More Ideas to Add More Interest
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Don't both of these fall under jumping to pvp combat without prior conflict, though?
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Don't both of these fall under jumping to pvp combat without prior conflict, though?
You are confusing a rule for PKing with a rule for PvPing, PvP can be anything from a bar room brawl to a 10GP mugging. We don't ask you to write someone a strongly worded letter before starting a brawl with them.
I'm glad you brought it up though, since it's a common misconception that PvP somehow has to mean looting and killing.
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@Deadlock:
Don't both of these fall under jumping to pvp combat without prior conflict, though?
You are confusing a rule for PKing with a rule for PvPing, PvP can be anything from a bar room brawl to a 10GP mugging. We don't ask you to write someone a strongly worded letter before starting a brawl with them.
I'm glad you brought it up though, since it's a common misconception that PvP somehow has to mean looting and killing.
Oh, wonderful. I was worried one of my few schemes was off the table since last time I heard about the ruling.
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Some form of storage for Player Factions
Unlike DM Factions, player factions do not have the luxury of almost limitless resources and gear at their disposal. Basically what we see is what we get. Everything we collect or find during quests or DM quests are put back into the faction.
Sadly however it also means we have to carry all the faction gear for future and potential recruits on us. I am sure I am not the first of the Player Faction players to say this and I probably wont be the last but: Player Factions direly need means to store some gear.
Either by allowing them to rent storage facilities or allow them to purchase some -100 weight bags to aid such.I believe this will be a step in the right direction for making it abit easier for Player Faction to survive and add intrigue to CoA.
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PostPosted: Sun Aug 21, 2011 6:53 am Post subject:
Some form of storage for Player FactionsUnlike DM Factions, player factions do not have the luxury of almost limitless resources and gear at their disposal. Basically what we see is what we get. Everything we collect or find during quests or DM quests are put back into the faction.
Sadly however it also means we have to carry all the faction gear for future and potential recruits on us. I am sure I am not the first of the Player Faction players to say this and I probably wont be the last but: Player Factions direly need means to store some gear.
Either by allowing them to rent storage facilities or allow them to purchase some -100 weight bags to aid such.I believe this will be a step in the right direction for making it abit easier for Player Faction to survive and add intrigue to CoA.
There are storage chest anyone can access on the server they are just well hidden in X areas they do exist, the problem with player factions most have such a quick spark flavor of the month feel it seems like a waste of time on a builder stand point.
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PostPosted: Sun Aug 21, 2011 6:53 am Post subject:
Some form of storage for Player FactionsUnlike DM Factions, player factions do not have the luxury of almost limitless resources and gear at their disposal. Basically what we see is what we get. Everything we collect or find during quests or DM quests are put back into the faction.
Sadly however it also means we have to carry all the faction gear for future and potential recruits on us. I am sure I am not the first of the Player Faction players to say this and I probably wont be the last but: Player Factions direly need means to store some gear.
Either by allowing them to rent storage facilities or allow them to purchase some -100 weight bags to aid such.I believe this will be a step in the right direction for making it abit easier for Player Faction to survive and add intrigue to CoA.
There are storage chest anyone can access on the server they are just well hidden in X areas they do exist, the problem with player factions most have such a quick spark flavor of the month feel it seems like a waste of time on a builder stand point.
I have highlighted the important word in your comment. Most Player Faction but not all.
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The ones who do usually earn a base anyway.
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Add resource points that are held by hostile NPCs which can be capturable by factions that could be used to their own benefit. Depending the length of time a faction holds onto a resource point it will receive a number of whatever that resource is that they captured. These resources would be used for projects that the appropriate resource is needed to accomplish such CoG making a new battle golem from the mine they had liberated from bandits. The mine is a simple example but it should be way more creative ideally for instance a graveyard for factions whose focused around necromancy. Also by scattering resource points around the server it would give players an incentive to go out and explore to find more so that they could help their faction.
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Resource Points
I quite like this, but, how do you cope with a resource point captured by Faction A who then has to log off. Faction B in another TZ logs on and is unable to capture the resource point because Faction A isn't around to defend it IC. Seems a little unfair. Also, I suspect that Faction A will want their soldiers to defend the resource and this would involve DM support. If a creative way round this issue were developed, I'd be interested.
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Perhaps let players build Tesla coils and S.A.M. sites around their tiberium deposits so other players have difficulty reaching them.
