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The Strategic Map idea (or how I learned to stop worrying and love the War) - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: Out of Character (https://chronicles-of-eternia.com/forum/forum-1.html) +--- Forum: Suggestions (https://chronicles-of-eternia.com/forum/forum-7.html) +--- Thread: The Strategic Map idea (or how I learned to stop worrying and love the War) (/thread-3490.html) |
The Strategic Map idea (or how I learned to stop worrying and love the War) - Theori - 07-12-2020 I proposed this in the Esshar versus Barsburg thread, but I like the idea enough I want to properly propose it. Maybe a waste of time? Lets see. So, War in Eternia. Three won battles and you win the war, and wipe out a faction. There's not really room for a lot of complexity for that, and when the losing side gets a village and basically remains exactly the same just in a different location, its hardly very interesting, nor does it encourage future wars. So how do we encourage larger-scale conflict on a more regular basis, without ending up with twenty years of complacency? My answer to this is the Strategic Map Idea. Setup
War, Raids, and Politics
Final Thoughts and Variant Options
Variant: PVE (Or the Barsburg Solution)
RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - Simple - 07-12-2020 Since I'm a huge fan of grand strategy games I actually really like this idea. Don't know how practical/interesting it'd be but yeah. RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - BabyFatJesus - 07-12-2020 Perhaps instead of relying on admin oversight to hand out territory rewards, it would probably be best to try to automate it. For an example on how I see this working, look at the guild system. You can currently 'contribute' resources to the guild be it through coin or outdated and no longer used resources such as wood/stone/food. ![]() Re-purpose these outdated resources and change them to 'copper' or 'alessa' or 'coin' to be added yearly to the guild's bank which the guild leaders could then pull directly from it.. Maybe attach an inventory to it and have the yearly additions added into it? Might just be easier to attach numbers to whatever resource you have available and have the buttons already there spawn the resource item at their feet. I'm not sure how exactly it would work, but that would be how I would suggest setting up something like this. :) RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - Teemo - 07-12-2020 If it can be implemented properly, I'd love to see it. RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - Lammy - 07-12-2020 reminds me of a system of things on Naruto G.O.A. x amount of people stay on a portion of a map, a big announcement about it. If a group from x settelement comes; its a war/skirmish. You die you get put out and the max number after 30 minutes win and claim that area. You get exp out of it to your next level. Perhaps something similar, like the city gets crowns/arcanium/mythril/etc and some AP in partcipating. Instead of cap 1s its whoever gets beaten in a danger fight and w.e it could be cool and gives people things to do RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - BrahmsFrost - 07-12-2020 Kind of weird that I had a similar idea. Or something along the lines of several 'territories' kind of like Guild Wars: Factions. RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - Alex - 07-12-2020 This could be a system that could fund guild banks as well. RE: The Strategic Map idea (or how I learned to stop worrying and love the War) - BrahmsFrost - 07-12-2020 I also had an option for a resource called Influence. Where player characters go to npc villas to do one of multiple options. These change depending if the vassal 'villa' is allied or not. Such things like Spy/Demoralize/Insurrection would all be negative attacks that when the villa reaches 0 they rebel. It is well used in serveral games to know if Player control remains or is lost to piracy or other. Also has an utilization in the old game Kingdoms of Magic. |