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Updated War Rules

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Genius! I love the addition of war costs that is probably my favorite addition, this entire system will make war much more dynamic. My only concern is the thing with siege weaponry. It doesn't really specify about other things such as defensive weapons. Will the defensive side need to pay aswell to operate Ballistas for example? Or will they be able to keep the builds and ask a mod to operate it. Perhaps something in between where they simply need to pay ammo costs?

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Love these rules. Good job admins. :D

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I approve  +1 this post up   :manic: 

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The rules are good, and a lot of players have been asking for a cost as before only the defenders were ever at risk of paying a high cost. It also means now that you will seriously consider the consequences of a war and if you will make back your value in raiding smaller settlements and such instead of bigger targets that are more dangerous but can possibly pay off bigger.

 

If your not familiar with money sinks in almost any video game ever, your not familiar with how game economies need to constantly have an outflow of items to keep inflation down. This means 1: gold will stay valuable and so will iron for treb costs, and 2: Food will also get put to use as people get to very high level cooks and make food that lasts weeks+

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Interesting idea.  It is fairly arduous.  Complicated systems have a way of requiring large amounts of moderation (as well as being afflicted by bias).  The coding up to this point has seemed to head in a direction freeing GM's from repetitive work, but these rules definitely add a large burden.  I wonder if there isn't some better way to do this requiring less rules. 

 

I like the realism.  I dislike the idea that a defender should pay anything (suggested later - the idea should be to tone down all the warmongering and your 'price' for warring nations does this well).  I also dislike the removal of raids, but understand why it is necessary with the current player base attitudes.  I like the addition that robbery should take place on roads not in towns.  I don't think that anyone should be forced to abandon their claimed plots ever (land taking should be consensual).  Several instances in the fringe of such attacks caused us to lose many new players (as is evident from their posts).  I believe that destroying buildings was also a cause of player loss and think this part should probably be removed from your suggested changes. 

 

I know it has been suggested before, but adding code for things like battering rams and catapults would fit nicely (using your large costs for them) with professions.  They could be added with pre-determined cool downs thus freeing the GM's to watch the battle instead of moderating the catapult shots.  

 

To sum up, while I disagree with individual parts of the system - as a whole it seems to be a step in the right direction and is definitely worth giving a chance.  Nice job >=D

 

 

This looks really good! Hopefully it works out in practice.

 

But what is it second?

 RP-RPG-PVPfactions

1st 2nd 3rd

 

... is my guess since the staff are always saying its headed in a rp-rpg direction.

 

 

If your not familiar with money sinks in almost any video game ever, your not familiar with how game economies need to constantly have an outflow of items to keep inflation down. This means 1: gold will stay valuable and so will iron for treb costs, and 2: Food will also get put to use as people get to very high level cooks and make food that lasts weeks+

 

Yes, just yes.  The items should be removed from the system.  This is because the system lacks sinks while having an unlimited source of items (aka mining areas that are refilled upon depletion).

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15/15.

 

Love it! ...And I don't even do war.

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yeey no mindless no reason wars... now they need to think about things before they attack...

and yeey no raids

 

 

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grrr grrr! 

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Why exactly is it cheaper for guilds to go to war and easier for them to win? All that achieves is massively incentivises uberguilds rather than nations and practically begs players to scour the rules for loopholes.

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