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In addition to fortifications why not script it so an opposing faction cannot try to take another faction's resource points without having a member of the faction they are trying to take it from online plus put a min number of players required in order for a faction to initiate an attempted resource takeover so that way one PC just doesn't buff himself up and gank everyone in the area. As for soldiers why not give players the option to hire NPC mercenaries that will assist them in fighting the battle? If you wanted to get detailed you could allow for a wide selection of mercenaries such as mage. fighter, rogue etc. and depending how much money you have the more powerful units you can get. This will encourage faction players to pool their gold collectively for a greater cause
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In addition to fortifications why not script it so an opposing faction cannot try to take another faction's resource points without having a member of the faction they are trying to take it from online
Because it is possible that this case may arise far too frequently. We have players from all over the world, and I can tell you that I have personally never seen certain players because they play from 4am - 6am my time. If we did this, we're pretty much confining these sort of battles to those who have the "proper" timezones. Some people will spend all their time attacking/defending points, and others will never see a single battle.
Let's not even get into all the PvP complaints that would arise if these kinds of large scale battles were done without a DM.
This idea had already been brought up in DM discussions before, so it's definitely on the table. If you can come up with some way of making it fair for everyone, I'm listening.
As for soldiers why not give players the option to hire NPC mercenaries that will assist them in fighting the battle?
This was also brought up, and it was pointed out that these NPCs would be using NwN AI against real people. 'nuff said, I think.
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It might help to code the old crafting system (or something similar) back into the module. As I recall, it was removed because individuals believed it was boring, and that players' time would be better spent exploring, adventuring, plotting, or roleplaying. That's probably true, but at least with the crafting system, players had a reason to log in and do something that didn't require DM support, for the direct advancement of their character.
At least it couldn't hurt the situation.
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There is something that looks fishily like a new crafting system peeking out in the crafting menu right now infact.
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_>
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@FZ:
It might help to code the old crafting system (or something similar) back into the module. As I recall, it was removed because individuals believed it was boring, and that players' time would be better spent exploring, adventuring, plotting, or roleplaying. That's probably true, but at least with the crafting system, players had a reason to log in and do something that didn't require DM support, for the direct advancement of their character.
At least it couldn't hurt the situation.
I dont see how this advances a character. Only adds coin. Interaction of a trade, ok but I rather spend that time roleplaying on some quests or plotting. If crafting would involve heading to strange, dangerous, away places to get component, altar, forge, etc. where you have to take others with you and can make every little crafting attempt a mini quest, cool. If the results would then also be a bit randomized so people dont go spam location x to get result y, even cooler.
Say a mystical forge allows you to create a weapon. Normally with a 50% chance it is a AB+1, but you get a 10% chance that it becomes a true +1, another 5% chance that it gains a +1 fire (since the forge is in a volcanic area) and a 1% chance of a 1D4 fire. The better the result though, the higher the cost since the local fire elementals are roused since part of their essence is drawn and you may face a lesser, normal, large, huge fire elemental that is really pissed off once you finished the forging.
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The gem/socket system is pretty much this already. You have to adventure to find rare gems with awesome properties if you want a really cool weapon.
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@FZ:
It might help to code the old crafting system (or something similar) back into the module. As I recall, it was removed because individuals believed it was boring, and that players' time would be better spent exploring, adventuring, plotting, or roleplaying. That's probably true, but at least with the crafting system, players had a reason to log in and do something that didn't require DM support, for the direct advancement of their character.
At least it couldn't hurt the situation.
I dont see how this advances a character. Only adds coin. Interaction of a trade, ok but I rather spend that time roleplaying on some quests or plotting. If crafting would involve heading to strange, dangerous, away places to get component, altar, forge, etc. where you have to take others with you and can make every little crafting attempt a mini quest, cool. If the results would then also be a bit randomized so people dont go spam location x to get result y, even cooler.
Say a mystical forge allows you to create a weapon. Normally with a 50% chance it is a AB+1, but you get a 10% chance that it becomes a true +1, another 5% chance that it gains a +1 fire (since the forge is in a volcanic area) and a 1% chance of a 1D4 fire. The better the result though, the higher the cost since the local fire elementals are roused since part of their essence is drawn and you may face a lesser, normal, large, huge fire elemental that is really pissed off once you finished the forging.
For me the point would not be to advance character, but it would give players a reason to stay logged in. "There are only a few players around right now and nothing for me to do, so I'll craft a little while hoping something will happen soon".
Of course, this means that any crafting system should be incredibly time-consuming and boring, so that they stop doing it as soon as there's something else to do! :lol:
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I don't mind crafting as long as it doesn't lead to the precious crafting system farming.
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Putting aside resource point battle system dilemma for a moment what if there were particular one time quests scattered around the module that you could undertake which could give your faction resources? By completing these tasks factions gain resources for ex. rescuing a bunch of dwarven miners up in Thunderholme from a goblin hordes gets you a shipment of ore or perhaps even something bigger like a pledge to aid your faction in a time of need. Also regarding player faction bases which was brought up earlier would it be feasible to let members of a player faction should they choose, design their own base with the toolset and upon DM review add it to the module. It's not that I don't trust DMs to make kickass areas I just think giving players the option to design their own HQ should the DMs think they are deserving of one could let them add their own personal touch to it.