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View Full Version : changes to city mines/farms/groves/etc


Demogadeus
05-27-2009, 10:09 AM
Hopefully this suggestion gets posted. I posted another suggestion last week and I have not seen it yet.


After talking to some people in my alliance, we agreed upon some general suggestions for city resources in the new server.


1.) There needs to be a reward for living in a city. Resources gathered inside should allow a clan who owns a large city to comfortably outfit themselves in nice gear (say plate or full plate) and mid range vehicles (say brigantines, low level warhulks, and cannons).


People who cannot own a city should be able to comfortably acquire decent gear, such as banded and scale, and vehicles like rafts and low level cannons. Obviously if either of these groups want to upgrade, it should be possible, but require dedicated work


As it is now, there is no benefit to owning a city, except having to deal with its defense. Many cities don't even have a mine, and the farm in our town gets exhausted in about 3 minutes every server up.


Owning a city should provide a clan with enough resources that they do not really have to leave it to farm ores and other mats, and also to support access to ships and cannons. These things should not be so rare that people are afraid to use them.


2.) Provide some sort of strategy to using mines/groves/etc.


Example, mine has 1000 ticks in it. first 250 ticks provide 10 ore per hit, second 250 ticks provide 8. Then 6 then 4.


Ticks regenerate at a constant rate regardless of how many are left, each hit takes up one tick. That is to say, if you get 10 ore for one hit, it will use only one tick. If you get 4 ore per hit, it will use only one tick.


This should encourage clans to not constantly farm their nodes dry. It would be smarter to keep it 3/4 or 1/2 full so you get more ore per tick.


I am tired of raiding cities and hamlets only to find one naked afk person, and a mine with 5 ore in it. This would encourage the long term holders to think about how they will extract ore, while still allowing those who want to raid a town the short-term plunder of a half full mine.


3.) There needs to be a lot more resources in a city node. Assuming the NA server doesn't flop, there are going to be a shit ton of people playing. Even now there are many cities with 100-200 players who are active daily. What use is 1000 timber to 200 players? That comes down to 5 timber per person. Multiply the quantity of resources by 20, 30, 40.



It will be a good thing for city ownership to divide Darkfall players into the haves and the have nots. It will provide incentive to capture and hold cities, as well as for large raids that are not siege related. No one wants to deal with asset damage right now since there is no gain. By buffing the benefits of a city mine, it will also make breaking said mine more effective on reducing a clan's wealth.