
theTrav wrote:while I think sieges would be neat, I don't think it gels well with the current village implementation... Perhaps when it becomes possible to make serious fortifications rather than just a few walls.
Until then I'd think giving the contest mechanic some sort of low magic, shamanistic, theme to match the whole flaming skull totem dealy. Alternatively just make it a big fight out that goes something like:
1 - Attacker errects a conquest banner
2 - Timer starts ticking down, it's visible to both sides (maybe spectators as well?)
3 - Attacker needs to have someone within a certain radius of the banner until the timer hits zero
4 - If defenders get in the radius at the same time as attackers, the timer stops
5 - If defenders get in the radius and the attackers don't the timer increases
6 - The whole time the conquest is running a second timer is ticking down to indicate the time within which the conquest must be completed.
End conditions
Timer hits 0 - Attacker wins
attacker timer > conquest timer - Defender wins
You could balance it out by tweaking the timer initial vallues and change rates, you could make conquest easier/harder than destruction, you could use you XMPP protocol to alert people that their village is under attack.
Jackard wrote:this sounds similar to darkfall
theTrav wrote:Where did "scheduled" pvp come from?
My suggestion wasn't for a schedule so much as "there's a battle going on RIGHT NOW, it's going to last for at least the next XXX time and will at most go for XXX time units" Then people can decide whether to be part of the battle or not.
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