or export my own materials in that direction.
There are limits to how much you can carry, so if you want to move alot of materials into one place then it will require Caravans to get things across from A to B.
It is very much down to intrepid on how "essential" they make Caravans but the idea seems to be that it is a CORE system in the game, not just a piece of content.
Aside from this I don't like the idea of the extraction stations itself being targetable. Why? Because whom do you expect to defend those stations 24x7? Lets say you are "guarding" the station with a group of 3 friends but then a group of 10 people attack, how will you defend against such numbers?
So, the only targetable entity should be caravan and not these extraction stations. While sounding good in theory it is a game. We cant hire security guards who will come online and loiter around these stations to protect them. Like freeholds they can be targeted if a Node is successfully sieged but not otherwise.
I'd love to hear other scenarios in which these "extractions" could take place!
One way to implement something resembling this would be to have a timed PvP event periodically where two groups fight for the right to control these extraction points and make use of them. Something like Wintergrasp from WoW Wotlk. But this would make taking caravans from these extraction points to wherever very hard as ambushes would almost be guaranteed. One way to increase the success of the caravans would be to have this period be longer...say a day.
Tbh I dunno how much merit my idea has wrt to AoC.
I like this idea. The heist idea is not bad as well. Both could be implemented and be distinguishable from caravans.
Allow caravans to be a sort of wild world pvp type of thing where a guild could decide to rally all 100 members to attack one caravan because they think it has some very needed resource which the opposing counsel node needs to upgrade their node to next level.
Heists and taking over mines, quarries etc can be left to be on the same system as sieges but with a smaller cooldown as to when the next attack can be made. In a sense you get a smaller scale siege type event with the intent to make players able to weaken a powerful node before attacking it or slow down it's development so as to win a node race where according to current mechanics once certain nodes reach a level they become parent nodes and take control upon other surrounding nodes.
Great idea 👍
Now a good argument would be that military nodes would get an advantage but that doesn't have to be so. New interesting mechanics could be implemented where for example a merchant node can pay for "hightened security" which would make their heistable locations become temporarily unheistable for the amount of time paid for. Thus making a money sink mechanic for node defense. They could also possibly be allowed to pay for a "mercenaries" which allows them to buy 1 extra player slot for their defense team of a mine with the condition that it can only be used by a player from an allied guild.
And other stuff like this. With different themes and unique abilities for other node types giving them some sort of edge in the pvp. Like maybe religious nodes could pay for "God's blessing" which gives a buff to everyone on their side for the whole siege/heist/mine pvp event time.