This is for when beta is closer to being finished and when DM's are more accessible to the players.
I think that when players consistently try and protect their town from invasion (especially when organizing a joint effort) there should be special items that the DM's can only give out the recognize the defenders abilities. Or there could be aesthetic changes for chars. For example...If a char fights vigilantly to protect the NC that char could get angel wings and perhaps some sort of Aura to be around him at all times. Or that char could get items and armor.
The armor should be scalable so that even low lvl chars can get some okay stuff, and high lvl chars can get really good items and additions. I think this would add incentive and uniqueness to the world
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
eh, this sint an good diea in itself id say ATI. though bundled with the need to seriously 'redesign' the way the pvp works to make it mroe itneresting that "Darn, now i have to walk back form my bind point"... somethign like this may be a good idea.. but not necessarily how you described it.. mebbe titles.. that are incrmental.. and putting some enforcement on naming conventions so people would not be allowed to have titles int heir chars name.. and could gain titles.. blah blah blah.. this post is going no where..
"If you are 20 and not yet a communist you lack heart, If you are 30 and you are still a communist you lack rationality" ~ dont remember.
I imagine it will be worked into quests and jobs as the higher level ones are added. In a sense some of what you ask for is already in but the actual implementation isn't. Just wait, you might be surprised. Don't know why you need DMs for this?
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
Thats the reason for the DM's because they can contorl who is getting special defender armor or not. I figured it was going to be implemented in some way later on, just didn't know how so I came up with DM's regulating that sort of thing, ensuring that exploitation isn't possible and also getting God involvement in the daily scheme of PC's
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
10 for killing an enemy higher then your lvl
6 for killing an enemy the same lvl or at least "Easy" rating
1 for killing an Effortless (These shouldent even be exploring enemy citys unless they already know the risk... think of it as a bigger version of rat killing =P)
When you hit 50... you can get your armor dyed/robed for free, unlimited times for free.. BUT only let the npc do it... or set the dye bottles with a "only usable by" flag with the chars name =P (is that possible? mabe a custom flag then?)
100... something else... =P
just little things to keep people worried about their city =)
You could also give out a penalty-free respawn every 30pts or something...
trade in the points for XP? # of points, add a zero, double? =P 100 pts= 2000xp
you guys do realise after level 20 we're not even supposed to be in the cities, we're supposed to be in the elemental plains...so wouldn't invasions become lesser and lesser?
Uh....so? Even if we are spending time int eh planes, which as of yet we aren't, we should still want to defend our cities. So...i don't understand you're point quickerlightning.
Just like I don't understand you're being bored with your high lvl cleric....I just don't think your trying hard enough to get more out of your cleric
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Side note for everyone reading this
Anyone who uses 7 words, when they could've used 10, isn't trying hard enough.
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
What about an armor, for instance, which is perfectly normal armor.. except when you are in your faction's town. It would have the same AC as regular armor of that type.. maybe a +1.. but if you are actually in the city, would maybe have a +4..
Agreed the biggest problem I see with the faction wars is that higher level players spend all their time AWAY from their home base -- mostly raiding other faction bases with gratis NOOB PKs.
Perhaps the developers need to establish XPS for opposed faction PKs and multiplier defense bonus for areas immediately around their faction's home base to encourage higher level players to defend their home -- AND incidentally their faction NOOBs. I can see a bulleye of multiplier effects extending 2-4 areas outward from the actual cities with maybe triple XPs for killing other faction players in your city and double in areas immediately adjacent.
Similarly the DMs should probably set NEGATIVE XPs for PKs within your own faction...to discourage the really bored and unscruplous players.
Player Defense would also require reviving the old clerical Word of Recall spell to summon distant defenders back to base. I'd think it would be a per player request & verify arrangement..,mostly NPC powered. Though special faction only, high level only, (return only?) portals could supplement that .
I think this would be a good way to gain prestige with your faction. At the beginning they are neutral to you. The more defense you do, maybe based on number of enemy kills within city limits, the higher your prestige comes. With this prestige comes the ability for NPC guards to help defend you better, and possibly unlock new quests that only esteemed members of the society can perform.
Maybe you start at 50% loyalty...every kill gives you 1-5% more loyalty, until eventually at 75-100% loyalty, some NPCs like guard captains will sell you the armor the guards wear. The higher the %, the higher CR armor you can buy. 75% = the NS city guard armor. 100% = Alliance defender armor. Stuff like that
One more thing. The system needs a time-based escalation of defending NPCs to insure that the attacking players leave the city areas within reasonable time (especially rift bind point and shop areas).
There is no guarantee that the strength of player defenders will ever exceed player attackers.
Often the normal NPC guards will favor the defenders if properly played.
But if you got an attacking party of 16+ level characters....they may camp out for an hour or more killing respawns of normal NPC defenders. Besides I am sure they want to feel the thrill of being at risk too.
I'd think that at some point city defenses would really ramp up - no matter what the defending player strength or success. The city's Lords 30th-40th level would wake up or interrupt their polo game and come looking ....along with scads of mid-level troops (fast respawns).
I say 5-10 minutes should not see a change but around 15 minutes things might get a wee bit stronger and respawns shorten. By 30 minutes everyone NOT high enough to participate in defense will want to shop etc and I think things should take a distinct turn against attackers.
So ultimately any party of attackers should worry about over staying their welcome and getting trapped. Heck the city gates might even be sealed!
When the last attacker leaves the city things should slowly ramp back down with high levels (and all ALERT spawns) being replaced with normal spawns.