Outpost Idol / Outpost Claim Concept

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

Outpost Idol / Outpost Claim Concept

Postby ciroth » Fri Aug 20, 2010 9:08 pm

Name: Outpost Idol / Outpost Claim
Cost: 600 stone, 20 w.blocks, 10 steel, 10 wrought iron, 5 tin, 5 copper, 100 dreams.
Build Menu: In Governement Options
Placement: Anywhere in world as long as it is not over existing village claim or existing personal claim. Even if it is its own village claim.
Destructablity: Yes Can be destroyed even with active authority. Soak can be set to something along the lines of 30. but around x2-3 the HP of Palisade wall
Repairs: As long as Authority is able to drain, no damage will be taken. No authority left, decay will hit the outpost. Repairs require Steel
Authority Drain: 5,000 per 8 hours for first outpost, 10,000 for 2nd outpost, 15,000 for 3rd one. (3 outposts will drain about 30,000 points per 8 hours)
Authority Cap Increase: 125,000
Fort Claim: 35x35
Max # Of Outposts: 3
Cooldown timers: 1 hour. Cannot abuse teleporting to Forts constantly.

Purpose: Allows villages to establish "Forts" or "Outposts" near allied positions, seiging purposes, or even supply and trade reasons. This is for Advanced or villages that are older as there is HIGH costs to building one. Unlike normal village claim, you cannot build an crossroad on these outposts. Only way to travel to these outposts are by foot or through new travel option "Teleport to XYZ Outpost." This will warp you to the outpost idol with TW restrictions still applicaible. The Idol is destructable and fairly weak as a palisade in terms of soak damage, which means you should construct walls around the fort for protection and what not. Fort Claim area cannot be expanded, it is set. Fort MUST be built away from any claims of any sort. P.claims can be build over Fort claims, but not the other way around. Fort Claim is similar to Village claim in what can and cannot be done by randoms and villagers.

Conquering Fort:
If any Chieftain or Lawspeaker of another village is able to "touch" the Fort Idol and they have "Outpost slots left" they may use an option called "Conquer Fort". This will take 10 minutes on the in game timer and cannot be distrupted. The villagers must protect or make sure any enemy forces in the fort is unable to interupt the chief or lawspeaker during this process. Once the Outpost idol has been converted it will become part of their village system and the previosu village will lose all control and teleport option over it. Idol will automatically have its HP reset to 25% of its total HP value and require repairs.

Search KEYWORDS: Fort, Fortress, Tower, Outpost,
Last edited by ciroth on Sat Aug 21, 2010 4:51 pm, edited 1 time in total.
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Re: Outpost Idol / Outpost Claim Concept

Postby melzar » Fri Aug 20, 2010 9:30 pm

interesting idea.. perhaps when a fort is conquered 100k authority is consumed from the conquering village?
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Re: Outpost Idol / Outpost Claim Concept

Postby Oblivior » Sat Aug 21, 2010 8:54 am

Autho drain is to high did you ever try and lead a village it is already hard to keep the current cap healthy because of the daily drain.

Towers like this have been suggested before,id like to see them but i don't see it happen soon since its not a needed thing.
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Re: Outpost Idol / Outpost Claim Concept

Postby melzar » Sat Aug 21, 2010 10:57 am

yes oblivior i have been in a village before. it was only 5 people and we kept the authority at 250k at all times.
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Re: Outpost Idol / Outpost Claim Concept

Postby exewu » Sat Aug 21, 2010 11:54 am

I like this idea quite a lot actually. Nice suggestion.
Personally I'd use it to place over HQ resource nodes, keeping authority up on multiple clay/soil/water villages is a huge pain in the ass.
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Re: Outpost Idol / Outpost Claim Concept

Postby Oblivior » Sat Aug 21, 2010 12:00 pm

exewu wrote:I like this idea quite a lot actually. Nice suggestion.
Personally I'd use it to place over HQ resource nodes, keeping authority up on multiple clay/soil/water villages is a huge pain in the ass.

Yeah like i said, allot of us have a job and can't nolife all the time to get the Autho cap up it sometimes even drops to 0 before we notice it. some also travell allot.
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Re: Outpost Idol / Outpost Claim Concept

Postby ciroth » Sat Aug 21, 2010 4:36 pm

Oblivior wrote:
exewu wrote:I like this idea quite a lot actually. Nice suggestion.
Personally I'd use it to place over HQ resource nodes, keeping authority up on multiple clay/soil/water villages is a huge pain in the ass.

Yeah like i said, allot of us have a job and can't nolife all the time to get the Autho cap up it sometimes even drops to 0 before we notice it. some also travell allot.


Hunting helps. if you got 2-3 players who hunt on a daily basis... this drain really is nothing. Miners and Farmers also add a lot of LP once they finish tending the fields or mined a few cuppies worth of ores.

The Drains of course are just suggested values, the point i'm trying to make is that this thing is for villages that have been around for a while and has grown in size and have become much more advanced, which makes keeping up the drain pretty easy.
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Re: Outpost Idol / Outpost Claim Concept

Postby DatOneGuy » Sat Aug 21, 2010 4:42 pm

Oblivior wrote:Autho drain is to high did you ever try and lead a village it is already hard to keep the current cap healthy because of the daily drain.

Towers like this have been suggested before,id like to see them but i don't see it happen soon since its not a needed thing.

Have you ever tried running a village with more than one person in it?
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Re: Outpost Idol / Outpost Claim Concept

Postby Oblivior » Sat Aug 21, 2010 6:58 pm

DatOneGuy wrote:
Oblivior wrote:Autho drain is to high did you ever try and lead a village it is already hard to keep the current cap healthy because of the daily drain.

Towers like this have been suggested before,id like to see them but i don't see it happen soon since its not a needed thing.

Have you ever tried running a village with more than one person in it?


Yeah ofcaurse but most of us are currently never online.
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Re: Outpost Idol / Outpost Claim Concept

Postby Granger » Sun Aug 22, 2010 2:21 am

Oblivior wrote:
exewu wrote:I like this idea quite a lot actually. Nice suggestion.
Personally I'd use it to place over HQ resource nodes, keeping authority up on multiple clay/soil/water villages is a huge pain in the ass.

Yeah like i said, allot of us have a job and can't nolife all the time to get the Autho cap up it sometimes even drops to 0 before we notice it. some also travell allot.


Where is the problem with an idol on resource location having no auth?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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