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Clan Fortresses and Castles and Raiding
Old 05-25-2010, 01:23 PM   #1
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Default Clan Fortresses and Castles and Raiding

Fortresses would be built in flat areas such as plains, grasslands, forests, coasts etc
Castles would be built in areas such as swamps, mountains, cliffs, mosslands etc

Fortresses and Castles cannot be built in dungeons or on water.

This idea introduced the idea for clans who have controlled a zone for more than 2 weeks to purchase a fort or castle via rune power. The time it takes for one of these structures soley depends on the zone its to be built and not the distance from town. This period could take from 2 hours to 1 day.

After the castle or fort has been built the clan can then purchase defenses for their building (willl also be purchased with rune power.) Defenses available will vary from zone to zone and a few defenses will get a boost to effectiveness depending on the area.
Example: Sand colored camoflauge will hide the defenses of a fort in a desert.

Example 2: Increased chance for ambush for forts in a grassland or plains.

There will be different levels of defenses available but starting at level 2 the upkeep and maintanence will start rising higher and higher due to the number of guards who have to man them keep increasing.
Forts and Castles will place a strain on the clans RP, for upkeep and maintanence (the amount taken from the clans rp depends on the amount of memebers.)

But, the fort will give back in the way of dominance and territory (small amount about 50;1 rp:dom/terr) and certain bonuses depending on your upgrades and how close you are to your fortress.

For instance, if you have an archery tower, all archers in the area will gain a X% boost to archey damage. Or if the fort is in a place such as a cave, or grassland, all rouges will get a gold increase from mobs and a 2% crit increase due to ambushing people.

Once your clans fortress or castle is built everyone will be able to view your clans safe haven from the world map (where you can see all of nod.)

Raiding

This will tie into clan zones and clan forts. When a clan is at war with another clan, one clan can group together to for a squad. A squad will consist of 2 to 5, 3 man cells and lead an assault on the opposing teams fortress. This can be activated via the world map when right clicking the fortress and selecting the raid option. The squad MUST have a leader, and if the leader falls, the raid is over. Members who get killed but the fortresses defenses get sent back to town and cannot rejoin the party until the raid is over.

All the defenses will have guards manning them whose level is the average of your squads members, and their equpment is +2 of that level (as to simulate a player in pvp.) As you advance on the fortress you must figt these guards. When you reach the main main hall of the fortress you will be granted dominance, territory and rune power depending on the amount of defense the fort had.

If there are any opposing clan members on at the time of the raid they will be alerted ahead of time if they have purchased sentries and alerted again and asked to assist in defending their fort. If you kill them you will gain rp/dom/terr as you would in a clan battle. But players can continue to defend their fort even after being defeated once already but not on the same object.

They can assist defending the clearing, but if they die they cannot help defend the clearing until the raid is over. But they can however help defend the gate.


Obviously this idea is a major gold sink, and I know it need to be more fleshed out but it will be a huge addition to the game. Thank you all for reading and please post your thought below

Now since there are not alot of real clan wars going on, clan can force a raid on another clan. But if the attacking clan fails in achieving their objective (reaching the castles/forts inner hall) they will lose rp/dom/terr as reparations for forcing the raid.

Also, mage spyres, archer tower, training grounds, sentry posts etc, would be built as additions to the castle. Meaning they would not nessicarily be defensive structures but buildings that would boost mages/archers/melee users etc in the area.
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Old 05-25-2010, 01:57 PM   #2
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boom head shot boredem but what about lack of people warring, forcin war should be an option.
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Old 05-25-2010, 01:59 PM   #3
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Thanks for reminding me, I left something out.
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Old 05-25-2010, 06:13 PM   #4
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I like it now >
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Old 05-26-2010, 04:34 PM   #5
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bump
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Old 05-27-2010, 05:56 AM   #6
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I'm hard for this idea.
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Old 05-27-2010, 05:58 AM   #7
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too .....long....cant .....read
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
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Old 05-27-2010, 02:53 PM   #8
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I belive with a little more fine tuning this idea could really take off.

