Raiding Rewards / Siege Suggestion

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Raiding Rewards / Siege Suggestion

Postby nytro » Mon Apr 04, 2016 7:59 pm

There was a discussion going on in the Siege thread about this, but it's not necessarily directly about siege, but more so about the results after a successful raid, so I decided to just put the relevant information here.


I recently had an idea about the whole "loot vanishes when raid starts" thing a little while back, and was reminded of it after reading the hearthfire comments.

So the well-known issue is that when people raid, they want and expect loot for the most part, but one of the current problems is that there are multiple ways to "hide" all the good loot before anyone gets to it.
So why not create a situation in which items of value will be guaranteed to the raiders that manage to break through, items that can't be alt vaulted or destroyed out of spite before anyone gets to them.

We currently have a system going on with Village Idols accumulating authority indirectly through villagers gaining LP, which basically requires no work. Why not slightly change this system so that the idol requires to be fed a small amount of resources each day, not enough to require extra work, but just something that you can quickly do for simple authority upkeep. I guess you could call this "Pledging Your Loyalty" to the village by "Offering" the idol something of value. It would be fairly easy to determine what items are considered valuable and what are not, just by looking at any trading thread from this world or any previous world. There's consistency throughout each world with many items.

Anyhow, like I said earlier, the daily upkeep would require minimal effort, but the point is, these items that are offered are kept "inside" the idol, unobtainable by any means other than through raiding (which can be determined at some other time, but I guess currently by breaking the village shield or something, making the idol vulnerable to be looted by the players who participated in breaking the shield).

The point is, with this accumulation of resources in mind happening with the idol, newbie villages / start-of-the-world villages will not have much loot early on, so there will not be any extra incentive to go after them. Well-developed villages on the other hand will have accumulated a great amount of loot and I'm sure anyone still reading at this point understands that the raiders will have a clear goal in mind after breaking into the village.


Well, there's my two cents, go and pick it apart, help out and try and find some flaw that can't be easily fixed.
Thoughts? Suggestions?


A more detailed contribution by Ysh:
Ysh wrote:
Goal: Siege system that isn't promoting ''the bad practice.'' Namely, taking loot off site and to a hidden place after siege and also controlling multiple village idols.

  • Idol requires the regular tribute of items instead of current authority systems.
  • Each item in the game is worth some points. At the start of world, every item is worth the same at 10 quality (base points). Points scale with quality as usual sqrt(Q/10) multiplier base points.
  • Item types given to claims are tracked globally for all claims and value of item base points is adjusted to how often those item are given to claims. This means that item valuation is dynamical based on how players do valuing of them.
  • Items given to idols are stored until the idol is destroyed, then they can be looted (maybe some percent can be lost for stopping some inflation, or maybe not).
  • Idol has a tier level, starting at 1.
  • Idol gives a bonus (+LP% or maybe a +Q% for all in village, something valuable)
  • Item tributes increase with each level.
  • Idol bonus increases with each level.
  • Advancing idol levels is optional.
  • Idol must be at previous level for a week before going to next level (real time).
  • If items for level cost are not met, it reverts to a level where the amount given is acceptable. If the threshold for tier 1 is not met, the idol is inactive.
  • Destroying the idol takes a long time (to prevent people from just breaking their own when their wall gets broken or defeat is obvious), at least as long as it is taking for a hostile to get near to the idol.
I think with this, raider can always get some valuable loots from the idol that the village cannot hide or take for themselves. Players want to have a single idol for getting the best bonus. Players want to keep their idols for a long time and defend them for the bonus.

Please have a tell to me if this is the sort of ideas you were having nytro. And everyone else can tell me why this is a shit idea now that there are some specifics if they please. Thanks to you for reading my long post.
nytro
 
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Re: Raiding Rewards / Siege Suggestion

Postby kaysaari » Mon Apr 04, 2016 10:41 pm

Sounds good, but there ought to be incentive to have one huge village with a great idol as opposed to players simply making several smaller, less-worthwhile-to-raid villages in an area. Maybe once the idol gets to a certain level, you get a small bonus in something like crop yield or villager XP/LP?
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Re: Raiding Rewards / Siege Suggestion

Postby nytro » Tue Apr 05, 2016 1:55 am

kaysaari wrote:Sounds good, but there ought to be incentive to have one huge village with a great idol as opposed to players simply making several smaller, less-worthwhile-to-raid villages in an area. Maybe once the idol gets to a certain level, you get a small bonus in something like crop yield or villager XP/LP?


That was addressed in the post, with bonuses improving with Idol stage / level. There were actually a few other things players were talking about in the siege thread that I should probably move over to here as well, I'll get to that soon.
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