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The Territories Thread

Cryptite

Elder
Staff member
Elder
When I first read about Eve-Online's sovereignty system, I didn't think of it in a siege a home town way (which would still be cool). I thought of it as a way for towns to extend claim of a territory beyond their actual generator protection range. It's one thing to have towns sparsely populated across our very large map, but it'd be an entirely different (and perhaps less divisive) conflict type where towns could, and would, fight to expand and contract each other's borders in an attempt to gain territory and extend dominance in a more telling way than just "welp, we're 5-1 for sieges".

A town could expand their territorial control by building these territory claiming generators (or whatever) and they could chain them near each other in order to expand territory. Most likely territory would not mean block protection, per se, but it could mean things like, perhaps, Speed, Haste, perhaps building some sort of observer tower in territory could alert you to the movements of nearby players, etc.

It's one thing to lose a siege and possibly your things, but you can recover if you lose a territory generator here and there, especially when you can repay in kind without having to organize a big battle of some sort.

Then we could devise a mapping system. Imagine if you could see this on Loka:

 

adderman500

Well-Known Member
Slicer
Let's be careful not to stray too far into factions territory. Also, the size of territories we'd be talking about here would be enormous; not sure if it's really viable. I quite like the concept, interested to see how others react.
 

Ronshaud

Active Member
Slicer
This is a great thing. Maybe if an enemy [not allied with the town] walks in the opponent's territory, the Town's owner and subowners' or maybe the whole town could be notified that an enemy has entered and could get a heads up on whats about to happen.
 
I don't really want this. Loka has a small population, towns are thousands of blocks apart. If someone walked into a biome next to my town I would not really care. They are not a threat to my town. What is the purpose of territory? Anyone can build there, it's not gen protected.
 

Cryptite

Elder
Staff member
Elder
The intent isn't for Loka always to have a small population. Certainly this would work better with more players and bigger towns.

Not sure how we'd handle building towns in territories, but the map is still so very large that towns built next to each other would be rare (unless there were alliances or something).

The whole 'finding out someone's in your territory' thing was an example of a possible territory feature. May be completely useless.

I would ask what you guys think the purpose of territories could be, aside from just saying not to have them.

As always, even if we did implement this feature, you're not required to use it. Keep to yourself if you'd like.
 

FatPoulet

Active Member
Slicer
Well you know what, this is genius. We could implement the siege mechanic from the other thread and simply make that for controlling territorial claim towers! Make it to a smaller extent, faster and not that resource costly.
 

Cryptite

Elder
Staff member
Elder
Zor95 said:
So... basically a global, far more complex game of VoTA?

In a very light sense, I suppose so. More like a global, constantly running, zone-based game of VotA.

I don't think destroying territory generators would be as simple as standing underneath them, though. I could seem them as being, like, structures requiring actual destruction somehow, be it through mining their pieces or literally TNT...

Also not sure that Talents would be involved.
 

FatPoulet

Active Member
Slicer
No talents of course, maybe in the tower there are spots that you need to put a TNT block, after filling all the spots it starts a countdown and it blows to hell and kills people if you're too close like every bomb type games in other FPS
 

Cryptite

Elder
Staff member
Elder
Due to the scale of the map, I like the idea Eve has in that you have to build a structure that sort of renders the generators vulnerable to attack. Soon as one of those things goes online, the town would be notified that they have like 15-30m or something before their territory generator becomes vulnerable.
 

Zor95

Well-Known Member
Slicer
Just a passing thought I had...

Those of you familiar with Age of Empires will no doubt remember relics. For those who don't play that game... a number of them are scattered across every map and can be collected and brought to your monastery to passively generate gold. If an enemy wants your relic then they can destroy your monastery and carry it to their own.

What if these generator things we built passively generated emeralds? The more we have control of, the faster emeralds generated.
 

FatPoulet

Active Member
Slicer
Zor95 said:
What if these generator things we built passively generated emeralds? The more we have control of, the faster emeralds generated.

I agree but there would have to be a tight control on the amount a town may build and the generation would not be that many emeralds, or simply just an emerald % cost reduction on the gen per tower controlled.

Example: Gen costs 100e per day, 1 tower is 5% reduction so cost of gen is 95 with 1 tower. Second tower adds 5% reduc of that new 95e cost so it becomes 91e per day (91,25e rounded) (fictional numbers)
 

Magpieman

Old One
Staff member
Old One
They could passively generate resources or provide different buffs based on the biome it was built in.
 

adderman500

Well-Known Member
Slicer
If we go ahead with this we should totally rebrand the server. As a world conquering server or something like that. I feel if this is well executed, and well advertised, this server with the new towns system has the ability to totally blow up in size.
 

Cryptite

Elder
Staff member
Elder
adderman500 said:
If we go ahead with this we should totally rebrand the server.

I would agree. Advertising unique towns is one thing, but I'm not aware of any servers running our idea of any kind of territory server.

First I need to wrap up all the T2.0 things first and make sure they're working as they should before we move on to this kind of stuff.
 

Psychedelic98

Member
Slicer
This is a very good idea, however if we do implement territories we should have a server map with it, sort of like the one in your post. A town wouldn't show up unless it had territory, so towns could choose to keep their locations secret. I also like Zor's relic idea, not sure how we would get that to work, though. In addition to player tracking and potion buffs, some good ideas for territory perks/buffs/bonuses could be quick transportation through the territory, specific areas where you receive bonus resources (extra logs in lumber camps, faster mining/extra looting in mining areas, etc) probably randomized based on pre-randomized location.

I don't think territories should be an alternative to the siege system, but a supplement. If it takes weeks to eat through territory into a town, then it is less of a quick fight for your life, and more of an ongoing war.
 

adderman500

Well-Known Member
Slicer
Magpieman said:
They could passively generate resources or provide different buffs based on the biome it was built in.
How about we have only a few, but very useful power points that give really good buffs or resource incomes. These would be like forts or castles, harder to take control of. This would help eliminate the problem of having too big a space between towns and would encourage more actual PvP/warfare even if there weren't that many people around.
 

Psychedelic98

Member
Slicer
adderman500 said:
Magpieman said:
They could passively generate resources or provide different buffs based on the biome it was built in.
How about we have only a few, but very useful power points that give really good buffs or resource incomes. These would be like forts or castles, harder to take control of. This would help eliminate the problem of having too big a space between towns and would encourage more actual PvP/warfare even if there weren't that many people around.
What if there were few (8?) very powerful ones, and many lesser(but worthwhile) ones. The powerful ones would more likely be the targets of multiple towns, the lesser ones probably only attract nearby towns.
 
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