Outposts Outlined

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lawrence
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Outposts Outlined

Post by lawrence »

Nevrax has just published a detailed description on the upcoming outposts feature over at the official website: http://www.ryzom.com/?page=news&id=1122

Among other planned features, the document provides a detailed description on squads and turn-based battles.

If you have any questions or feedback, feel free to let us know! :)
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art3an
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Re: Outposts Outlined

Post by art3an »

Hmm...

Most say that this system sound both very interesting and unique.

Ofc, as mentioned in the article, there will sure be a strong need to balancing thresholds etc. but such things "usually" gets sorted eventually. The concept in it self, however, has a vast potential to bring both tons of entertainment (content :) ) as well as further differ SoR from other mmorpgs.

So far, Bravo!
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trenker
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Re: Outposts Outlined

Post by trenker »

Sounds great. I can't wait!

Maybe sounds a bit like Dark and Light's turn based thing for fortresses that will allow 'reinforcements' half way through.

I would like to see the outpost's level decay only 1 level per week, instead of 1 every 2 days, to help with stability a bit more. But who knows how that will pan out.

Problem, maybe:
The defenders tactic may be to only bother fighting when the level gets high enof to be important, and save all their good squads for that round. This would mean there would be lots of boredom initially, but I guess would add to the suspense, because you never would know when the defenders are going to get serious.

Idea:
Some Kami and Karavan bonuses if attackers/defenders are factioned correctly would be cool! This may also help to balance seriously unfair fights.
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svayvti
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Re: Outposts Outlined

Post by svayvti »

You know, I was long excited about outposts from the beginning when Nevrax announced them as having Dynamic content. Tribes attacking, Kitin attacks, etc. The original vision was enthralling and revolutionary. Guild missions and guild content. My guild while it was still large after launch was looking forward to guild content without the hassle of PvP and uber rare raid mobs.

Now that Nevrax has dumbed it down to yeah another PvP land battle I've lost most of my interest in it. How many pvp games don't have a similar pvp outpost battle? How many of Ryzom's community are here because they hate the PvP griefer aspect? PvP doesn't excite the current Ryzom community and it is a niche that I don't think they would do well to try and fight into.

I hope PvP would be there for those who want it consentually, but turning it into a main feature of the long-awaited outposts just makes me feel I'll be disappointed even when they do finally arrive.
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thosholm
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Re: Outposts Outlined

Post by thosholm »

It sounds interesting. I can see one possible disadvantage for small guilds though: having to buy the upgraded squads.

While the game has no real money sink and any competent harvester/crafter can make a lot of dapper in a short time, there still will be differences. Bigger guilds will have more money and will simply be able to swamp smaller, poorer guilds with bought squads.

Then again, I'm no fighter. I look more forward to the 'building' aspect of Outposts.
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sebron
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Re: Outposts Outlined

Post by sebron »

This dose sound different than what i thought it would be. But i wonder how many outpost will there be per race? And will there be any in the prime roots?

Well this will be cool even though my guild will be to small to partake in trying to taking an outpost.... lol but just to have something new to see will be nice even though i'm against pvp.
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forever
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Re: Outposts Outlined

Post by forever »

I like this concept and hope it works, but I can see svayvti point of view. I too liked the old Outpost concept better.

I still think this can work if done right. :)
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vguerin
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Re: Outposts Outlined

Post by vguerin »

sebron wrote:This dose sound different than what i thought it would be. But i wonder how many outpost will there be per race? And will there be any in the prime roots?

Well this will be cool even though my guild will be to small to partake in trying to taking an outpost.... lol but just to have something new to see will be nice even though i'm against pvp.
I think "too small" is not really a restriction... We should be able to assume that the OP's in lower level zones will be easier to obtain (and cost less). They will probably be ignored by the bigger guilds who will be looking towards the higher level outposts I would assume.
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grimjim
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Re: Outposts Outlined

Post by grimjim »

The bit I don't get is where the attacking squads come from.
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vguerin
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Re: Outposts Outlined

Post by vguerin »

grimjim wrote:The bit I don't get is where the attacking squads come from.
I am guessing they will be similar to the troops that formed during the invasion when we crafted gear for them ?
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