I would think that each "area/zone" would have a stationary castle. Either the clan pays for it to be "upgraded" as in add archer/mage towers or it stays a "Standard" castle only giving minimum buffs. The castle must give each class a bonus. I dont mean each specific class but grouped as in Melee, Ranged, Magic. The towers would just further increase a specific buff.

I see invading a castle as being the way to take over an "area/zone".
You defeat all players defending the castle to take it over. Regaurdless if there are towers or not each defeat resets it to a "standard" castle.

Invasions should take 15 minutes to "plan" during this period all clan members of the Defending side will be warned every 2 mins of an incoming invasion. Only giving minimal info ofc such as "Force of 10 invading Zone X Invasion will reach castle walls in X minutes"

Rather than award dom/terr/rp for a sucessful attack or defense each daily reset would equal a specific ammount of dom/terr/rp that depeneds on how many castles and/or areas your clan owns.

I'm just trying to move this along and give some feedback because i think its an exelent idea. let me know if you see any flaws in the above suggestion. :]
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Old 05-27-2010, 03:43 PM   #9
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The idea has merit. We will consider it in place of the clan tax system.
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Old 05-27-2010, 05:27 PM   #10
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wewt
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Old 05-27-2010, 07:08 PM   #11
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Quote:
Originally Posted by Glitchless
The idea has merit. We will consider it in place of the clan tax system.
damn you making me go and read the OP.

*EDIT*

ok i read the OP. i do like it, but a few additions.

i believe that in order for it to work to its main potential you would be able to have different clans build on the same area.

eg

chaos and merc can both build castles in white cap.


each castle would come with a pre-determined amount of "excess" land that can be built on, say 10%, and each upgrade of the main castle would give you a further 10%, to a max of lvl 10 which would give you 100% of that area. BUT you can only have a max of 10 lvls per area.

eg

with chaos and merc both on white cap, if chaos built to lvl 7 and stopped, merc would only be able to build to lvl 3.

NOTE: The lvl of your castle only effects the amount of rp/ter/dom you get per day. it would not effect what you can build on it.


Each upgrade to the castle, like archer towers, sentries, barracks etc etc would take a % of the area you have. These would take RP, and a pre-req of dom/ter, to build and upkeep each month (basically replacing runes). The current rune drops would change to Building Plans. they would give you the ability to build that lvl of building.

in regards to the war system, i like what you have there and wouldnt change it.

but yeah thats just my idea.
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Old 05-27-2010, 09:29 PM   #12
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ok i actually read it noow AWESOME IDEA love it
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 05-28-2010, 12:39 AM   #13
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I'm still hard for this idea.

I think I should see a doctor, it's been almost 24 hours
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Old 05-28-2010, 01:32 PM   #14
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Thank you all!
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Old 05-29-2010, 08:17 PM   #15
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It is a good idea but sounds too much like what Dawn is suppose to provide.
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Old 05-29-2010, 10:18 PM   #16
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Dawns been in the works for gods know how long. No offense Glitchless but I'm not keeping my hopes up for Dawn in the next year-2 years
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Old 05-29-2010, 11:36 PM   #17
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Quote:
Originally Posted by Todd
It is a good idea but sounds too much like what Dawn is suppose to provide.
soo because a dif game has it (keep in mind a game that isnt even developed yet) another game cant use it??
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Quote:
Originally Posted by Glitchless
However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.

Quote:
Originally Posted by Glitchless
Tell that to the crybaby archers
Quote:
Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
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Old 05-30-2010, 02:38 AM   #18
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Wooohooo, completely support the idea !
But it means that I have to fix my build even faster now D:
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Old 05-30-2010, 02:10 PM   #19
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Pretty amazing. You should be able to force war on anyone with a castle.
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Old 05-30-2010, 08:38 PM   #20
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Simply keeping the hype alive for Dawn is all. This idea for Nod is very well thought out and I love it. No harm intended
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