(Ok, let's get this part over with first: REEEEEEEEE NO CITY GUARD CHANGES, ACHAEA IS PVP NOT PVG REEEEEEEEEEE)
Now that that is out of the way, here's my idea.
Lately I've been taking more of an interest in city guard mechanics, learning how they work, how to best employ them (thanks Mhaldor) and what their strengths and weaknesses are (thanks Mhaldor).
As most of you probably know, in order to hire or move a guard, one has to be in the room they want the guard moved to. This can be somewhat of an annoyance when trying to reposition guards to support a raid defence, or even for routine changes and repositioning. Obviously, though, it'd be too overpowered to just be able to sit in one spot and command guards all over the city...that is, without a bit of help.
I give you: the CITY GUARD COMMAND POST and SEMAPHORE (signal) TOWERS.
Guard Command Post
- Improvement that allows guards to be moved and stationed remotely.
- Only one Command Post per City.
- Requires at least one Semaphore Tower in order to operate - useless otherwise.
- When constructed, creates a room that can be entered from the room that it is constructed in.
- Limited number of people able to move guards at once (2? 3?)
- Person(s) stationing guards must remain still for the normal period of time, cannot move, etc.
- Must be placed within 15 rooms of the city Keystone.
Semaphore Tower
- Used in conjunction with a Command Post. At least one is required to be of any use.
- Sends semaphore signals to guards, allowing them to be commanded from a distance.
- Can be constructed ANYWHERE in the city.
- Has a (X) room "command range" from placement. All guards within that range may be restationed to another room within the coverage area.
- Up to five Semaphore Towers may be constructed in a City. Each tower constructed increases the command range of ALL towers by +1 room. A full complement of 5 towers allows guards to be moved anywhere in the City limits.
Other thoughts:
- Semaphores are tall and not exactly quiet, so it's quite noticeable when they are sending messages (A clacking and rattle of gears sounds from a nearby semaphore tower, The clacking noises fade to silence as a nearby semaphore tower stills.)
- Small penalties/bonuses to guard "travel" times depending on number of towers built?
- How to refer to rooms - room name? internal ID number?
I think this would add a bit more strategy to raids, and give defenders additional options when responding to a raid. Would appreciate any comments/suggestions.
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Comments
what 'strategy' is added by just moving guards from complete safety onto the enemy?
As for the 'problem' I am trying to solve...it may be just my lack of experience with guards, but I don't see an effective way of using guards to assist in a defense, given the time it takes to move them from one place to another. Hell, I see Ajoc getting bitched at for moving guards around during raids, and have no idea how he manages to pull it off even semi-effectively - they just seem way too slow, and the person summoning them is way too vulnerable to make any sort of a difference. This seems like it might make guards a bit more user-friendly.
Cyrene has the worst guard layout of any city, by a massive margin. They have made the same guard mistakes for over 200 years, that have been exploited pretty much every single raid against them.
This isn't the place to teach you on how to be more effective with guards (and isn't something I'm going to do anyway because it should be an IC learned thing), but please believe me when I say Cyrene needs to utilize guards differently than they do now!
Wanting to "flesh" out a system that already lies heavily in your favour is a bit tricky at best. All the things you're suggesting are additions to help you, but nothing that is a detriment or gives anything to the fighting team, so yeah, everyone's going to be pretty skeptical of changing anything without a very solid reason to (aka, an actual problem with the system) and a very solid counterplay.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
The only reason I could see for adding structures to city defence (of any flavour) is to give the attackers something else to attack.
I've no idea if Achaean raids need more tangible targets or not, but definitely listen to Cooper (who has been something of a guard layout authority in several IRE games).
Cyrene does have the worst guard system in the entire game. Your entire system was based around.. I think Aerek and Draqoom's Shield Mastery task where they devised a system where you can Call for Help from anywhere in the city and get constables.
Needless to say, there are a lot of stacks of only 3-4 constables, with very few having 5. (Or Worse, it's 3-4 constables + stationaries).
Targossas' was pretty awful a year-or-so ago which lead to an almost entire guard wipe before it was reworked and done over so it is at least marginally harder to just guard bash.
At the same time, it's ridiculously friggin easy to guard bash whenever you have 12+ dragons and next-to-no-one defending so... It doesn't reallllllly matter.
No specific thoughts on implementation at the moment, but just thought I'd throw that out there.
https://www.takethis.org
The issue is people probably don't want raids to be an RTS denizen battle rather than pk!
@Farrah, I understand that, and I don't want the game to turn into "push button, guards show up, raiders die" either, because yes, that does indeed sound boring (as much as I'd wish we could do that to Mhaldor sometimes.) However, I still think some improvements can be made to the current system, and a new balance struck between "push button, raiders die" and "OMG GUARDZ SUXORZ AND U SUXORZ IF U USE THEM".
Random, incoherent thoughts:
How about guards differentiated better by function? Instead of variations on delivering damage, what about guards who don't damage, but instead solely hinder, wall, becalm, beckon, report, serve as teleport points (Security aides can teleport to the location of the last guard that called out an enemy sighting or something), etc. Maybe delete Orb of Confinement and give that power to a guard type. Basically, something more interesting and satisfying to use, that relies heavily on smart positioning and moving them about, rather than "we need more damage numbers because our damage numbers are not as good as their damage numbers".
That said, it still needs to allow a city some kind of viable response against superior numbers, without it being something that can be abused by stacking with current defenders. I wish I could give a more fleshed out idea, but I can at least say with confidence that there are ways to create asymmetrical situations that are still balanced overall. Something that scales well with varying raid group and defense group sizes.
And honestly, if you really wanted to push this in a different (but possibly neat) direction, go even further and turn raids into a siege type event. Let the outside skirmishes be the realm of pure pvp and group organization, and give the raids a different flavor apart from "skirmish, but inside a city". This definitely changes the whole flavor of raiding and may not be everyone's cup of tea, but again: we already have skirmishes, crusades, etc. City raids could use a different approach without ruining a major appeal of the game, I think.
Random: Also, make city occupation a thing someday. I want to take over Hashan for a year and force them to listen to bad sermons at Crossroads or else they don't get dessert that day.
https://www.takethis.org
City war in a PvP game should involve the PvP system. The day city conflicts stop being resolved with players personally killing people is the day that city conflicts die.
I'm still not yet sure about specific mechanics, but after some thought, I've narrowed a lot of this down to scalability as the main design goal. Guards need to be something that can be leveraged effectively against an overwhelming raid group, but also lose a lot of their raw damage potential when paired with citizenry. I definitely still like ideas like being able to use them as makeshift walls, because I think that a cool feature of being the defender should be that you shape the conflict. It's your home after all, and you should have the terrain advantage.
https://www.takethis.org
Regardless, a lot of these are just idle thoughts. The core issue is, and has always been, that a mechanic you sometimes have to ignore for the sake of "fairness" is not a good mechanic.
https://www.takethis.org