Today's outrageous idea: leyline surges!Reason for posting and my question to each of you@Jeremy Saunders
invited us to provide our feedback and ideas for the conflict systems of our choosing. In lieu of muddying up the leylines thread specifically, I figured I'd condense my current pet idea in one post. I've run this by a few different types of players and I cannot help but notice that each of them saw something
in it, but I could not for the life of me get them to admit to what they thought was a proper reward for victory. I'd like to turn it over to each of you and see what you do with it.
I think leylines are a blast, conceptually. They're more popular than it might have been originally assumed to be, and I think we should do something with them now. We have the makings of many different possible territory control systems and there's a lot of potential moving pieces that could turn this in to the next 'big thing' for Imperian. What I'd like to do is introduce a leyline conflict system in one of two models:
1. A large network of leylines, mapped out with connections via already existing 'adjacent areas' data. Because Lore, these areas sometimes have outpourings of energy that threaten to surge more wildly than normal, sending that energy elsewhere.. like an adjacent leyline. If this energy meets similar wild surges from elsewhere, Event
happens. Resolution of this Event
results in that area retaining a natural inclination towards the circle it was influenced to until the next time it wildly surges. An area that has had its leyline manipulated enough in a certain time period will automatically trigger an event of this nature as well or possibly just automatically trigger this surge.
2. A list of 'significant leylines' that are more powerful than normal ones. Because Lore, each of these areas are super important and have unique energies entwined in their leylines. A circle can turn this energy to use in some fashion after fighting to capture it in an Event
. In this model, certain areas could be PvE challenges instead of PvP challenges. These Events
occur at a rate that they can be held for a varying amount of time by the victor (so they can enjoy their spoils) and they become up for grabs again. These could be spaced out appropriate so we don't reach total fatigue with the system, and I'd ideally want to disjoint the timers on the windows so that each objective slides from timezone to timezone over the course of a few weeks, keeping it generally in flux.
The event would be a battle to capture control of the area. During this event, rules
are introduced from a list of possible results - these rules influence how the engagement or even how the
event will go. This is something I have not refined entirely, but the intention is to keep each encounter fresh, require some tactical approach that differs from event to event, etc. I think these should be rules that effect the 'landscape' of how combat will go in that area for duration of the
event. Some rules would change the event to a PvE encounter instead of a PvP hotspot.
Ideally, I'd like for events triggering to only partially be in the hands of players. As an olive branch to those that find this distasteful, I would offer the addition of some way to artificially make these events happen sooner. You could use the number of rules or perhaps the generation of said rules as a trade off for this opportunity. In the significant areas model, areas could always possess X rule, but artificially starting an event would add another random rule on top, or maybe have no rules at all.I probably didn't learn my lesson about examples..
In the best interest of illustrating my idea with some examples, I'd like to provide you some starting points if you'd like to tack on in other ways or maybe just need some ideas:
'Significant leylines' location examples :
Caanae - notable in history, etc
Any god temple/all god temples - interesting idea in that access to their temples publicly could be a minor additional prize.
Any location of a significant battle or modern event
'Rules' examples :
'Three man enter, one man leave' - Only 1 player from each circle allowed in the area for now (pls no flame)
'Moradeim's Ray' - some whacky change thing
'canopy of diachaim' - entire area is indoors
'copper-tinged wisps of diachaim' - everybody holds the effects of the copper slab in area, copper slab holder still gets their bonus? (kill me)
'intersected with a foreign realm' - chooses realm from a list, perhaps influenced by affinity at time of event.. swarms area w/ a bunch of mobs for a mini-plague event.
'chill of the grave' - all players that die in this area behave as if inhumed
'scorched by the Seven Suns' - area acts as if Mage Flamepillar is active (wild example)
I think there's a lot of fluff and room for replay in this kind of model. I honestly just can't dial in a good reward system. Input?
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>****, and not belonging anywhere near Antioch till he grows up."</div>