What's new
Loka Forums

Type /register while in-game to register for a forums account.

The Territories Thread

Psychedelic98 said:
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.

Exactly my thought as well. Wouldn't be until you built your first 'territory generator' that you popped up on the map. If you're wanting to claim territory, then you're ready to fight.

Perhaps when somebody puts up the counter-territory generator, the defending town members get like Speed II in their territories so that they can get to where the fighting will be quickly. That or we make the fight for that generator have some sort of maximum time and then both parties will have spawn points nearby or something, dunno.

I'd agree this would be a supplement to sieging, but perhaps if more of us agree on how this system would work, we could implement it first while we figure out how sieges work. Then again, we still have a good long while before any system like this starts getting worked on.
 
adderman500 said:
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.

Are these separate points that are like world points that everyone can fight for? By separate I mean not actual extensions of your town's territory? Cause the idea we're talking about are devices you have to build within protection/territory in order to expand it. You can't just build one 1k blocks from your town's protection and start having territory out there.

It'd be interesting to have pre-built things like forts or whatever that are block protected but are, in essence, like VotA's in the world that become battlegrounds when people are there?
 
Cryptite said:
adderman500 said:
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.

Are these separate points that are like world points that everyone can fight for? By separate I mean not actual extensions of your town's territory? Cause the idea we're talking about are devices you have to build within protection/territory in order to expand it. You can't just build one 1k blocks from your town's protection and start having territory out there.

It'd be interesting to have pre-built things like forts or whatever that are block protected but are, in essence, like VotA's in the world that become battlegrounds when people are there?
I think he was talking about points that when controlled (via territory) would produce some sort of resource.
 
Psychedelic98 said:
I think he was talking about points that when controlled (via territory) would produce some sort of resource.

But how would we place those though, just any in the world and then they'd be some sort of goal for towns to push their territories towards? It'd be interesting, but we'd almost have, like, tendril-looking territory zones instead of them just expanding outwards... Interesting thought though.
 
Yes, you would make a push out to a power point perhaps, and then build up the territories around it. I imagine them as something significant, prebuilt, that towns would fight for control over.

EDIT: Not sure about making them into a seperate battleground, I imagine that happening naturally.
 
If we want to prevent long tentacles and roads of territory in our map, just make them less viable. Let's say a territory marker holds at least an area of 8x8 chunks, but will connect to the nearest territories with all of the area between it if there is nothing in the way. With this, a large territory could be made with only 3 markers, but it would be easily conquered. If a territory marker is unconnected from its mainland, then it is lost.
 
Well imo you can't really build them 'out of territory'. They work almost like in Starcraft with Pylons. You have to build a pylon within a certain range, and then you can only build buildings within their influence area:

post-118999-1311267244.jpg


Not that we're (immediately) concepting more buildings than just the territory generators themselves, but if we view them as Pylons, you have to build them within and around each other in order to expand territory; so there wouldn't be any gaps so to speak... If that makes sense.

Edit: But yeah, it would make sense that perhaps it would be much harder to destroy a TG if there were others near it; they sort of reinforce each other. Ones more stranded would be easier to take out.
 
Actually the larger control structures I was thinking of are probably unknowingly based on planetside 2 bio labs and the other larger fortifications. Huge battles, and they reap good rewards. Not sure about having a base for every territory like ps2 though.
 
Something along the lines of Zor's relic idea would be great, and it would be very easy to tie in with RP, which we always need :D
 
If relics, then it would have to be a structure built in a territory (can be lost) and relics would be stored there proving additional bonus to the normal bonus of controlling that territory. But then Crypt would have the gigantic task of balancing "better" territories or to evenly split the territories so all town have equal access to all kind of territories... to avoid that maybe make every territory generate a random bonus every time it is re-captured?
 
Crypt, if you were going to make a map showing where people had claimed territory, would you just make one at spawn and have that be it? Or could people have their own maps in their towns? How cool does that sound, a war room in your town with a map showing where all the towns had claimed territory.
 
Crypt, if you were going to make a map showing where people had claimed territory, would you just make one at spawn and have that be it? Or could people have their own maps in their towns? How cool does that sound, a war room in your town with a map showing where all the towns had claimed territory.

The territory map would actually most likely just be on our website. The technical prowess required to create such a map would be easier for a web-map than to do any sort of in-game thing. It's certainly a neat thought though, I'll keep it in mind.

I think people coming to the website and seeing a live/updating territory map that looks nothing else like they've ever seen on any other server would probably be all the marketing we ever needed. Just gotta figure out how to do it first :S
 
You mentioned having towns chain their generators to extend their territory. I like that, it could make for some strategically placed generators and interestingly shaped territories. Like for example, making a long string of generators off in one direction might leave them more vulnerable than concentrating them around your town. Plus, claiming all the land immediately surrounding your town might be in your best interest.

What if allied towns could link their generators the same way and make bigger territories?
 
What if allied towns could link their generators the same way and make bigger territories?

That's definitely one of the thoughts. Even if it isn't exactly that, Alliances will (beyond Embassies) have a greater purpose when Territories release.
 
If defenders have bonus speed in their territory, that'd give them a nice boost to quickly reacting to anybody trying to attack it. And that'd be okay, because the tradeoff could be that, unlike towns with seiges, territory could be attacked at any time. Like crypt said, if you're claiming territory then you're prepared to fight and potentially lose it.

Also, something cool I just thought of. If people have bonus speed in their towns territory (most likely immediately around their town), that could encourage them to get out of their towns and make little outposts and whatnot, which in turn could make for interesting meetings, confrontations, and PvP scenarios. And you know, running around with quake pro on and feeling like they're on some hardcore drugs.
 
"shit which is kewl" :3

I suggest town level requirement between 15-20, since that requires some effort, but doesn't take forever and limit the town who can participate in territories to relatively few.
 
This looks precisely like what I was discussing with someone last night. I had only just now taken the time to read this thread to see what the news was.

I believe what I had in mind was almost exactly what has been suggested here. My thought was to make things similar to WoW battlegrounds (Alterac Valley if I remember correctly). Stationary Points could be built as server protected structures and towns would vie for control of each one. Obviously, the closer a town is to a point then the bigger advantage they have to maintaining control.

Town protection would be separate from the territories or structures controlled. The difficult part is figuring out a system that doesn't give unfair advantage to those that are able to play more than a few hours a day. So the question would be how would sieges/assaults be implemented in a way that can permit defense with limited periods of play throughout weekdays?
 
That was something that was considered as well, but the biggest problem becomes fair placement of these structures in relation to where towns currently exist on the map.

The fairest way that would work is that these are things that could be held just as points of conflict, but that don't require your territory to encompass the point. As for when they're active, could be a VoC style thing that's up for contest at certain intervals throughout the day.

The problem with those, I find, is getting to them, dying, then coming back. I'm hesitant to make these too much like just another battleground, since any Loka-World PvP needs to have the result of total loss of your armor. Showing up to one of these points, immediately dying, and then being 20 minutes of a walk away after getting new armor could make these quite boring to fight for, especially if one or two people are 100% decked out.

Yes the concept of the Core Fight for a TG made me think about the final fights in AV for sure. Well-caught :D
 
Last edited:
Back
Top