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Outpost Input

Posted: Mon Mar 14, 2005 11:55 pm
by marct
Well, Xavier asked. Give your positive input here. Please limit yourself to listing your top 3 items that you would like to see in outposts. Short descriptions please.

Here are mine.
1. The ability to heal any NPC's in an outpost my guild is controlling. whether they be merchants, warriors, or guards.

2. More range of freedom to stock your outpost with guards/fences/towers/merchants/etc. In our event a while back, it was one way and one way only. Craft the items, make 5 packages get 5 warriors. I would love to be able to hire 'support staff' to craft, or dig, or maintain the parts of the outpost.

3. Parts of the outpost that can be destroyed during attack. It would be cool for the guard tower to take damage, and show that damage. Maybe you need special weapons or skills to target these items, maybe special 'ammo' that can only be made or bought in certain ways.

And my last request is take the time and do it right. The encyclopedia was kinda botched a bit. Do it right and put the features in upfront that are not clearly 'add-ons' to an outpost. For example adding damage to buildings after the fact would not be a proper implementation to me.

Thanks for listening, I know you are now. :)

-Noin

Re: Outpost Input

Posted: Tue Mar 15, 2005 12:12 am
by aylwyne
I really think there should be ways to occupy outposts other than combat. The names of the outposts suggest that some are centered around non-combat activities (diplomatic outposts, workshops, etc.)

I've been giving thought as to how you could do things other than combat for outposts yet still retain the GvG aspect.

For harvesting/crafting outposts, you could have a quota of resources and/or crafted items that your guild had to meet in order to occupy the outpost. You'd then have to maintain a certain quota to keep the outpost (could be per week or maybe per in-game year, etc.). In order for a guild to take the outpost from you, they'd have to beat your production for the given timeframe by a certain percent (maybe 20%). This type of outpost wouldn't be able to be taken over by fighting.

A diplomatic outpost could be acquired by doing enough missions for certain races. Again, to keep the outpost, you'd have to keep doing a certain number of missions over time and for another guild to take the outpost, they'd have to outdo you by a certain amount.

In either of these cases, there should be a window that tells you your current productivity for the current period as well as any contending guilds. That's really no different than being able to gague your progress by counting corpses in a combat type of outpost.

The bonuses that the outpost provide should be related to the type of outpost (increased harvest output, increased crafting success, fame boosts, etc.)

Maybe ideas like this are in the works but it just didn't sound like it based on the post. I sure think outposts need to be more than a place to do GvG fighting. The "border posts", "strongholds" etc. would still be fight type of outposts but I think there should be a mix.

They should try to be as creative as possible in the different ways to obtain and take over an outpost.

Re: Outpost Input

Posted: Tue Mar 15, 2005 5:21 am
by lyrah68
I like a number of suggestions from both posts so far. I like the idea of MORE control...not less. (but potted plants is a bit much...saw that in a game I am testing and thought, "a dev wasted brain time on THAT?!! NO WAY!" but there the plant was.)

I also think that NON violent ways to take over outposts with either educational or diplomatic names would make ALOT of logical sense. I mean just how violent is a FARM for pity sake? (News flash, my in laws farm is dull enough to put a Full out ADHD kid into a COMA!), and just how many brainiacs are going to bother to pick up a gun when such SERIOUS matters as steam power and ways to pull the minerals out of PLANT matter are being studied?! And what would firing a gun be??? Aggressive negotiations (gratuitous line theft from a popular movie :rolleyes: ). Sorry, I have seen diplomates that would talk peacably with the gunman that blew off their legs.

I would like to see a healer that only heals those that hold the outpost and their registered allies (good reason to have diplomatic relations with as MANY guilds as possible. Guilds would also have a list of enemies, any allies that have allies that are on each others "enemies" lists would cancel out the alliance between the three of them.). How about a hospital on Karavan related outposts and a church related sanctuary (like a medevil european style catholic monks), I would think that that would encourage "picking a side".

I would like to see special trainers that offer outpost related skills at the outposts, special armors, weapons, spells and various stealth skills would be included (FYI I think that the stealth should work against other NON outpost involved players and mobs/npcs/tribes).

