The grasp for War: A rudimentary War and Territory System

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

The grasp for War: A rudimentary War and Territory System

Postby JTG » Mon Mar 15, 2010 12:12 pm

There is a need for a fun, and useful village vs village system, so you can capture their lands, or wipe them instead of just coming by and ruining everything and trying to kill each other occasionally.

Here is my suggestion.

Leaders of a village, or maybe a higher form of settlement could declare war on other villages, They would have to actively walk by and drop the banner.
After that a claim type thing forms where only people part of either village could enter, but not leave.

Maybe you could form alliances with other villages, or mark them so they can come in.

Getting Killed inside of it while it is active would not result in you dying, but instead a ticket would be taken from your side, and you would respawn.
This is because if you still died, it wouldn't make people declare war actively, and this suggestion would be no better than what we do now.

There would also be a timeframe in which it has to be finished, and maybe a minimum amount of people, so people couldn't place war decs against each other forever.

Destroying objects in the other village also yields more points than a kill.

Siege equipment, and other placables could be placed faster and easier in a war claim, or could be dragged in, they could hit from a distance.

On victory, you could get a choice to either capture or destroy the village idol, and all associated control objects. That way you could have actual territories spanning the map as villages slowly grow into kingdoms, and empires, using their new captured territory to further spread in directions.

Maybe the village idol thats capturing a lot would grow in stages, just for a nice brutal decoration.

The people under the captured idol can leave, or stay. The people who capture it can remove them, if needed.

People would undoubtly continuously place war decs against themselves or each other to protect themselves, so maybe a individual timer of village vs village, not just a timer for every village on placement.
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Re: The grasp for War: A rudimentary War and Territory System

Postby vikingdragons » Mon Mar 15, 2010 12:39 pm

Hmm, this is interesting. It could possibly work, although IMO i much simpler combat system and no demi-god stats would be better. However, this War Banner thing could work, it just seems a little complex. How much space would these banners claim, anyway? to have a real war you will need at least square kilometer. Otherwise, it is just another skirmish.
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Re: The grasp for War: A rudimentary War and Territory System

Postby JTG » Mon Mar 15, 2010 1:11 pm

tbqh, Its a critique and idea forum you can discuss the mechanics of a suggestion and add in your own ideas.
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Re: The grasp for War: A rudimentary War and Territory System

Postby Potjeh » Mon Mar 15, 2010 1:31 pm

I think it'd be simpler to just make authority objects destructible by ram (not by hand, no matter the strength), make rams unbuildable on village territory, and increase rams' range a bit so they can cover statue radius in one go. So, you build a ram on the edge of enemy territory, destroy flags and statues one by one, and when you reach the idol and destroy it, the village is disbanded and you can put up your own idol if you want to take over the territory.

As for the whole not getting killed part, I'm not sure I like it. Death should be all or nothing, not a convoluted system of special rules and exceptions.
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Re: The grasp for War: A rudimentary War and Territory System

Postby Coldsteel » Mon Mar 15, 2010 1:32 pm

Sounds very Shadowbane-esque
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Re: The grasp for War: A rudimentary War and Territory System

Postby JTG » Mon Mar 15, 2010 1:50 pm

Well I see it as being a way for us to finally move into a feudal era sort of deal in game, with the unification of hundreds of tribes and kingdoms by force or common interest.

The non death thing is so people have more incentive to actually use the system, instead of avoiding a massive all or nothing by not participating, and making the thing into more of a war than a regular raid.

And yeah, I mostly take these ideas from shadowbane as I played it for a while a long time ago.
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Re: The grasp for War: A rudimentary War and Territory System

Postby Potjeh » Mon Mar 15, 2010 2:03 pm

The problem is what you say it is, but I don't agree with your solution. Overhauling the whole character development system so that making characters is more a question of resources than time would do the job better. Giving death immunity to attackers just makes attacking too cheap. Besides, it's a bit unfair that a peaceful farmer can permadie at any time, but raiders have no such concerns (declare war on alt village, put hearth in war camp, enjoy summoning immunity).
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Re: The grasp for War: A rudimentary War and Territory System

Postby JTG » Mon Mar 15, 2010 2:20 pm

Well, you did point out some flaws with my idea, I just want there to be a way for some ambitious group of people to start capturing all the other villages.

As it is right now, people just raid each others villages until one is mostly dead and dies out or has to move, this would actually be a more peaceful solution of a sort.
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Re: The grasp for War: A rudimentary War and Territory System

Postby vikingdragons » Mon Mar 15, 2010 8:09 pm

JTG wrote:As it is right now, people just raid each others villages until one is mostly dead and dies out or has to move, this would actually be a more peaceful solution of a sort.


peaceful? war isn't suppose to be peaceful! you just lost my support on this post. :evil:
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Re: The grasp for War: A rudimentary War and Territory System

Postby theTrav » Mon Mar 15, 2010 8:12 pm

why not re-use one of CG's old war posts instead of create your own? Your ideas have much in common
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