Realm and Authority Uses

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Realm and Authority Uses

Postby svino » Thu Aug 25, 2016 2:56 pm

Since Realms has become a thing let's talk about everyones critique and ideas regarding Realms and Authority Uses.

Realms

It's a feature a lot of people have been talking about and pushing on the forums. It promotes the stronger villages to communicate with smaller villages/players and it promotes larger factions to direct their attention against eachother. It also puts a new implicit goal for all the megalomaniacs out there to follow: Make your kingdom the biggest and greatest of all. Indeed if it possible to claim everything, someone will attempt to do so.

In all, it creates a lot of gameplay value as there are a lot of new goals and planning ahead, and directs strong factions to focus on other strong factions.

Authority Uses:

It seems like J&L wants realms to be useful, and to make realms useful without afflicing rights on village/personal claims, I guess the most obvious way is to come up with good Authority Uses.
Currently there are 3 uses:

  • From the Public Coffer: You gain 1000 Experience Points, but the authority cost increases the more often the ability is used within the Realm. Cost: 2000 Authority, modified with increased use.
  • State Funeral: Heirs will receive an additional 30% of his character values as inheritance. Cost: 50000 Authority.
  • Last-minute Diplomacy: Stall all pending challenges to your Realm's Border Cairns by one hour each. Cost: 5000 Authority per challenged Border Cairn.

Observations:
From the Public Coffer - Authority drain into exp. Sets a minimum value of authority (assuming that xp is valuable).
State Funeral - seems really interesting. It increases the value of authority and increases players will to risk combat, while not directly increasing the power of a faction.

Concerns:
Some people replied that they were dissatisfied with realms not being very powerful. I think that it's a good thing that it doesn't affect village/personal claims, and I think that the realm power should come from interesting authority uses.

And I'm sure someone here can come up with some great ideas for authority uses, so let's hear 'em.
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Re: Realm and Authority Uses

Postby Ysh » Thu Aug 25, 2016 3:44 pm

svino wrote:Concerns:
Some people replied that they were dissatisfied with realms not being very powerful. I think that it's a good thing that it doesn't affect village/personal claims, and I think that the realm power should come from interesting authority uses.

Just want to comment here that this is very important feature. Point of realm is for it to be symbiotic of men. Players will want players to live in their realm so they are earning more experience for do use their power. This is no cost to the people living in realm. Realm is likely to be owned by advance player. So now advance player have incentive to not attack player near them since realm power is likely to be more useful for them than killing the nab for his carrot. If it is works as well in practice as it did on paper, then realm owner (read: advance player) have much more incentive to fight inside of own ''weight class'' against other realm to gain more land and authority than just picking on these poor innocent nab.
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Re: Realm and Authority Uses

Postby GenghisKhan44 » Sat Aug 27, 2016 4:38 am

Honestly my area of expertise is medieval church/state relations. But I wanna try to put forward a few good ideas nonetheless.

+ Commander in Chief: All soldiers within an x-block radius of the monarch receive a boost to MC, UA, and STR for x number of hours. Costs authority to do so.
Logic: If conquest of an enemy is highly desired, it is worth investing some authority in order to wipe them out.

+ Roundtable: The monarch may appoint people as his advisors, or cabinet. As long as there is a minister in such-and-such a seat - for example, let's say an industry minister - industrial products in your realm are produced faster and are of higher quality. Cost is an amount of authority per day per minister. Ministers themselves may be granted as much power as the king wishes to grant. No minister is required to rule, but any bonuses they give require said minister.

Another couple of examples: A chief of police could allow you to release appropriately powerful nidbanes automatically against anyone who commits a crime against one of your citizens.
A minister of economics could establish an official fiat currency (printed on worthless parchment or birchbark).
A minister of education could give your subjects a skill gain bonus or faster LP gain.

Logic: Bureaucracy is (in)famous for raising - or creating - standards in a government. Even a wise king may simply appoint people to carry out his own wishes, as Barbarossa did in setting the price of grain and wine. These standards generally act to make the kingdom more powerful, returning the investment the king makes in stronger, happier, healthier people who are less likely to be cheated - well, cheated unknowningly, anyway. (In the case of corruption, better the devil you know than the devil you don't seems an apt rule to me.)
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Re: Realm and Authority Uses

Postby loftar » Sat Aug 27, 2016 4:49 am

One ability we've considered, but aren't quite sure about, is the ability to use scents to summon perpetrators right outside their claim as long as their hearths and/or the summoning position is on the realm claim, so as to be able to pursue crime committed by people in the realm. The main reason it's a bit controversial is, of course, since it's a somewhat offensive ability that may deter people from living in the realm.
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Re: Realm and Authority Uses

Postby Redlaw » Sat Aug 27, 2016 9:33 pm

How about some Kingdom based Hearth Magic, idk what it could do. But something grand and positive affecting the whole kingdom. Some of it could be useful defensive magic to help keep out invaders.
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Re: Realm and Authority Uses

Postby dafels » Sun Aug 28, 2016 12:17 am

loftar wrote:One ability we've considered, but aren't quite sure about, is the ability to use scents to summon perpetrators right outside their claim as long as their hearths and/or the summoning position is on the realm claim, so as to be able to pursue crime committed by people in the realm. The main reason it's a bit controversial is, of course, since it's a somewhat offensive ability that may deter people from living in the realm.