I would like to see pets FINALLY be introduced...through outposts if need be. I lean towards the taming school of thought. Start out in newbie taming suckling Yubos, of course those die rather quickly, but you gain skills/xp in taming, and eventually you will tame a pet that will live, for more than one day. That pet would level and grow, and gain skills, just as a mob of the same level of the same type (if no mob of the same type AND level exist...make up the skills by comparing to other mobs of that level, shouldn't be TOO hard). I think these tamed animals should be saleable with a SLIGHT loyalty loss and there should be ways to "encourage" pets to like you more. Treats, food of better and more correct type (meat for cuttlers etc, and grain for the herbies), naming (names like leo for a catlike mob, rex for yubos and dog types, and kind and loving names like king, prince, Fido would earn the pets trust, but Dopey, and Stupid would LOSE loyalty as would kicking or hitting them), the ability to pat or "pet" your pet (ever see with petting a cat can do? how about catnip?? yep, me too). I think pets could be a GOOD way to tie gaming in with ROLE playing, reward thinking caring behavior...and it WILL be repeated.

There should be a limit on the number of tamed animals, and a market like the merchants should exist as well...any pet ON the market should NOT count in the pet count, but SHOULD count in your maximum number of items listed.

I also think that pet armor should be craftable and fall somewhere in the hundreds on EACH racial tree, each race will HAVE pets, and will naturally want to protect them...if for different reasons (Kami due to their being allies, not slaves...Karavan would not want to see valuable livestock dying, much like Karavan races took care of their homin slaves even if it was not a free OR fair relationship...).

I also think that a standard creation skill should be included in the training, with the qualities being like armor Basic would be CHEAP (10 sp ish, the MQ would be higher, and HQ would be higher). The standards would be either the guilds symbol OR the alliance's symbol, and the higher the quality of standard...the higher the loyalty of "hired hands" like guards, trainers etc. And like pets, there should be ways to reward the hired hands. And Hired hands should ALSO be able to level (if they survive and attack of carnivores or tribes or players, the hired hand should gain xp, gain enough xp and TA DA...the hired hand levels and gains new skills). There should also be healers included in the hire hands you can get, they would heal the nearest alliance member, holding guild member or other hired hand, or themselves (in roughly that order). This would mean the longer you HOLD an outpost...the better chance you stand of KEEPING it.

(FYI I want a War Bolobi! or a nice War Timmy!)

Re: Outpost Input

Posted: Tue Mar 15, 2005 5:36 pm
by caitiff
having a wider variety of pets would be nice, but I dont know if I like the taming idea so much for this game. Also, you failed to mention what these pets do. If they fight I think that is even farther off in this games direction.

I do agree fully w/ marct and mostly with aylwyne

Re: Outpost Input

Posted: Tue Mar 15, 2005 5:51 pm
by sprite
lyrah68 wrote:(FYI I want a War Bolobi! or a nice War Timmy!)
pffft Slayer Kipesta all the way \o/

Re: Outpost Input

Posted: Tue Mar 15, 2005 6:17 pm
by quasar11
sprite wrote:pffft Slayer Kipesta all the way \o/
Hmm...i thought we where supposed to be saving the planet from the Kitin and Goo...GVG aids this how again?

Re: Outpost Input

Posted: Tue Mar 15, 2005 6:26 pm
by glipe
Pitting Guild against guild will ensure that our skills are honed and are warriors ready for attack while also getting the outposts, that are as rubble at the moment, up and running, ready to defend our lands against invasion. Though unrelenting guild against guild fighting won't benefit anyone, letting some combat and maneuvering determine who is best to hold an outpost will benefit the entire of Atys, rather than assigning each outpost to a guild and hoping that they hold.

Re: Outpost Input

Posted: Tue Mar 15, 2005 6:59 pm
by quasar11
glipe wrote:Pitting Guild against guild will ensure that our skills are honed and are warriors ready for attack while also getting the outposts, that are as rubble at the moment, up and running, ready to defend our lands against invasion. Though unrelenting guild against guild fighting won't benefit anyone, letting some combat and maneuvering determine who is best to hold an outpost will benefit the entire of Atys, rather than assigning each outpost to a guild and hoping that they hold.
Guess I just prefer to hone my skill against the enemy...haven't seen many folks who fight like kipee...

Re: Outpost Input (Wishlist)

Posted: Tue Mar 15, 2005 7:24 pm
by marct
Is there ANY chance we can get back on topic?

Please provide your top 3 items you would like to be implemented in outposts! Your feedback will make a difference now, not later. (They are listening)

Re: Outpost Input (Wishlist)

Posted: Tue Mar 15, 2005 7:38 pm
by quasar11
marct wrote:Is there ANY chance we can get back on topic?

Please provide your top 3 items you would like to be implemented in outposts! Your feedback will make a difference now, not later. (They are listening)
Ok fine:

1: I'd like to see less GVG infasis in the implementation
2: I'd like to see a more PVE bias, I'd envisioned the outposts as a base for staging large scale battles against the kitin...in the mold of the alien invasions in anarchy online.
3: I think SOR is unique in the way that people help each other and as a smaller community consider each other family...I'd the this GVG focus not to spoil that.