Looking back over the feedback and usage patterns for City Destruction, I think that we need to make some tweaks and changes to the system to try and make it a more fun and involving part of Achaea. Now that classleads are done (for the moment), I'm going to share some ideas / brainstorming that I had, and give you guys a chance to add your two cents in the formative stages.
I'm going to preface this by saying that none of this is set in stone, I'm just throwing it out there for you guys to look over and comment based on your own dealings with the current system! Numbers in parenthesis are just placeholders and rough numbers.
Don't like something? Say why! Got a better idea? Post it up!
Without further ado:
War Points:
- A new tally system that acts as an end-goal for mutual hostilities, more details interspersed throughout the proposal
- When hostile relations are declared, the first city to declare will specify a war point goal as well as a gold bounty/wager for the war. The second city will then either accept or decline and a different wager can be set.
- The bounty/wager is then held in escrow for both cities, and granted to the victor upon reaching the war point goal.
- War points are accumulated in the following ways:
- Killing enemy soldiers.
- Destroying enemy rooms.
- (Potentially) Sanctioned raid time.
- Foiling a sanctioned raid - dismantling/capturing an enemy tank.
Sanctioned Raids:
- Restore general experience loss for deaths inside cities when a sanctioned raid is not active.
- This could potentially be a 50% reduced value.
- Sanctioned raids are automatically declared when (5) deaths occur in a (30) minute timeframe inside the city.
- Upon sanctioning all experience loss/gain is suspended
- Sanctioned raids will now have a minimum timeframe (to prevent stopping/starting by raiders to take advantage of the experience loss.)
City Destruction:
- Tanks become a new form of resource available to cities, they're checked out by an appropriately ranked citizen.
- There is a limit of (5) tanks at any one time still, but this can be supplemented by capturing enemy tanks in sanctioned raids (up to a maximum of (3).
- The tanks would regenerate (up to the maximum) every Achaean year.
- Instead of summoning a spark, a tank is placed in the room with the raiders, it feeds of the hostile energy to charge the tank.
- Each defender death in the city causes the tank to charge up, with three cumulative levels of effectiveness:
- Level 1: Destroys the current room
- Level 2: Destroys the current room and one room in each direction.
- Level 3: Destroys the current room and all rooms in line-of-sight from the current room.
- There would need to be some slow buildup on it's own to provide reason for the defending forces to want to defend.
- Tanks need to be manually detonated by the attacking forces (an instant ability)
- Victory experience scales based on the number of rooms destroyed.
- Defending forces can route the attackers by clearing them out of the room, either by killing them or forcing them to move. Once they control the room with the tank, they can:
- Dismantle the tank, granting a similar experience bonus as attackers do upon destroying a room.
- Capture the tank, granting a smaller/no experience bonus, but adding an additional tank to the defending city's arsenal.
- Manual city room repairs are removed.
- Rooms are repaired at the rate of one every (3) Achaean months, at a fixed cost to the city.
Empowered fonts:
- Potentially new powers added to the font arsenal:
- Something to speed up the decay of enemy room effects inside the city.
- Something to provide a city-wide "indoor" protection for a very limited duration.
Comments
If both sides have to agree, it will never happen. The raid system sort of works. the war system does not. mashing the sort of working bit into the broken bit isn't going to fix anything. If the second city refuses to go to war they should suffer some sort of penalty. Otherwise it's almost always in their best interest to refuse. Or they just shouldn't have a say in it at all.
Line of sight room destruction is interesting but some cities could suffer more than others depending on layouts.
Not that I think refusal of a declaration should be an option If cities want to avoid a war it should be done politically through the city leadership, not simply through a command in the system. The flip side to that being that maybe cities shouldn't be able to declare for just any old reason.
For instance, your MoW/Council member/City Leader declares a raid, with the objective of, say, destroying a specific room.
