godhand- wrote: Tue Aug 23, 2022 5:41 am
So, i've been thinking about this thread alot. A few people have suggested a "pvp island" or something.... but i don't think a random space of the world where people go for "consequence free pvp sessions" is a great solution.
I do however, think there is merit in the idea of funnelling pvp content into specific areas which come with specific objectives/goals that give those in control of this content some form of meaning with regards to the factions/settlements that "win"/control it.
When i think of something like this, in the past i'd have thought its not really possible, but now with the amazing changes already implemented by the team, i think alot of the ground work has already been laid and it wouldn't be a stretch to implement something (although from area design and balance etc it would still be a massive amount of work).
The idea i have in mind comes from Guildwars 2. Possibly the best MMO i've ever played. It has a game mode called World versus World, which is essentially server vs server in a large mass pvp focused area, where there are keeps, towers and camps in which you capture to earn points for your team.
I don't think something to that scale is possible, but it has some interesting ideas you could borrow from around the idea of conquests and capturing keeps/objectives.
When i think of this idea in the context of arelith, unfortunately it leads me towards a surface vs underdark type setting, rather than an area in which all settlements could "wage war" against each other....
Where though? And i think its been answered in the minds of any/every underdarker who existed before they caved in the stairwell between the two servers.... old stonehold. There are too many underdarkers to count who at that point in time wanted to set up a militant base in old stonehold as a staging point for attacks on the surface (which i'm sure is part of the reason the transition between UD/Surface at old stonehold was removed)
So, with the theme and the location set, how would you make this "world versus world" from guildwars2 at stonehold in arelith?
Introducing....
Stonehold keep (think stonemist castle fromg gw2):
Ok, theres a keep... and we already have 3 of those (darrow,gloom, the spires) Whats special about this one? It can be captured...A capturable keep which can be reinforced and upgraded by whomever is in possession of it (either a surface settlement or andunor settlement)
This re-opens the pathway between surface/UD at stonehold, and has a keep for whomever is in control of it to defend/control.... I suppose this is not dissimiliar to the portal at light keep in a way....
About the keep:
I'd envisage the keep having 2 rings/walls/areas on either side of the "throne room" which must be assaulted/breached before assaulting the throne room..... And having staging areas between each wall. These would function visually as barracks etc. and supply storage areas.
UD Outer Wall <--> UD Staging <--> UD Inner wall <--> Keep main/Throne room <--> Surface Inner wall <--> Surface Staging <--> Surface Outer wall.
The outer walls could potentially have multiple ways to breach it (i'm thinking 127 DC Locks which grant individual access only (Think the watergate at helms deep), 100+DC climb spots), which once breeched give access to the "Staging areas" which provide an area to stage offense/defence and contain supply depots*
The inner walls would need to be destroyed to gain access to the main/throne room where the boss is, for capturing the keep
Upgrading the keep / Supply:
Whomever is in control of the keep can upgrade it assuming the right amount of supply is available.
EG, 10,000 stone upgrades the walls HP - can be done 3 times.
EG, 10,000 food upgrades the npcs guarding the walls.
EG, 10,000 metal upgrades the weapons of npc guards to +5
Supply comes in the format of stone/wood etc from the trade czars of each settlement - however i'd envisage it must be carried like a warded package (no TP/fast travel) to get it to the keep once you're in ownership of it.
Supply depots are used to store supply within the keep. A party laying seige can sap the supply from the keep once per 24h to remove the supply by 1/3 of current reserves. Perhaps this can be done via climb/open lock check (see above) to bypass the first wall to sabotage the defenders before an assault.
Supply is intentionally used in this fashion as a gold sink to make co-operation between settlements a must to share the financial burden (or rich player factions can fund this)
Consequences of ownership:
I thought about this one... and, i wasn't sure what to put here... but the first idea is that the conesequence of owning the keep is..... UD players/groups cannot do surface settlement raids unless they are in control of the keep. This is specifically settlement raids, not "surface raids" of surface dungeons/content.
This incentivises the surface to man and defend the keep when they are in control as it "holds teh darkness at bay" (again, parralells to light keep keep coming in here)
This incentivises the UD/Andunor to work together as if they want to have any ability to impact the surface they need to get through the keep first.
Laying seige and Method of capture:
Seige is laid with similiar mechanics/cannons from the sailing system.
these cannons are setup to lay seige to the walls. Doing so triggers the npcs to hostile anyone in the area outside the wall who does not belong to the owning settlement.
Depending on the upgrade level of hte wall, would impact the amount of cannons/damage required to break it down. Of course, this can be offset by more cannons etc but this requires more peopple and investment on the assaulting force to speed the process up.
Method of capture has to be a sustained effort by a large group to inflitrate the keep, and beat a boss npc of some form (equivalent in strength to other epic dungeon bosses) and hand its head to an npc in the keep to transition ownership - The person handing in the head must be a member of a settlement, at which point that settlement takes ownership.
7(14?) day lock after capture - prevents this being an eternal war zone. Once captured, the losing settlements (UD/Surface) cannot lay seige to the keep for 7 RL days. (Supply sapping available after 4 days)
The idea is it should take a relatively coordinated/organised/funded force to take the keep, and equally so to hold it.... taking the keep should not be easy. Not only that, it also allows for allegiances to be made to the evil players in surface settlements, who may sabotage defenders should there be an assault.... but all of this should be generating large amounts of roleplay.
Thanks for reading my stream of consciousness.