[SUGGESTION] Road/Ressources Improvement

Sublime
Sublime
✭✭✭✭
Hey folks,

EDIT: I've edited the post since I wanted to pin down my thoughts during lecture and hear your thoughts about it, but now during my way home I had enough time to think the whole thing through. You can find a list of all the changes at the bottom of the post.

With the FC changes the path to the battlefield becomes a whole new focus, just as riding, ganking and all that stuff around.

So I though, why not give everybody, who is walking/riding on a road a 20%(?) movement speed buff, so that:

Defender Bonuses:
Mine control: movement speed bonus while on roads increased by: 20%/25%/30%/35%/40%

Farm control: Guard patrol increased to 3/6/9/12/15 NPC's roaming the keep and its surrounding roads, this includes the NPC's which are already roaming the keeps.

Mill control: movement speed Bonus gained from the mine control updates faster 5/4/3/2/1 min. Upon the loss of the mine the movement speed bonus will decay by 5%, starting from 40%, each 1/2/3/4/5 minutes. If the mill is lost as well it is reduced each 1/1/2/2/3 minutes.
Example: Mine: 5, Mill: 4: The speed decays every 4 minutes by 5%, starting at 40%.

Attacker Bonuses:
Mine control: Siege weapons deal additional 5%/10%/15%/20%/25% additional damage.

Mill/Farm: Any ideas?

1. roads will become actual roads, with actual players travelling on it
2. they way will not be that long if you want to get to the front
3. new meaning to resource control
4. more distributed action, less player clusters

Any thoughts?

Editing tracker:

Tuesday 4/11 14.29:

Defensive Bonuses:
«The maximum movement speed bonus corresponds to ~2/3 of Retreating Maneuver, which is for a non-competitive game, too marginal for most people to make an impact in their decision making. So in order to actually create an incentive the capture the mine I increased the bonus»

- Let's make it a bit faster:
3%/6%/12%/15%/18% -> 20%/25%/30%/35%/40%

«Added the number of NPC's which will be present in the whole region of the keep at a certain level of the farm (This includes the ones which are already roaming around the keeps).»

- More clarity: New: Number of NPC's roaming the roads on a keeps district: 3/6/9/12/15 NPC's

«With the mine lost the whole movement speed bonus would be gone immediately, which would make a huge impact on the defenders mobility, so I decided to give them, through the up to now a bit weak mill, some time to take action. This bonus remains even if the »

- User Friendly Roads:
New: Decay time per movement speed bonus stage upon the loss of the mine: 1/2/3/4/5 minutes.
Example: Mine: 5, Mill: 4: The speed decays every 4 minutes 5%, starting at 40%.
This bonus is reduced to 1/1/2/2/3 minutes upon the loss of the mill for 5/10/15/20/25 minutes.


«All this now really sets the focus on the roads and mines around the keeps, which is nice and will certainly distribute the players a bit more. However they will also be a silver plateau for gankers, so I decided to create some checkpoints of protection.»

- A whole new focus:
New: At all resources level 5 there will be several (2-3) small (1/2 NPC's)camps at the roadside, which will be far away from the keep, in order to protect travelling merchants from trespassers.

Offensive Resource Capturing
This is all very nice, but it only gives an incentive for the defenders to capture the resources, which means that the only reason for an attacker, apart from unlinking it from the Transitus Network, is to disable the features mentioned above.

But as an attacker I'd like to get some offensive bonuses as a reward for capturing a resource, so I can actually utilize it positively to my cause.

«For the mine, which provides stone, I thought it would be logical to provide some raw offensive power, as well as stony resources.»

- Focused Fire:
New: With the mine under control siege engines deal 5%/10%/15%/20%25% additional damage.


Edited by Sublime on November 4, 2014 1:29PM
EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
Sign In or Register to comment.