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Sneak Peek - Map Infrastructure For Aegis 2.0

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Petyr

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of course, to lose a city in one battle would be a catastrophe in my opinion, besides as we all know the fighting gets more and more desperate and guerrilla like the more you lose the city, It's hard to fully take over a whole city with out rebellions popping up (people making defensive attacks from uncaptured town plots against captured town plots. This method would also ensure that capital cities are not rushed and taken over within a day, people would have time to log on on a day off and join the fight against the people trying to occupy their city. I do believe though that a capital should be losable, losing your capital city would cause all sorts of fun, Join a random rebel band of your race, and start taking territories in the outer rim regions to amass a strike towards the heart land, maybe Fight from another your race controlled territory.

To better sum up, I think in order to "wipe" out a race, you would have to take EVERY territory they control, I think you should only be able to take regions connected to your own regions (to prevent attacks aimed at just major cities) As such this would make battles hard and more war like (think of all the effort, all the front lines and battles that could be waged across the map at once, every region would be as strategic as the next in a bid to push out more and more) With a system like that (only able to make assaults on regions bordering on ones you control) would make sure that if a race was to be "defeated" it would be a well earned victory.

Of course we would never want a race to be fully "defeated" it would most likely be a setback, as I said, there could spring up rebel groups, should a race lose all it's territories there should be regions towards the outer rim that can be taken regardless (no need for a region you control to be connected to them) this gives any race that is "defeated" a chance to fight back, (maybe even make a new temporary town) I feel with a system like this, watch towers, guards, scouts, would play a huge role, people would feel more involved, every soldier would be needed and important, even just information brokers relaying troop movements would be a blessing.

This might be a bit complex and hard to do, but I feel it would be one of the more easier ideas to do (could be wrong) It might require a tight watch on events (via gms) to make sure things run smoothly, but I think that you'd see a better spread of races (what with being able to take pride in how much land your nation owns and such)

Anyways that's my 2+ cents.

This is a great idea. So I'm going to expand on it, and, in the process, probably lose sight of the entire concept. Ought to be fun, yes.

First off, what does it mean to capture a region? Is it just that you have slain those who happen to oppose you in that region? Is there some structure you have to destroy? What happens if no one is online to defend the region? Does it just flip over by default? Do you need a GM present?

Its a lot of questions, and while I'm sure the team working on the new map has already sorted it out, I'm going to go ahead and make my suggestion anyway.

Fortresses. A simple concept, and yet, a very complex one at the same time. There are many different ways this can be done. A militarized guild could hold a fortress. They could be outposts created by the army of the race in question. They could just be cities in their own right. And best part is, they can be all of the above, and still function properly.

Heres how it works. The Fortress only has one point that is the same for all of its kind. A room of some kind. I don't know, nor particularly care what. Once the attacking force reaches that room, and has killed or captured anyone inside, they gain control of that fortress. All the land that fortress commands comes under their control. This can be easily done by a GM watching the battle.

Now, thing is, once that fortress comes under the attacking forces control, they can alter it. They can add fortifications to it, create traps, or, if they know they won't be able to hold the fortress, simply raze the thing to the ground so that the enemy has to rebuild it. Now, this ability to customize the fortress is what makes things interesting. A race can make a fortress incredibly strong, if they want to. There isn't a hard limit to the size of the thing. However, a large fortress requires resources, and people to guard it (The last thing you want is for some other race to come and steal the thing from under your nose, you know). This means that they now have less resources and people for anywhere else on the world.

This has two effects. One, it helps encourage politics as each fort is, to an extent, its only dominion. If the guards wanted, they could just hand it over to another race for drinking money. You have to keep those guards loyal, one way or another. And yet, if you're focussing only on the military side, you're likely to make anyone not actively part of this work angry, which can cause its own problems. In addition, groups of mercenaries will soon crop up, which presents yet another group with its own requirements and difficulties.

