Factions / Kingdoms

Have a suggestion or an idea for Life is Feudal: MMO ? Post it here!

Siegbert
Alpha Tester
 
Posts: 1368
Joined: 02 Nov 2013, 15:15
Location: Germany

Re: Factions / Kingdoms

Post by Siegbert » 15 Apr 2014, 20:40

Shit, Zathurus... you should really try to write shorter posts. This is the interwebs :oops:


Zathurus
Alpha Tester
 
Posts: 250
Joined: 15 Apr 2014, 01:28

Re: Factions / Kingdoms

Post by Zathurus » 15 Apr 2014, 22:55

Siegbert wrote:Shit, Zathurus... you should really try to write shorter posts. This is the interwebs :oops:


Use position to define faction, causing grouping. A perscon can't claim land near someone else without being there faction/joining there faction.

People in the same area become or must be a faction, and have to pay to support the protection of that village by hiring guards building community defenses around there perimeter, that grows and shrinks based on faction success. Success defined by hired guards, and NPC support that adds to there villages or outer area farms that can shelter in there castles

Players must keep NPCs happy by doing there quests, and keeping the area clear of various NPC spawning nests near there areas.



Have some administrative limits of factions (groupings) that can be balanced by Administrators increasing and decreasing perimiter cost so larger cost more.

Create ability to build a safe base (factioin area), and a few front line castle base in a disputed more PVP area

Safe base must supply front line bases, front line bases are under risk of seige, and logisstics and cargo raiding becomes part of strategy as would supply a fort under seige

Villages that are built attract NPCs that help further the village, and follow the village to make a rebuild at a newer location faster, if a player decides to move his location.

All tunneling entrances must be inside Faction walls if safe tunneling, Fortress tunneling can be outside faction walls. however there must be some overland movement between safe area and fortress area.

And areas where tunneling is used for security resupply of front line forts, those tunnels can be detected, dug to and attacked, traps set, or entrance to a town can be set. Walls can also be tunneled under, if a wall foundation floor is not built for forts.

The purpose of Twitter is so that nobody says anything with any depth in the comment

Zathurus


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Factions / Kingdoms

Post by Protunia » 15 Apr 2014, 23:18

Is this a suggestion??? Or about the Players RPing factions themselves?

Just wondering because its in the Lore Section and I see a lot of suggesting how the game should be. :D

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Factions / Kingdoms

Post by Arrakis » 15 Apr 2014, 23:28

I made this thread when I was fresh and stupid :D I have stopped observing it, perhaps you are right, it should be in suggestions.

Image

User avatar
Flannery
Alpha Tester
 
Posts: 149
Joined: 05 Feb 2014, 08:25
Location: Norway

Re: Factions / Kingdoms

Post by Flannery » 19 Apr 2014, 16:12

Zathurus wrote:
Siegbert wrote:Shit, Zathurus... you should really try to write shorter posts. This is the interwebs :oops:


Use position to define faction, causing grouping. A perscon can't claim land near someone else without being there faction/joining there faction.

People in the same area become or must be a faction, and have to pay to support the protection of that village by hiring guards building community defenses around there perimeter, that grows and shrinks based on faction success. Success defined by hired guards, and NPC support that adds to there villages or outer area farms that can shelter in there castles

Players must keep NPCs happy by doing there quests, and keeping the area clear of various NPC spawning nests near there areas.



Have some administrative limits of factions (groupings) that can be balanced by Administrators increasing and decreasing perimiter cost so larger cost more.

Create ability to build a safe base (factioin area), and a few front line castle base in a disputed more PVP area

Safe base must supply front line bases, front line bases are under risk of seige, and logisstics and cargo raiding becomes part of strategy as would supply a fort under seige

Villages that are built attract NPCs that help further the village, and follow the village to make a rebuild at a newer location faster, if a player decides to move his location.

All tunneling entrances must be inside Faction walls if safe tunneling, Fortress tunneling can be outside faction walls. however there must be some overland movement between safe area and fortress area.

And areas where tunneling is used for security resupply of front line forts, those tunnels can be detected, dug to and attacked, traps set, or entrance to a town can be set. Walls can also be tunneled under, if a wall foundation floor is not built for forts.

The purpose of Twitter is so that nobody says anything with any depth in the comment

Zathurus


Hey mate!

I do not mean to disrespect you or anything, cause I have nothing against you - On the contrary I read your ideas with enthusiasm :beer:

But I keep seeing you go on and on about a NPC driven mechanic where you have NPC villagers and guards.

This will not happen in LiF - so basing ideas upon such mechanics really is no point at all. Better to base ideas on, and around what we know will be the core game.

Why use time on ideas that directly contradict the visions of the Dev's?

One thing is to help develope and have a brainstorming around what can be done and possible with in the frames the Dev's have set clearly down for us - another is to use time and space on ideas that the Dev's have said will never be in this game.

I really have respect for your creative mind - as you clearly have good thoughts around gaming. Why not use it for something that can be used with in the frames of the Dev's?
"The enemy of my enemy - is my friend"

Image

"Tides of War" Pre Alpha Videos
http://www.tidesofwargame.com


Zathurus
Alpha Tester
 
Posts: 250
Joined: 15 Apr 2014, 01:28

Re: Factions / Kingdoms

Post by Zathurus » 20 Apr 2014, 02:18

Flannery wrote:Hey mate!

I do not mean to disrespect you or anything, cause I have nothing against you - On the contrary I read your ideas with enthusiasm :beer:

But I keep seeing you go on and on about a NPC driven mechanic where you have NPC villagers and guards.

This will not happen in LiF - so basing ideas upon such mechanics really is no point at all. Better to base ideas on, and around what we know will be the core game.

Why use time on ideas that directly contradict the visions of the Dev's?

One thing is to help develope and have a brainstorming around what can be done and possible with in the frames the Dev's have set clearly down for us - another is to use time and space on ideas that the Dev's have said will never be in this game.

I really have respect for your creative mind - as you clearly have good thoughts around gaming. Why not use it for something that can be used with in the frames of the Dev's?



Well I am actually also talking about society.

Although for game relevance, discussing feudal systems is a good idea if only to think on those topics.

on the topic of NPC villagers that can be emulated as any bonus for any building in ones town. If you get a bonus in any area for building a type of structure, that is an emulation of some villagers working at that structure, so they may be doing some of that, and not fleshing out the actual NPCs currently.

So if you added equipment, or buildings that add to your harvesting ability, that can be presumed to be some NPCs working for you.

You can replace each comment with NPC villagers, with Craft or Town base skill bonuses or abilities. And the comments mostly make the same sense, although without all the flavor.

If you don't clear out some enemy nest near property, they might damage a structure and lower some skill, would equate to scare away villagers.

If you want to build a castle, you probably have to build some equipment, no one person could build a castle very often, so it emulates the npc villagers as some ability to build something, or bonus to build something. Since in real life the equipment had hired or in feudal systems peasant workers working there.

So any 'requierment' to build something being based on finishing quests, or hampered during attacks by pve or pvp, would emulate having villagers.

That being said, all the ideas of losing villagers could translate to losing bonuses to time to build or repair, or ability to build. Damaged or looted equipment for example.


A perimiter fence that 'protects your area' emulates hired guards. And showing them building walls, or repairing, or policing streets would be NPC villagers, however the mechanism of a Clan Fee and keeping a 'fence up' or a 'housing fee' and keeping property safe from pillagers, is an emulation of hiring some NPC guards.

Return to Suggestions and Ideas