Wulfyn
05-29-2009, 08:27 AM
I posted this in a 'future of darkfall' post on the general forums, but I wanted to give it its own thread for wider discussion/criticism.
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My biggest change would be to overhaul the hamlet/city/alliance system. Allow all clan stones to be destructible (maybe have a war engine to purge the clanstone from the land?). This would allow cities and hamlets to be destroyed. Next allow any clan to build a hamlet, but make the cost to do this in the region where people will be serious about it (something like 30k gold I think would put me off making one unless I was serious about developing it). At this point a clan should only be allowed one hamlet. The hamlet should be buildable and modular so that city designers have fun, with an advancement system similar to those you see on RTS games - so something like upgrading your clan hq to a city hall to unlock the second level of development. What you can build and how much you can build is tied into this. Eventually the hamlet will develop into a city, and at a certain level it will be big enough to allow the clan more hamlets.
Restrict the building of these hamlets to outside a certain distance from the npc areas, and these npc areas shall be known as that races kingdom. Outside of this area allow clans with a hamlet to ally together to form a faction / nation. This will allow proper player kingdoms to be created. These player kingdoms will have their own racial settings, so 2 kingdoms can set each other to red or blue no matter what race is in each kingdom. Alignment to the npc kingdoms can be set on what is in that kingdom (a kingdom with an alfar in would be set red to the dwarf npc kingdom).
I think this would create proper player kingdom wars, with clans at the forefront of the fight. The kingdom borders would move and other clans could get caught up in the fighting. As a kingdom grows they could offer 'join us or die' ultimatums to clans they now consider to be within their territory. This would get people out of towns, make hamlets more than places to try and catch a harvester before he can get to the bank / a supply station, and make the wilderness far more interesting.
"
So what do you guys think? Does this have merit, and sound fun, or is it a good job I do not develop games for a living? Any expansion on the ideas here is also welcome!
"
My biggest change would be to overhaul the hamlet/city/alliance system. Allow all clan stones to be destructible (maybe have a war engine to purge the clanstone from the land?). This would allow cities and hamlets to be destroyed. Next allow any clan to build a hamlet, but make the cost to do this in the region where people will be serious about it (something like 30k gold I think would put me off making one unless I was serious about developing it). At this point a clan should only be allowed one hamlet. The hamlet should be buildable and modular so that city designers have fun, with an advancement system similar to those you see on RTS games - so something like upgrading your clan hq to a city hall to unlock the second level of development. What you can build and how much you can build is tied into this. Eventually the hamlet will develop into a city, and at a certain level it will be big enough to allow the clan more hamlets.
Restrict the building of these hamlets to outside a certain distance from the npc areas, and these npc areas shall be known as that races kingdom. Outside of this area allow clans with a hamlet to ally together to form a faction / nation. This will allow proper player kingdoms to be created. These player kingdoms will have their own racial settings, so 2 kingdoms can set each other to red or blue no matter what race is in each kingdom. Alignment to the npc kingdoms can be set on what is in that kingdom (a kingdom with an alfar in would be set red to the dwarf npc kingdom).
I think this would create proper player kingdom wars, with clans at the forefront of the fight. The kingdom borders would move and other clans could get caught up in the fighting. As a kingdom grows they could offer 'join us or die' ultimatums to clans they now consider to be within their territory. This would get people out of towns, make hamlets more than places to try and catch a harvester before he can get to the bank / a supply station, and make the wilderness far more interesting.
"
So what do you guys think? Does this have merit, and sound fun, or is it a good job I do not develop games for a living? Any expansion on the ideas here is also welcome!