Spires
Posted: Sun Sep 24, 2006 9:36 pm
Do you want this feature, already in development, to be implemented as described in the document below?
http://www.ryzom.com/development/in-development/spires-en/
Global Faction PvP - Claiming Territories For Your Faction
by Xavier Antoviaque Creation Date : Monday,24 October , 2005
Three months ago, the PvP Strike Team introduced some of the early concepts of the Faction vs Faction PvP in its letter; we'll now have a more detailled look at the gameplay elements of the on-going global war, to be patched next month at the same time as the Outposts.
All over the currently known territories of Atys, towers will be erected by those who want to claim lands for their own faction. Owning or loosing a land won't be without consequences, as the towers will grant special advantages to the members of the corresponding faction...
1] PvP Flag
The first thing to keep in mind is the role of the PvP flag. You will only be affected by the rules and effects described in this document if you choose to enable it. This way, if you don't want to participate in the PvP conflict, you will be able to stay out of it you will only be affected by the availability of respawn points and teleport tickets. However, there will be an interesting difference: there will be large battles all over the territory, which you will be able to watch safely.
2] Claiming Territories
We see on picture A that there is a base per region; their purpose is to host spires summoned by you. There is one base per region. Each base has a specific effect when activated by a faction (examples: bonus in melee damage, in Sap regeneration rate, etc.). This effect is automatically active in the whole region as soon as the spire has been taken, and will positively affect all PvP-flagged players of the faction which owns the spire, and negatively affect all PvP-flagged players of the opposing faction.
3] Summoning a Spire
During a faction war, factions can create a spire on each base. It will give the control of the region to the faction which has summoned it. Once the spire in place, the region is considered as belonging to the faction owning the spire. Active altars and TP tickets in the region are only those of the faction who took control over that region.
To summon a spire, you will have to spend faction points gained by killing enemy players during faction wars or by destroying opposing spires. Faction points are centralised on a global pool.
There are different kinds of spires with different effects (regeneration rates, characteristics, power, etc.), and unique spires (with a effect on resists, dodge/parry, etc.) available for the faction owning the most spires in all territories.
Each spire has many HP and a very high regeneration rate. There is a fixed global amount of HPs for all spires, distributed among all of them the more spires you own, the less HP each of them has, thus making it increasingly defend to defend them.
4] Linking regions
On picture A, we can notice a red line linking the spires n° 1, 2, 3, 4 and 5: the same faction owns the five spires of five contiguous regions (Outlaw Canyon > Sawdust Mines > Savage Dunes > Scorched Corridor > Dunes of Exile).
When two spires belonging to the same faction are linked (contiguous regions), their effects are spread in all linked regions. On picture A, since the line is 1-2-3-4-5, all effects are active in the five regions of that line.
5] Spires levels
Each active spire on a base is automatically level 1.
As you construct more spires, their level increases (see the table below), and the effect of these spires becomes stronger. If the number of owned spires decreases, the spires' level will automatically decrease accordingly.
Level 1 - 1 spire
Level 2 - 5 spires
Level 3 - 15 spires
Level 4 - 25 spires
Level 5 - 35 spires
On picture B, the opposing faction has captured the Scorched Corridor (2), breaking the 1-2-3-4-5 line. The line becomes only 3-4-5 (losing the effects from 1 and 2), and 1 becomes isolated (losing the four extra effects).
6] Miscellaneous
a) Respawn
It is impossible to respawn in a region owned by an opposing faction. It is possible to respawn in a neutral region, a region controlled by ones faction, or in ones own capital.
b) Teleportation tickets
It is impossible to use TP tickets when their destination is an area owned by an opposing faction. It is possible to use TP tickets in neutral areas, areas controlled by ones faction, or in capitals.
c) NPC guards
Next to each spire, there are 6 NPC guards, and also officers in charge of warning the faction using a dedicated channel when a spire is under attack, destroyed or spawned. The level of these NPC guards doesnt depend on the level of the area :
http://www.ryzom.com/development/in-development/spires-en/
Global Faction PvP - Claiming Territories For Your Faction
by Xavier Antoviaque Creation Date : Monday,24 October , 2005
Three months ago, the PvP Strike Team introduced some of the early concepts of the Faction vs Faction PvP in its letter; we'll now have a more detailled look at the gameplay elements of the on-going global war, to be patched next month at the same time as the Outposts.