The raiders then get a window to achieve that objective in. If they win, that is to say, they accomplish what they came to do, they make off with some of the City's money, an experience boost, or something like that. If time expires, they're booted, or for some other reason they fail to achieve their objective, the raiders have to retreat, and can't sanction for some time (so that people don't just keep trying again and again and again).
I think the biggest objective to a codified war system is the disparity between the potential for conflict and the way it actually plays out. Hardcoding something like Silas' idea will simply turn into 'who can raid when the other guys are asleep more?'. Implementing a minimum defenders requirement somewhere (enlisted City soldiers) is probably not a bad idea. Too many people sign up to be City soldiers for no well-considered reason (apart from summoning sparks) anyways.
1) Causing any natural buildup encourages raiders to attack when there are fewer qualified defenders about, as they'll eventually reach their maximum potential regardless of any killing with no risk.
2) Removing any natural buildup encourages defenders to not attack without overwhelming odds lest they have a single bad rush cost them all their rooms.
3) 'Non-coms' become a liability as opposed to assistance in defense
4) 'Capturing' a tank will never happen with a competent raiding group. If three raiders are prepared to instantly set off the tank should a fight turn sour, it's going off regardless.
Possible solutions to those problems:
1) Natural buildup occurs, but stops at certain point, ideally level 1 where it would only take out the single room. This means you could accomplish an objective if you raided an empty city, but a relatively minor one.
2) Cause a brief 'cooldown' period once the tank hits the threshold to level up. Meaning once the tank is 'fed' enough to hit level 2, it can't gain more power until it 'settles'. This means a failed rush would cost you, but you'd have a freebie to messup without costing you a lot of rooms.
3) Make it so killing people who aren't soldiers is worth significantly less (1/10th?) towards charging the tank, and that kills by those who aren't soldiers are worth significantly less as well. Meaning you want soldiers to go on the offensive with you, but those who don't enjoy combat and offensive raiding can still defend their homes without being costly towards the tank.
4) Possibles: Make detonating the tank a ~5s channel that you can't act during with a 3rd person message. Make a specified number of defenders/soldiers (2-3) who are non-graced prevent the tank from blowing up if they're in the room.
Some other issues that are basically impossible to address from a coding standpoint: Non-citizens defending a city. Rogues/Other cities, basically acting as a zero-risk part of the defense group. The encouragement to work in rooms with higher LoS benefits cities with beckon more than others (walling every direction is easy, double-blocking every direction is not). I'm sure there's other things as well, but this is a first thoughts sort of thing.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Besides, range is significantly reduced on most things, and I'm sure the few things that aren't addressed yet will be eventually.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
ETA: Not to mention, it'll be discouraging and damaging to the current structure to promote only combat types from moving up the ladder. That kind of mentality rarely leads to good things, in any field but combat (and not always, even then).
I like the idea of leaving it up to players to decide how far a war goes, how much they're willing to put up with. But, it's also stupid to not establish a higher limit on damage. No City can withstand siege forever.
So, let's say that if certain rooms are damaged, they can't be repaired until the war is over? Important things that -actually- mess with you. Shops, Postal Offices, Banks, Barracks, Council Rooms, Arenas?
This gives Cities the option of fortifying those places with guards, but that sacrifices general defence, since those particular rooms are rarely near city entrances and defensible positions anyways.
Hopefully, the destruction of those rooms will force Cities to capitulate at some point, making it possible to force an enemy to accept terms, rather than affording them the option of simply waiting it out forever, without having to hardcore the winning scenario conditions. Middle of the road!
Also, reduce the amount of guards available, or perhaps the amount of guards you can replace in any given period of time, during times of war, to account for the increased burden placed on Cities by their enemies.
Edit: Couple little changes.
If shops are going to be eligible to be destroyed, shop owners and leasees should be compensated by either reduced taxes or a refund of taxes for the amount of time their shops are not accessible and able to provide business.
It matters a great deal to people on periodical leases and pay for the privilege of running a shop for X amount of time.