Proposal: PvE Outposts
Posted: Fri Oct 20, 2006 10:50 am
Last night, i discussed a long time with chanchu about a system of bringing equal rights to pvp an pve players. At the moment, pvp brings a lot of advantages to you. But those players who don't like to kill each other, do not have the possibility of getting crystals or OP-Mats. So the basic idea was to get equal possibilities for players who like to cooperate and people who like to play against each other.
Therefore this is my proposal for a pve-outpost system:
It would be simple to implement, because only about half of all op's are activated at the moment. So the dev's just have to activate the remaining outposts and declare them as pve outposts.
In the following text, i will only refer to those new pve outposts. All pvp outposts which exist at the moment, shall not be changed!
The rules:
* each guild can only have 1 pve OP at the same time
- guilds which wants more OP's have to claim additional pvp op's
* To take an outpost you have to:
- kill the bandits, which guard it ... or...
- pay the bandits a lot of money, so that they leave ... or ...
- give them a lot of ressources/items, so that they leave
* the Bandits will return each 4-7 days (random)
- you will be informed about this, 3 days before they approach
* To get rid of them you have to:
- pay them a fee ... or ...
- give them ressources or items .. or ...
- fight them
* Each time they approach:
- the costs in dappers doubles
- the needed items/ressources doubles
- there are 10 more bandits
* If you don't pay them and you lose the following fight, the outpost is lost.
In this case:
- this outpost is locked for your guild for 2 weeks
- the outpost is deactivated for 10-24 hours (random)
- After this time, other guilds can try to claim it.
the advantages of the system:
- dapper will get a real value again, cause you spend a lot to keep your outpost a long time
-> this would help the economy of atys to stabilize and stop the inflation of dappers
- no guild can hold an op forever cause the costs doubles each attack and the agressors get more each time
-> so a regular change of outposts and occupiers is assured
- guilds with more players (which needs more mats) can hold the outpost longer than smaller guilds
- guilds with high lvl players will be able to hold higher lvl ouposts than low lvl guilds
-> so lows and highs can coexist without disturbing each other
- more "peace" will be in the community, cause you do not have to fight each other, you then have the CHOICE of pvp or pve
An example:
I find a lvl 150 outpost which belongs to no guild. Me and my guild meet at the outpost and declare war to it. A group of bandits spawns and attacks me. We kill all of them and the outpost is ours.
2 days later i got a message:
"Your outpost will be attacked on january the 01. at 8 pm. Do you want to pay the bandits for 500.000 Dappers, bring them 50 q150 items, give them 500 q150 ressources or fight with 10 of them?"
I chose fight. So 3 days later i meet with my guild at the op and at 8pm, 10 bandits spawn. We killed them all.
4 days later i got a message:
"Your outpost will be attacked on january the 08. at 9 pm. Do you want to pay the bandits for 1.000.000 Dappers, bring them 100 q150 items, give them 1000 q150 ressources or fight with 20 of them?"
I pay, cause some of my guildmembers don't have time to play at the attacking time.
5 days later again...
"Your outpost will be attacked on january the 13. at 7:30 pm. Do you want to pay the bandits for 2.000.000 Dappers, bring them 200 q150 items, give them 2000 q150 ressources or fight with 30 of them?"
I pay again, but its getting expensive now for my small guild...
4 days later...
"Your outpost will be attacked on january the 17. at 9:30 pm. Do you want to pay the bandits for 4.000.000 Dappers, bring them 400 q150 items, give them 4000 q150 ressources or fight with 40 of them?"
Args... no, thats way to expensive for me... i chose to fight!
3 days later the fight occurs at the outpost. My whole guild got killed and we lost the battle. Now the outpost is lost. We can either wait 2 weeks and hope that no other player takes this oupost in this time. Or we watch out for another free oupost to claim. 10-24 hours(random), the outpost is deactivated for everyone. After that time, other guilds can try to claim it...
ideas for used numbers and values: (only ideas, finetuning is necessary )
LVL of the Outpost | Needed Dappers - Items - Mats for the 1., 2. and 3. wave
50 | 70 k, 140k, 280k, ... - 15, 30, 60, ... - 150, 300, 600, ...
100 | 200 k, 400k, 800k, ... - 25, 50, 100, ... - 250, 500, 1000, ...
150 | 500 k, 1 mill, 2 mill, ... - 50, 100, 200, ... - 500, 1000, 2000, ...
200 | 1.5 mill, 3 mill, 6 mill, ... - 100, 200, 400, ... - 1000, 2000, 4000, ...
