Page 2 of 2

Re: Ideas for outposts types

Posted: Tue May 24, 2005 5:17 am
by raynes
thurgond wrote:I would really like to see different types of outposts including different non-military ways to take initial posession of an outpost, but I think the military option of taking over or destroying an outpost should be there. Once a guild takes over an outpost, the only way it should loose posession is when another guild wipes out the defenders, invading kitin wipe out defenders, or the guild can't pay or stops paying maintenance.

I'm taking as a given that each outpost will have one or more groups of npc defenders. The cost and type of defenders could vary by type of outpost:
Farms - cheap to recruit (plentiful farm boys) and maintain.
Border posts - faster reinforcements.
Strong holds - defensive advantage, probably cheaper bollards.
Diplomatic posts - expensive defenders but big fame penalties if attacked.
Research Centers - cheaper autolauncher defenders.
Workshops - better gear for defenders.
Trade Post - cheaper maintenance.
Magic Pole = cheaper magic user defenders.

The owning guild's fame with neighboring tribes or the civilization if near a city should also affect the cost of defenders. For example Kult of Kami would have a hard time finding defender recruits in Majestic Garden, could populate an outpost in Fleeting Garden relatively cheaply from the Zorai tribes there.

I believe you will get clost to what you are wishing for.