Secondly, you create balance. An Race that has lost a lot of land is likely to spend more time fortifying what areas they have left. They'll be difficult to wipe off the map. And at the same time, a race that has taken large amounts of land will have trouble holding onto all of it, as they simply won't have the people or the resources to hold every single fortress. This will likely lead some to alliances, in order to help hold land, and get rid of that one dirty, dirty race they both want gone. Problem is, alliances are (especially in online terms) more of a convenience then a binding agreement. Things can and will happen that will break that alliance apart, and when they do, there is going to be a great deal of bloodshed as both sides try and claim all they can of the land they once held together.

TL;DR: Forts man. Like....castles and ****. And we fight over them. Yeah.

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This is a great idea. So I'm going to expand on it, and, in the process, probably lose sight of the entire concept. Ought to be fun, yes.

First off, what does it mean to capture a region? Is it just that you have slain those who happen to oppose you in that region? Is there some structure you have to destroy? What happens if no one is online to defend the region? Does it just flip over by default? Do you need a GM present?

Its a lot of questions, and while I'm sure the team working on the new map has already sorted it out, I'm going to go ahead and make my suggestion anyway.

Fortresses. A simple concept, and yet, a very complex one at the same time. There are many different ways this can be done. A militarized guild could hold a fortress. They could be outposts created by the army of the race in question. They could just be cities in their own right. And best part is, they can be all of the above, and still function properly.

Heres how it works. The Fortress only has one point that is the same for all of its kind. A room of some kind. I don't know, nor particularly care what. Once the attacking force reaches that room, and has killed or captured anyone inside, they gain control of that fortress. All the land that fortress commands comes under their control. This can be easily done by a GM watching the battle.

Now, thing is, once that fortress comes under the attacking forces control, they can alter it. They can add fortifications to it, create traps, or, if they know they won't be able to hold the fortress, simply raze the thing to the ground so that the enemy has to rebuild it. Now, this ability to customize the fortress is what makes things interesting. A race can make a fortress incredibly strong, if they want to. There isn't a hard limit to the size of the thing. However, a large fortress requires resources, and people to guard it (The last thing you want is for some other race to come and steal the thing from under your nose, you know). This means that they now have less resources and people for anywhere else on the world.

This has two effects. One, it helps encourage politics as each fort is, to an extent, its only dominion. If the guards wanted, they could just hand it over to another race for drinking money. You have to keep those guards loyal, one way or another. And yet, if you're focussing only on the military side, you're likely to make anyone not actively part of this work angry, which can cause its own problems. In addition, groups of mercenaries will soon crop up, which presents yet another group with its own requirements and difficulties.

Secondly, you create balance. An Race that has lost a lot of land is likely to spend more time fortifying what areas they have left. They'll be difficult to wipe off the map. And at the same time, a race that has taken large amounts of land will have trouble holding onto all of it, as they simply won't have the people or the resources to hold every single fortress. This will likely lead some to alliances, in order to help hold land, and get rid of that one dirty, dirty race they both want gone. Problem is, alliances are (especially in online terms) more of a convenience then a binding agreement. Things can and will happen that will break that alliance apart, and when they do, there is going to be a great deal of bloodshed as both sides try and claim all they can of the land they once held together.

TL;DR: Forts man. Like....castles and ****. And we fight over them. Yeah.

Greatest idea i have read on here. It makes a lot of sense and would lead to great role play but i don't know if it can be done. It would require a lot on people being online. If this did happen it would be amazing.

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It would be nice if the new map had a place where monsters would not spawn. Safe places. For those players who are new or want peace once in awhile. Someplace that has been "tamed".

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It would be nice if the new map had a place where monsters would not spawn. Safe places. For those players who are new or want peace once in awhile. Someplace that has been "tamed".

Inside forts and cities, where the flags are off.

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I am liking the region conquest ideas, and the fort Ideas... I say we implement it in some form, probably a plugin that already does that.

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