1. change villge claim occupy whole layers as follows L0, I mean(sorry about my bad english) if you just set village coords 100 100 ~ 0 0
then suitable coords of L1~L5 100 100 ~ 0 0 should be subordinated to ownvillage claim as well, so you only can build village authority objects only on ground
this will make sieg system more clear, and variable battles better and will motivate ppl to widening village claims. (if can't atleast from after world)
2. village authority 'wrestling'
when two village's claims are touched in 10tiles(or whatever) both village's authorities would be ran out untill one village absorbed or till 0 auths(so be destructable loosing one)
3. CR warp costs authority +(when one come from other village, arrive one would costs)
I suggested because they are reasonable. not quite sure how explain to you guys about their good and bad
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Village claim changeness
Already suggested and even got positive comments from Jorb if I recall right.Karlq wrote:1. change villge claim occupy...
Interesting thought there, but given the current state of the game, highly abusable.Karlq wrote:2. village authority 'wrestling'
No. just... No. Like you can't instantly regenerate all that auth anyway.Karlq wrote:3. CR warp costs authority
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
-
Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Village claim changeness
Actually I do agree with CR Warping costing authority and in fact I believe it was suggested before. Obviously the amount of authority it costs should be small for those hermit type villages (let's say 10 auth) so as not to affect them greatly, while 10 auth for a larger village which has numerous players porting around would balance out with the amount of LP they gain towards more auth. Also distance should play a factor in the cost as well.
Of course such a system is easily abusable if you have a traitor (or retard) in your village who would warp around until your authority is below 50k. Not sure on a way to remedy that.
And even then some people think the whole CR system should be removed/replaced anyways so probably my post is pointless.
Of course such a system is easily abusable if you have a traitor (or retard) in your village who would warp around until your authority is below 50k. Not sure on a way to remedy that.
And even then some people think the whole CR system should be removed/replaced anyways so probably my post is pointless.
-
ninja_yodeler
- Posts: 1880
- Joined: Wed Dec 29, 2010 4:15 am
- Location: Look outside your window.
Re: Village claim changeness
give no reason for betrayal. educate retards. solved.Kaios wrote:Of course such a system is easily abusable if you have a traitor (or retard) in your village who would warp around until your authority is below 50k. Not sure on a way to remedy that.
+1 for the way kaios is saying it, that sounds like fun
Phaen wrote: RIP Homicidal Ninja
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Village claim changeness
That's the point of calling someone retarded--they can't be educated. The person has such a low capacity for learning that it takes much time and effort to train them, let alone get them to think things through. I've worked with the mentally handicapped. Nearly all of them are good people, but can only do simple tasks. I'll stick with smashing stones with hammers instead of my forehead, thank you.ninja_yodeler wrote:
give no reason for betrayal. educate retards. solved.
If you want to make a crossroad an Authority object, why not just have building it cost X Authority, linking it cost Y Authority based on distance, and cost Z Authority drain every game day? This way, small hermit villages aren't seriously effected by the costs and large villages don't spam xroads and link them everywhere.Kaios wrote:Actually I do agree with CR Warping costing authority and in fact I believe it was suggested before. Obviously the amount of authority it costs should be small for those hermit type villages (let's say 10 auth) so as not to affect them greatly, while 10 auth for a larger village which has numerous players porting around would balance out with the amount of LP they gain towards more auth. Also distance should play a factor in the cost as well.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
-
DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Village claim changeness
I prefer Kaios' idea more. Ecspecially the distance affecting auth loss.MagicManICT wrote:If you want to make a crossroad an Authority object, why not just have building it cost X Authority, linking it cost Y Authority based on distance, and cost Z Authority drain every game day? This way, small hermit villages aren't seriously effected by the costs and large villages don't spam xroads and link them everywhere.





-
AnnaC
- Posts: 853
- Joined: Wed Jun 23, 2010 6:15 pm
Re: Village claim changeness
Why should the village spend authority to use crossroads? That's what agility and travel weariness are for. The village doesn't care who leaves or arrives via a crossroad. Not too mention if you want to set up a public travel network for your local region, that'd be nothing but an undo drain on you. Oh wait, public access services? Doesn't happen anymore because of griefers amirite? This game community sucks.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)