250 | 5 mill, 10 mill, 20 mill, ... - 200, 400, 800, ... - 2000, 4000, 8000, ...
what do you think?
Therefore this is my proposal for a pve-outpost system:
It would be simple to implement, because only about half of all op's are activated at the moment. So the dev's just have to activate the remaining outposts and declare them as pve outposts.
In the following text, i will only refer to those new pve outposts. All pvp outposts which exist at the moment, shall not be changed!
The rules:
* each guild can only have 1 pve OP at the same time
- guilds which wants more OP's have to claim additional pvp op's
* To take an outpost you have to:
- kill the bandits, which guard it ... or...
- pay the bandits a lot of money, so that they leave ... or ...
- give them a lot of ressources/items, so that they leave
* the Bandits will return each 4-7 days (random)
- you will be informed about this, 3 days before they approach
* To get rid of them you have to:
- pay them a fee ... or ...
- give them ressources or items .. or ...
- fight them
* Each time they approach:
- the costs in dappers doubles
- the needed items/ressources doubles
- there are 10 more bandits
* If you don't pay them and you lose the following fight, the outpost is lost.
In this case:
- this outpost is locked for your guild for 2 weeks
- the outpost is deactivated for 10-24 hours (random)
- After this time, other guilds can try to claim it.
the advantages of the system:
- dapper will get a real value again, cause you spend a lot to keep your outpost a long time
-> this would help the economy of atys to stabilize and stop the inflation of dappers
- no guild can hold an op forever cause the costs doubles each attack and the agressors get more each time
-> so a regular change of outposts and occupiers is assured
- guilds with more players (which needs more mats) can hold the outpost longer than smaller guilds
- guilds with high lvl players will be able to hold higher lvl ouposts than low lvl guilds
-> so lows and highs can coexist without disturbing each other
- more "peace" will be in the community, cause you do not have to fight each other, you then have the CHOICE of pvp or pve
An example:
I find a lvl 150 outpost which belongs to no guild. Me and my guild meet at the outpost and declare war to it. A group of bandits spawns and attacks me. We kill all of them and the outpost is ours.
2 days later i got a message:
"Your outpost will be attacked on january the 01. at 8 pm. Do you want to pay the bandits for 500.000 Dappers, bring them 50 q150 items, give them 500 q150 ressources or fight with 10 of them?"
I chose fight. So 3 days later i meet with my guild at the op and at 8pm, 10 bandits spawn. We killed them all.
4 days later i got a message:
"Your outpost will be attacked on january the 08. at 9 pm. Do you want to pay the bandits for 1.000.000 Dappers, bring them 100 q150 items, give them 1000 q150 ressources or fight with 20 of them?"
I pay, cause some of my guildmembers don't have time to play at the attacking time.
5 days later again...
"Your outpost will be attacked on january the 13. at 7:30 pm. Do you want to pay the bandits for 2.000.000 Dappers, bring them 200 q150 items, give them 2000 q150 ressources or fight with 30 of them?"
I pay again, but its getting expensive now for my small guild...
4 days later...
"Your outpost will be attacked on january the 17. at 9:30 pm. Do you want to pay the bandits for 4.000.000 Dappers, bring them 400 q150 items, give them 4000 q150 ressources or fight with 40 of them?"
Args... no, thats way to expensive for me... i chose to fight!
3 days later the fight occurs at the outpost. My whole guild got killed and we lost the battle. Now the outpost is lost. We can either wait 2 weeks and hope that no other player takes this oupost in this time. Or we watch out for another free oupost to claim. 10-24 hours(random), the outpost is deactivated for everyone. After that time, other guilds can try to claim it...
ideas for used numbers and values: (only ideas, finetuning is necessary )
LVL of the Outpost | Needed Dappers - Items - Mats for the 1., 2. and 3. wave
50 | 70 k, 140k, 280k, ... - 15, 30, 60, ... - 150, 300, 600, ...
100 | 200 k, 400k, 800k, ... - 25, 50, 100, ... - 250, 500, 1000, ...
150 | 500 k, 1 mill, 2 mill, ... - 50, 100, 200, ... - 500, 1000, 2000, ...
200 | 1.5 mill, 3 mill, 6 mill, ... - 100, 200, 400, ... - 1000, 2000, 4000, ...
250 | 5 mill, 10 mill, 20 mill, ... - 200, 400, 800, ... - 2000, 4000, 8000, ...
what do you think?