forums wiki bugs items changes map login play now

Armies

Simple idea. Destroy the current army system. Just rip out the code.

Next, make an FL-themed virtual living chess board. 

 

Claim Avalon

Joey the Wizard has made a claim to the Tale of Avalon!

You recieve a note

Note to All

Note subject Joey and Avalon

Joey has made a claim on Avalon for the Wizards!

 

Anyone can challenge the claim, cabal or uncaballed, and reap the benefits of owning Avalon.

If no one challenges the claim for 2 days, Joey gets Avalon.

 

But if

Claim Avalaon

Joey has already made a stake Avalon for the wizards!

Do you wish to challenge the stake?

Claim Avalon Confirm

 

You have challenged the Wizards for Avalon!

 

Then you enter a chess mini game and can make a move. The game can be played in real time with your challenger or can be played turn based. So you can log and move a pawn(soldier) and joe can log in and move a pawn (soldier). We could do it like chess or we could make unique battle maps based on the terrain of each area. 

If I challenge Joey and no wizard responds, I get Avalon in 48 hours. If you are in the middle of a game and no one makes a move for 48 hours, the game is forfeited for the one that last made a move.

This means all cabals can stake claims for all areas, regardless of connection, and regardless of alliance. It also means uncaballed can participate by bringing their 'crew' to battle against cabal soldiers. 

When you win an area you get + hitgain, +managain, +movegain, and omnipotence in effect but only when you walk those rooms. Perhaps some other RP oriented effects could be in play, like a command that lets you change what otherwise throw-away mobs say when people walk in. Speak set avalon "Did you hear Joey's spells are the most powerful in all the lands?" or "Did you hear Joey is sponsoring an egg hunt?

I think something like this could mix it up a bit with the cabals and it means you could stake it out against anyone. 

Once an area is staked and claimed it can't be challenged for a little while.

You could also win/lose areas if you both agree to fight it out personally in the area.

Edited

I don't hate it.

Flesh out the actual fighting a bit more. I don't like the 'chess' aspect (I love chess) but lets go unique?

Not sure about the Chess mini game - but i like the idea of doing something interactive with Armies.  FL has several problems for me right now - and the way Cabal Warfare works is one of them.  Armies is just a test of how long you can stay logged on - I don't think that really represents any skill or ability.

Clearly I have a degree of Bias as I am a player that wants to be able to play FL - but just don't have 10 hours a week that I can find around the rest of my life - however I think if we want to maintain, and even grow our playerbase, mechanics that reward people just for being able to be logged on longer aren't going to be positive, there just aren't enough people with the desire to play a MUD, and that level of time.  The Muds that are maintaining - or even prospering at the moment, have found a way to balance their existing identity with more 'casual player' mechanics.

I like this idea - because it promotes active play, rather than passive, time-sink benefit.

Thanks. @Ulmusdorn I agree a different mechanic is warranted, but I use chess as an example because a move can be made and a move can be countered within a pre-set timeframe by characters that do not play at the same time. To @EnglishLad's point, theoretically you could log in for 10 to 15 minutes, enter your move, log out, and hit it again the next morning in challenge to a player that only logs in at night.

The other takeaway from the idea in its current form is player RP influence in an area. As they are now, armies are virtuallly inconsequential to anyone not involved with those specific cabals. You get a [NEXUS] forces are controlling this area. I would like to see it more personalized and also more customizable. Joey's wizards are fortifying the area, in service to [SAVANT]. and since Joey rules here, he has some control over the land. 

I also think it would be interesting to make mobs that can be set to aggro for players in opposite factions or to players by name. Not super hard mobs, but those that would make you think twice before running through Joey's areas while you fight him, because they are going to trip you up, similar to how Tribunal operates now at the gates. 

In any case, I am thinking about other angles, but I could benefit from other players having a go at making it a right fit for this world. Any thoughts from the crowd?

You have entered the lands of Jesse the Great Bandito. Jesse's thugs shake you down for one hundred coins before disappearing from view once again.

So Jesse turns the dragon road into a toll road and a means of gaining coins.

You have entered the lands of Bipple, gnomish farmers work tirelessly in the fields here.

Where as Bipple turned the blasted plains into a food or herb farm.

When jesse logs in he collects taxes.

When Bipple logs in he collects either foodstuffs, or herbs depending on the farm.

Just a thought on how something like this can grow.


As for the minigame. I did have a suggestion.

What if each of the current bastions were to be declared special "keystone" locations? In order to take an area you must capture most of the keystones.

