I just want to say that what I read looks like a positive direction for the game. Being able to have relatively safe trade zones and effective sieges would be a benefit. I look forward to seeing the ideas become more refined.
In the end I'm hoping for a lot of drama and diplomacy both within and between kingdoms. And less murder. =D
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abt79
- Posts: 1627
- Joined: Thu Feb 06, 2014 1:59 am
- Location: looking for black coal, completely in vein
Re: Kingdoms
However for relative safe zones we need probably need a larger community to provide that safety, and even that might not provide safety because guards might be inactive.Phizuol wrote:I just want to say that what I read looks like a positive direction for the game. Being able to have relatively safe trade zones and effective sieges would be a benefit. I look forward to seeing the ideas become more refined.
In the end I'm hoping for a lot of drama and diplomacy both within and between kingdoms. And less murder. =D
We really need Non-player guards who have no choice but to be online for any semblance of safety in large trade cities or ports.
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lachlaan
- Posts: 488
- Joined: Sat Apr 06, 2013 9:32 pm
Re: Kingdoms
Oh by the way, you guys might want to reconsider the kingdom flag overriding the town ones. People are paying the cashmoneez to get sketchbook pages for their flags and in will come the kingdom of Dickydong with their questionably phallic flag image ruining all that.
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Kingdoms
The intended mechanics for kingdoms make it so you won't need guars though.abt79 wrote:However for relative safe zones we need probably need a larger community to provide that safety, and even that might not provide safety because guards might be inactive.Phizuol wrote:I just want to say that what I read looks like a positive direction for the game. Being able to have relatively safe trade zones and effective sieges would be a benefit. I look forward to seeing the ideas become more refined.
In the end I'm hoping for a lot of drama and diplomacy both within and between kingdoms. And less murder. =D
We really need Non-player guards who have no choice but to be online for any semblance of safety in large trade cities or ports.
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Minion
- Posts: 71
- Joined: Tue Feb 21, 2012 1:23 pm
Re: Kingdoms
Just idol speculation...
An incentive to be a vassal could include some form of kingdom trading forum without the need to travel.
An incentive to be a vassal could include some form of kingdom trading forum without the need to travel.
- - Implement a building that hermits/villages/kingdoms can build that allows trade within a kingdom.
- Items traded take time to arrive depending on distance between buildings.
- Trades can go only two directions, vassal to kingdom and vice versa. Not vassal to vassal. This is to allow the kingdom to benefit from their vassals, introduces a trader role within a kingdom, and lets a kingdom markup the prices.
- Trades are limited in either amount traded, time between trades, distance or a combination of these. This limit is increased as time progresses, the more a vassal contributes the greater the trading reward. Also consider a time limit before a trade can occur, to help stop kingdom switching.