All over the currently known territories of Atys, towers will be erected by those who want to claim lands for their own faction. Owning or loosing a land won't be without consequences, as the towers will grant special advantages to the members of the corresponding faction...
1] PvP Flag
The first thing to keep in mind is the role of the PvP flag. You will only be affected by the rules and effects described in this document if you choose to enable it. This way, if you don't want to participate in the PvP conflict, you will be able to stay out of it you will only be affected by the availability of respawn points and teleport tickets. However, there will be an interesting difference: there will be large battles all over the territory, which you will be able to watch safely.

2] Claiming Territories
We see on picture A that there is a base per region; their purpose is to host spires summoned by you. There is one base per region. Each base has a specific effect when activated by a faction (examples: bonus in melee damage, in Sap regeneration rate, etc.). This effect is automatically active in the whole region as soon as the spire has been taken, and will positively affect all PvP-flagged players of the faction which owns the spire, and negatively affect all PvP-flagged players of the opposing faction.
3] Summoning a Spire
During a faction war, factions can create a spire on each base. It will give the control of the region to the faction which has summoned it. Once the spire in place, the region is considered as belonging to the faction owning the spire. Active altars and TP tickets in the region are only those of the faction who took control over that region.
To summon a spire, you will have to spend faction points gained by killing enemy players during faction wars or by destroying opposing spires. Faction points are centralised on a global pool.
There are different kinds of spires with different effects (regeneration rates, characteristics, power, etc.), and unique spires (with a effect on resists, dodge/parry, etc.) available for the faction owning the most spires in all territories.
Each spire has many HP and a very high regeneration rate. There is a fixed global amount of HPs for all spires, distributed among all of them the more spires you own, the less HP each of them has, thus making it increasingly defend to defend them.
4] Linking regions
On picture A, we can notice a red line linking the spires n° 1, 2, 3, 4 and 5: the same faction owns the five spires of five contiguous regions (Outlaw Canyon > Sawdust Mines > Savage Dunes > Scorched Corridor > Dunes of Exile).
When two spires belonging to the same faction are linked (contiguous regions), their effects are spread in all linked regions. On picture A, since the line is 1-2-3-4-5, all effects are active in the five regions of that line.
5] Spires levels
Each active spire on a base is automatically level 1.
As you construct more spires, their level increases (see the table below), and the effect of these spires becomes stronger. If the number of owned spires decreases, the spires' level will automatically decrease accordingly.
Level 1 - 1 spire
Level 2 - 5 spires
Level 3 - 15 spires
Level 4 - 25 spires
Level 5 - 35 spires
On picture B, the opposing faction has captured the Scorched Corridor (2), breaking the 1-2-3-4-5 line. The line becomes only 3-4-5 (losing the effects from 1 and 2), and 1 becomes isolated (losing the four extra effects).
6] Miscellaneous
a) Respawn
It is impossible to respawn in a region owned by an opposing faction. It is possible to respawn in a neutral region, a region controlled by ones faction, or in ones own capital.
b) Teleportation tickets
It is impossible to use TP tickets when their destination is an area owned by an opposing faction. It is possible to use TP tickets in neutral areas, areas controlled by ones faction, or in capitals.
c) NPC guards
Next to each spire, there are 6 NPC guards, and also officers in charge of warning the faction using a dedicated channel when a spire is under attack, destroyed or spawned. The level of these NPC guards doesnt depend on the level of the area :
- Elite Warrior, level 250 (Defense level 50)
- Warrior, level 250 (Defense level 50)
- Warrior, level 250 (Defense level 50)
- Magician, level 250 (Defense level 50)
- Magician, level 250 (Defense level 50)
- Magician, level 250 (Defense level 50)