We create a system not unlike the armies, where individual players conscript a certain hero to fight for the keystone.

syntax: conscript

syntax: capture <keystone #>

We would create three types of heroes to be summoned, these heroes will physically meet in game at the specified spot and enter into combat, the battle will be in the favor of one hero or the other from the outset. The three heroes would have a rock paper scissors aspect to their design, one always being weak against one and strong against the other. The "winner" of the rock paper scissors aspect is granted 20% more health in the battle. If you lose a keystone, you have to take it back before you can press onward. Controlling more keystones than the opponent makes the territory yours, but if you do not drive them out the enemy may take it back.

All players could watch the battle the way caballed characters see the current system. I would leave leadership alone, as it promoted the idea that we should reward players for actually playing. Ten minutes a day should not allow you to take the world from those who put in much more time. But also should not prevent your success.

Edited

I suggest whatever you create reward and entice you. For example, holding and controlling an area will give you random gear, consumables, gold, rare materials, access to places and things not normally accessible.

Examples:

Faction of Blood - Gives high tier weapons.

High Tower - Gives scrolls, potions, wands.

Halfling Village - Taxed gold income.

Caranduin - Access to star forge, can be used to create special items from crafting materials.

Desolation - Rare Materials for crafting.

You could even add new crafting professions that can be joined like clans. Blacksmithing, Tattoo Artists, Alchemists etc..

Also, make it areas help your armies for strategy. Area's could increase attack or defense of your armies, or unlock better units, or buff them like the Merchants.

I like all of this.

I just see the potential for OOC abuse.  My main char challenges your not-so-main char for control over .  I let you win so you get what you want.  Later on, you let me win on my main char. 

 

I know I sound jaded but OOC knowledge/communication is a rampant problem here despite what some people postulate.

Edited

How is the current system rife with OOC abuse?

7 hours ago, Pali said:

How is the current system rife with OOC abuse?

Nevermind me, I'm just paranoid.  I edited that comment out.

Edited

There's like four players lol... how can it be that bad?? 😛

I have always enjoyed the armies as they are. Yes, its time consuming, but that was kind of the intention. To get the individuals in the cabals to stay logged in. Its important that cabals are represented by characters, cabals are perceived as doing well when they have a presence in the world most of the time (read as across many time slots). Ask yourself, why do cabal members have fancy flags? Why do royals and nobles shine? Its not so those individuals can feel good about themselves, put your pride on hold and think. Its so new players, potential Aabahran addicts like you and me who are here for the first time see those shinning beacons and know that there are special rewards for special characters. The original army system aided in this by causing characters in a cabal to spend at least an hour or so if they want to take an area.

That said, I would like to suggest that ANY character who controls property be flagged as [Baron]. As this sticks to the long held tradition of flagging important individuals and maintaining the root cause for flags in general.

I also would suggest we develop the back door to this Idea so to speak. Let me explain.

Mali's warrior challenges my healer for Elium Forest, my healer follows compassion and only took the land because some dark knight controlled it and he wanted to liberate the people, I also own other lands. I do not mind if Mali's good natured warrior becomes the baron, and I do not wish to hinder his personal growth because I am compassionate. I should have the ability to abandon , releasing all control of the conscripted heroes I have holding keystone locations. The heroes remain, the area now belongs to Aabahran once again. Mali's warrior will have to take the area from the game, but at least the game will not attempt to reclaim the territory. Although, I like the Idea of the game taking back one keystone every 72 hrs that a [Baron] fails to log in. Most areas have more than 1 bastion, so a player could miss a few days and not lose his territory to Aabahran, but a long sabbatical might cost him several territories as he will lose one bastion in each territory every 72 hrs.

Look what I found in my coffee.

This could be tied to the RP system as well. Perhaps a low cost edge would be necessary to acquire any land at all. We could add a high price edge that allows land owners to place a single high level officer in one his areas.

So for 25 RP I get the "Keys to the Kingdom" - I can now acquire land.

I take the Hamlet.

I take the Hoan Dor.

I spend 150 RP and purchase the "Local Sheriff" - I can now place my Sheriff anywhere in one of my territories.

I place the Sheriff in the Hamlet.

Real life happens, I miss a few days.... Crap.

I lost the hoan dor, Aabahran has reclaimed the majority of the keystones.

I visit the Hamlet, to find that the Sheriff's presence prevented any uprising from Aabahranian naturalists. No keystones were taken back.