Mayor/citizenship/faction system draft v0.9.2

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Monad
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Monad »

Masano wrote:But like Talerco said as long as there are places made availiable in the wilderness then atleast the people who dont want to be involved in it dont have to be.
I can deed them but I need to know where they are. Give me some coordinates or whereabouts of those places.
Demian
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Demian »

Monad wrote:
Cruxis Bane wrote:Aye but considering a religion can attack the town and siege it against the will of the citizens it does put them in the line of pvp aswell people who change a town from one of the kings protection is rebeling and I am sure Blackthorn/British won't appreciate that and will retaliate.
How does it encourage PVP compared to how it is now?
It will encourage pvp, atleast if those perks Darian was on about will be in use.
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Monad
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Monad »

Demian wrote:
Monad wrote:
Cruxis Bane wrote:Aye but considering a religion can attack the town and siege it against the will of the citizens it does put them in the line of pvp aswell people who change a town from one of the kings protection is rebeling and I am sure Blackthorn/British won't appreciate that and will retaliate.
How does it encourage PVP compared to how it is now?
It will encourage pvp, atleast if those perks Darian was on about will be in use.
Explain?
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Cruxis Bane »

Not saying it guarentee it will just saying but it might be nice if there is 1-2 towns that will be exempt incase someone doesnt want to partake in it?
Simmo
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Simmo »

Edward Sinclair wrote:My issue is with the highlighted part:
  • 2.1 CITIZENSHIP BONUSES
    ...
  • Opposing faction town guards won't protect you if someone attacks you inside the guard area but won't attack either (unless you're a member of the militia)
This would be one of the reasons I don't want any part in the faction/mayor/citizenship system :S
Thats quite bad indeed.
Masano
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Masano »

The more perks and better advantages of being mayor there is the more people will be prepared to fight for it, and so there will be more PvP. Atleast thats my thinking behind it.

Also, just like in real life political votes can be influenced through threats and violence- and on UO that can happen IG or over ICQ - Ive got first hand evidence of that taking place in the last two weeks if people dont think that happens anymore.
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Monad
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Monad »

Edward Sinclair wrote:My issue is with the highlighted part:
  • 2.1 CITIZENSHIP BONUSES
    ...
  • Opposing faction town guards won't protect you if someone attacks you inside the guard area but won't attack either (unless you're a member of the militia)
This would be one of the reasons I don't want any part in the faction/mayor/citizenship system :S
Sorry missed that one, but yeah that could be reconsidered.
Demian
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Demian »

Monad wrote: Explain?
Darian Darkmind wrote:And what's your thought about this:
I'd make it so that if Minoc has a smith bonus, then whichever faction is in control receives that smith bonus to ALL their towns. The RP reason is simple, by having Minoc and it's tall and plentiful mountais, it is able to support your faction with more resources. This gives yet another reason to siege and conquer towns and expand your kingdom as more towns you have, the "stronger" each town grows.
More towns equals to more bonus, which in turn makes your faction "stronger".

I like your idea about allowing the mayors to choose from a list of perks. However, I'd unite these two ideas.

The more towns you have, the more perks are "unlocked". Also, the more towns you have, more perks you can pick. Holy town gives one pick and after that every TWO extra towns give additional pick. So if you have holy town + 6 other towns the mayor of each town can choose 1+3 perks from the list of unlocked perks. I said 1+3 because one perk, the town's own special perk is always activated and cannot be deactivated

Also, each town have their own unique individual bonus which is unlocked as a perk to all towns upon succesful siege. Additional special perks are added if your kingdom grows and captures more towns. For example, if you have 4 extra towns a "guard bonus"-perk is unlocked which, if picked, makes all guards 20% stronger. If you have 6 towns more special perks are unlocked.

And here's a list of possible perks from the top of my head:
The mayor of any town is able to choose a number of perks depending how many towns the faction is currently holding.

1. Merchant bonus.
- Each town has one different merchant bonus (Minoc is Smith, Jhelom is Tamer etc)
- Each town always has their basic merchant perk activated and it cannot be deactivated or changed.
- More merchant perks can be picked by the mayor

2. Fighter bonus
- all fighter citizens gain 5% to all their baseskills while fighting INSIDE the town and 10% if the siege is activated
- requires 6 additional towns to unlock
- requires 2 picks (takes the slot of 2 perks)

3. Magic user bonus (Takes 2 picks)
- all magic user citizens gain 5% to all their baseskills while fighting INSIDE a town and 10% if the siege is activated
- requires 6 additional towns to unlock
- requires 2 picks (takes the slot of 2 perks)

4. Guard bonus I
- your guards are 20% stronger
- Requires 4 additional towns to be unlocked

5. Guard bonus II
- your guards are 50% stronger
- Requires 8 additional towns to be unlocked.
- Doesnt stack with guard bonus I

6. Improved Healer
- Cures plague
- Twice as much mana
- No extra requirement

7. Improved banker
- Gain extra 50% revenue on top of the paid tax. (If the players pay 200k tax altogether, the town gets additional 50% totaling to 300k)
- No extra requirement

8. Ultimatum
- Siege time is doubled
- requires 4 picks (Takes the slot of 4 perks)
- (In other words, requires your holy town + 8 additional towns)

That's some to start with.

[Edit] Edited and added a bit.
Does that need more explanation? If the towns receive clear boosts to defence by stronger guards, longer siege time, better fighting skills etc. Ofcourse the religions will want to have as many towns in their control as possible?
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Monad
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Monad »

Masano wrote:The more perks and better advantages of being mayor there is the more people will be prepared to fight for it, and so there will be more PvP. Atleast thats my thinking behind it.

Also, just like in real life political votes can be influenced through threats and violence- and on UO that can happen IG or over ICQ - Ive got first hand evidence of that taking place in the last two weeks if people dont think that happens anymore.
If the citizens are loyal to the faction, the towns will be either impossible or very hard to siege, which after someone notice how hard it is, will lower the amount of forced sieges alot.
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Monad
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Re: Mayor/citizenship/faction system draft v0.9.2

Post by Monad »

Demian wrote:Does that need more explanation? If the towns receive clear boosts to defence by stronger guards, longer siege time, better fighting skills etc. Ofcourse the religions will want to have as many towns in their control as possible?
If we make the towns harder to siege, they will be sieged even more? I don't think I share the same logical thinking behind your statement.
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