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> PvP, Player Towns and Taxes
Areena
post Jan 19 2008, 10:27 PM
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So I was talking in IRC and someone , Jaramar I believe, brought up town owned mines which sparked a whole discussion that wandered through many things(while jerky complained about paying his taxes). Which made me remember a outline that I had written up for a game that a friend of mine had been wanting to make and asked me how to implement PvP.

So there is the normal PvE part of the world that is all safe(mostly) for people to run around in and has been thouroughly explored mapped and remapped. And then there's a part of the world that's on the fringe of the "controlled" part of the world. This part of the world would be known as "Guild Lands". These would be the wild untamed lands of the world, something like the wild west. And in these towns and outlying areas there would be rich mineral veins to mine in, and forests to cut down wood, and indigenous peoples to learn new ways of fighting, spellcasting, and crafting from. And lets not forget that with all this mining and fighting and learning going on people are going to need supplies, which means that vendors are going to need a place to hawk there wares. and theyll have to pay the owner of the outpost to have their shop there, and the owner will have to pay the king a handsome tax as well for being able to control all of this land.

And just who might this mysterious town owner be. Well, it might be a player or maybe even a guild(hence guild lands). The following is copy&pasted directly from that document(now that i finally found it again.

What is the game’s end game?
As far as things to do at the highest level, territorial claim. There will be a large “Empire” controlled area that is PvE only, but there will also be a large area set aside for “Guild Lands”. This area will have keeps and towns that player guilds can capture from other guilds. Owning these keeps will have different purposes. Each town will help out PvE, PvP, Crafting, or any combination of the three. In addition to this, guilds will be able to generate revenue through taxes.

Keeps, and governing?
Throughout the PvP area of the game world keeps of different sizes will be scattered. Each keep has a surrounding city and control of the surrounding area. Also, depending on the amount of land controlled by the keep, there might also be smaller towers scattered throughout it, which will have smaller buildings, such as stables, or a small inn, surrounding it as well.
Owning a keep allows the guildleader to act as lord of the area surrounding the keep, approving citizen housing and artisan buildings, as well, as the possibility of statues/landmarks. Tax rates (rent for houses) can also be set (to a certain limit) by the guildmaster as well.
The guild must also pay the empire taxes on the land it controls. The amount owed is figured out using the area controlled only.
The training of new guards.
Keeps may change hands either peacefully (through a transfer of titles), or forceably (siege warfare). If the latter option is chosen, then the attacking team must kill the castle’s Captain of the Guard and the Keep Steward (npc that the guildmaster accesses his option through). In order to take one the smaller towers, attackers need only kill the Tower Captain.


PvP.
The Guildlands are the only PvP area. In this area, all players who do not belong to your guild are attackable. If you are in a group, and your group is made up of players from more than one guild, then all guilds that have a member in your group are unattackable. Also, your group may not be attacked by any of the guilds that have a member in the group.

PvP victories and losses will affect your “Fame”. This will be done using a chess style ranking system. Players would then get certain bonuses for having higher ratings. So if, for example, a player starts at 1600 and gets to say 1700 they might have 25% bonus to defensive skills, or health may regain 10% faster.


well, thats pretty much it comments, suggestions, flames... bring it on


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Areena, citizen of Kemilnar
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Jerky
post Jan 19 2008, 11:06 PM
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Make sure to read this: http://www.projectwish.com/index.php?showtopic=4253


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Areena
post Jan 20 2008, 11:21 AM
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two things i forgot to put in there since i was so freakin tired last night

first is that you're only PvPable if set yourself that way. Everyone would start as PvE only but at the players choice they could flag themselves as PvPable. Once set that character would always be flagged as PvPable or atleast have a very very long cooldown on being able to go back to not being PvPable... something on the order of days or weeks.

secondly, and Jerky is the one that made me remember this one, is that guildlands wouldn't necessarily be where player housing is. ideally player housing could be built around any town/city be it a starter town, the capitol or a mining town out in the middle of you know where egypt.


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Areena, citizen of Kemilnar
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