Be the first one to realm claim your enemy, collect scents enjoy your free kills bro.
"Oops I accidentaly left a scent on the realm claim, I'm ded"

Too much gay griefing possibilities on this one. I would rather have a ability to "sense" the scents that are left on your realm and leave the justice for the rangers, instead of fully implementing features that have really big potential of griefing like this one.
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Re: Realm and Authority Uses

Postby svino » Sun Aug 28, 2016 4:00 am

dafels wrote:
loftar wrote:One ability we've considered, but aren't quite sure about, is the ability to use scents to summon perpetrators right outside their claim as long as their hearths and/or the summoning position is on the realm claim, so as to be able to pursue crime committed by people in the realm. The main reason it's a bit controversial is, of course, since it's a somewhat offensive ability that may deter people from living in the realm.


Be the first one to realm claim your enemy, collect scents enjoy your free kills bro.
"Oops I accidentaly left a scent on the realm claim, I'm ded"

Too much gay griefing possibilities on this one. I would rather have a ability to "sense" the scents that are left on your realm and leave the justice for the rangers, instead of fully implementing features that have really big potential of griefing like this one.



Maybe sieging inside your own realm should be possible at the cost of authority. Sort of a mechanic like Salem had(has?) where the defender has 24 hours to prepare.

Pros:
  • It gives realms a good reason to expand territory towards enemies, and gives rival realms a good reason to defend theirs.
  • You can punish crime inside your own realm harshly.

Cons:
  • You gain a very unfair advantage over all players living in your realm.

To encourage realms not to grief and take advantage of their powers on lesser players, the authority uses should be considerably good and costly. And to encourage other players to live and provide authority to the realm, the realm should provide players protection and other benefits. Maybe they can attract players with the promise of quality seeds/tools or just simple friendliness.
Players who don't care too much about realms can just live where they want to (and hopefully the realms will appreciate the extra authority). If an unlucky player was living inside a griefing realm, he could move to a kinder and more just realm. The griefing realm is naturally punished by losing a player and thus authority. If players wish not to be a part of a realm; they can move far away, or even start their own realm to prevent other realms from claiming them.

- - - - - - - - - - - - - - -

I thought of a few authority uses (I'm not good at coming up with names):
  • Random Localized Resource - Spend 1000 authority and gain a decent quality random resource from one random localized resource (Rock Crystal, Salt, Big Pearl, Mirkwood Leaves, Pit Clay etc.)
    Acts as another authority dump for the gambling man. Sometimes you will get heartwood leaves, and sometimes you will get ice crystals.
  • Reinvigorate Localized Resource - Spend 5000 authority to reduce the timer on all localized resources by 50%. Meaning that if a resource was set to respawn in 12 days, it would now spawn in 6.
    Benefits both the realm and players under it. Maybe it should be announced realm-wide.
  • Justice Enforcement Siege - Spend 30000 authority and gain rights (and some salem-like advantage against walls) to siege a personal claim or village under the realm.
  • Feasting Hour - Spend 3000 authority to announce (Maybe even with personalized text) a realm wide feast hour where all FEP effectivity is multiplied by 1.25. Can only be used once per day.
    Benefits both the realm and players under it, and it would come off as a nice friendly gesture to all players in the realm. It also further encourages players to eat feasts together.

Also I thought of a new building for players to encourage realm submission:
Statuette of a king - Costs some stone and maybe some metal.
Every 24 hours, a player can interact with the statuette and gain some seeds of a random type with the quality of 1/4th of the realms best seeds of that plant. It gives the very weak players who dislike trading a guarantee to at least get a small benefit from living inside a realm.
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Re: Realm and Authority Uses

Postby GenghisKhan44 » Mon Aug 29, 2016 5:49 pm

Are there yet golden - or at least flower - crowns? I remember seeing ermine robes.
"...the dungeon and shackles are already at my threshold to show me here and now my eternal disgrace. Only you can work the miracle to make life possible for a soul so imperiled by doubt, O Atoner for all, exalted beyond saying." - St. Gregory of Narek, Book of Lamentations, Prayer 1.

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