This is what we have been batting around a little. This would mean an end to obelisks and outposts in their current format.
NOTE: We are looking for feedback on this. We may not do it at all and go back to the drawing board. Looking for feedback on the direction of the idea. We want it to have less of a minigame feel (like the current obelisks) and something more real feeling. This probably means we would be leaning more toward Option B over A, as A is in a mini arena versus the city itself.
Basic Summary -------------------------- We have a couple of options we are working on with this. In short, we would move obelisks into the cities as a raiding objective. We would create around nine more objectives per city for a total of 10 (see below). Cities would be able to raid other cities in an attempt to steal an objective.
We have come up with a couple options for this.
Option A: Create a battleground area for each city. These are similar to arenas in size, are themed after the size and shape of the city. Specific rooms are assigned for each objective (see below).
Option B: Just use the cities to be raids. This means changes to how guards work. We would have a hire and upkeep cost, but they would reset after a raid. Lots of guard tweaks for this. Cities would have to be more 'raidable' during a raid. Archers and stuff would probably be distracted and unable to help during a city raid.
General Plan -------------------------- Players must go to a set raid room outside of the city and RAID cityname FOR objective.
A city can only raid another city once per real day.
Raiders at the raid room are taken into the battleground area or into the city.
Raids will only last 20 minutes, after that the city archer and other defences are able to kill enemies in the city fairly easy.
Raids will have a 5 minute declaration period.
Raiders and defenders can come from any org, as long as they can access the entry points and are allied to the org.
Different objectives have more or less objective points.
TOPCITIES is changed to just reflect which city has the most objective points.
City logs will reflect raids - City has captured x objective from other city - City has defended x objective from other city.
CITY RETURN objective TO city: Cities can return objectives or recapture them for other cities and give them back.
More objective points based on the number of defenders killed/participating. Perhaps on the kill to death ratio?
Option A - Battleground Specifics: ---------------------------------------- - Defenders can join at anytime during the 20 minute raid and will start in a set safe room where they can organize.
- Raiders have 60 seconds to join the raid and once killed cannot come back.
- At the end of 20 minutes, if any raiders are still alive and in the battleground, the raid is sucessful and the win the objective.
- Optionally, raiders DO come back as much as they want and have to complete an action as detailed in Option B.
Option B - City Raid Specifics: ---------------------------------------- - Raiders have to complete an action within 20 minutes in order to win.
- Each objective would have a different action. For example, the standard objective would require the raiders to drag it from its start room to the exit. The movement would take a long time, like 60 seconds per room. To break into the pay chest, they have to do a channeled activity in the chest room for 10 minutes.
- Objectives need to be evenly placed in each org. This is probably the hardest part based on current city layouts.
Current Objective Brainstorms: ---------------------------------------- Current Obelisks - Obelisks are moved into the cities and will work only for the members of the city they are in (remove the circle wide benefit). Medium objective points. -Would we just get rid of the current obelisk system? Should we just leave it for another day?
Royalty Mob - Each city is given (or use an existing) mob that is considered royalty. Stealing this mob has no effect, but is worth a lot of objective points.
Captain of the Guards - Each city is given a Captain of the Guards. If this mob is kidnapped from your city, your guards will suffer a drop in morale resulting in a 10% increase for hiring and upkeep. Medium objective points.
City Standard - A standard will be created for each city (flag). If the standard is stolen, mobs in your city will lose morale. This will result in periodic comments on CT and in other places about the state of the city. Medium objective points.
City Leader Item - Each city has a city leader item. For example, steal the Imperator's crown for your city. High objective points
City Statue - This increases the morale of your own city when you have stolen it. Decreases guard cost and upkeep by 10%. Medium objective points.
City Storehouse - Success means they get a portion of city's comms or maybe just damage their production. No objective points.
Champions Trophy - Stealing this will reduce all arena upkeep and fees by 10%. Not having your own will result in increased fees.
City Planning Mob - Kidnapping this mob will reduce all house upkeep and fees by 10%. Not having your own will result in increased fees.
Pay Chest - Steal the upkeep gold needed for guards. Stealing this will not result in guards quitting in the city, it will just lower their morale and result in sarcastic comments on CT about working for free. The gold value in the chest is based on how long it has been since it was last stolen. This is worth zero objective points.
Keep in mind that this is a rough draft of our current ideas. Keep the discussion civil. If you don't like the idea or direction at all, that is fine, just say that.