Jida
11-07-2007, 08:37 PM
Basic Concept: take existing mechanics and bind them together for a first run land control system. This is a basic swipe at land control and not a final solution.
Mechanics: the items needed for this are town criers, town statues, town statue dungeons, bind stones and statue dungeon item drops.
Upon adding this tech all bind stones used by red PK players are 'unbound'. Each red PK monarch can then bind to 1 bind stone. Only 1 red PK monarch can be bound to any bind stone at any time.
Once bound the members of the monarchy under the bound monarch will make increased XP in the Statue Dungeon in that town. This increase is significant and worth fighting over. All non-monarchy members will receive 0 XP per kill in the statue dungeon.
The increase is based upon the town. AB would be flagged as the 'highest level' town while Soushi would be flagged as the 'lowest level'. A full fellow in AB should make in the realm of 150mil per hour. A full fellow in Soushi should make 10 mil per hour. AB would have a level 140+ requirement for entry into the dungeon and Soushi would have a level 50+.
The statues in the dungeon would have their stats raised to level appropriate content that is currently in game.
In addition to this the members of the monarchy outside of the dungeon within radar range of the statue will get sequential buffs and all non-monarchy members will get sequential debuffs. Sequential means that the buffs that are cast are on a 1-3 second delay and always start with the same spell and always end on the same spell. So if it starts with strength other 5 then each time you come into radar range it will start casting this spell on you in order. If the first debuff is Imperil 7 then every time you get within radar range this will be the first spell cast on you. As per the town level above the spells range from level 1 to level 7.
In order for you to take a town initially it simply has to have nobody bound to it. In order to free a taken town you have to give items to the local Town Crier to free it up.
These items are the existing springs/cogs/wheels/swords/etc. dropped by the creatures in the statue dungeon.
For each town it takes 10 items given to the TC in order to free the town.
Once a town is freed or taken all turn in items for that town disappear. This stops people from simply farming the items to quickly take the town back.
Each time you give an item to the TC you get the message, "I should not be talking to you however our thanks are with you."
When you take a town over (bind to it) a global message goes out. This is to the effect of, "The people of Tou Tou cry out as the foul "INSERT GUILD NAME HERE" take the town!"
When you free a town the message is to the effect of, "The people of Tou Tou rejoice as "INSERT GUILD NAME HERE" runs the hoards of "INSERT OLD GUILD IN HERE" out of town!"
Example: Your monarch runs to Kara and finds that the town is currently free. He clicks on the bind stone and the global message goes out. At this point all turn in items for this town disappear.
The town statue is now active and buffing. Kara is a high level town so it is casting level 6 spells on you and level 6 debuffs on everyone else. The monsters in the dungeon which were 0 XP to you a second ago are now worth enough to make 100 million per hour in a full fellow.
Your guild members do @allegiance hometown and start hunting in the dungeon (level 120+ req) or start defending on the outside of the dungeon and getting buffs for this.
Another guild sees the global and wants the town. They organize raids and start coming in.
The goal is to kill the monsters in the dungeon, get 10 drops and turn them into the criers. Keeping in mind that any 10 items turned in by any other guilds count towards freeing the guild. It does not take 1 person or 1 guild to turn in all 10.
They are running into the dungeon and you are defending. They are getting kills on you and on the monsters. They start to turn in the items to free the town up.
They succeed after a couple hours of trying.
All members of your guild that were tied to the town are now sent to their death LSs.
The global goes out showing that the other guild(s) won.
All items that have been collected from this town's dungeon disappear.
The guild that won (if they do not own another dungeon) have the option of taking the town or simply going to the next town to free it. Another monarch could be by the bind stone waiting for the global to swoop in and steal the town away.
What is being used here is,
*Statue buffing - already exists and was used before, needs to be tweaked to recognize guilds and to do sequential buffs.
*Town Crier turn ins - already possible, needs to be set as a 'quest flag' type event.
*Bind Stones - already can bind to them, need to add that only 1 PK player can be bound at a time.
*Global Messages - already exist.
*Level Requirements for Dungeons - already exist.
*Statue Item Drops - already exist.
What is really new?
*Guilds make either 0 or XXXXXX experience for kills based upon the bound flag.
*Item drops disappear for that town due to globals being triggered.
The work requested for this is 'less' than older suggestions and is a baby step towards real land control.
Other things that would be nice to add,
1) @towns would list all of the towns and who owns them.
2) Vitae and refresher type buffs/timers for people owning the town, outside and within range of the statue.
3) Special vendor (town coward/traitor) that sell special items to the owning guild.
4) NPCs in town speaking badly about the guild by name.
Mechanics: the items needed for this are town criers, town statues, town statue dungeons, bind stones and statue dungeon item drops.
Upon adding this tech all bind stones used by red PK players are 'unbound'. Each red PK monarch can then bind to 1 bind stone. Only 1 red PK monarch can be bound to any bind stone at any time.
Once bound the members of the monarchy under the bound monarch will make increased XP in the Statue Dungeon in that town. This increase is significant and worth fighting over. All non-monarchy members will receive 0 XP per kill in the statue dungeon.
The increase is based upon the town. AB would be flagged as the 'highest level' town while Soushi would be flagged as the 'lowest level'. A full fellow in AB should make in the realm of 150mil per hour. A full fellow in Soushi should make 10 mil per hour. AB would have a level 140+ requirement for entry into the dungeon and Soushi would have a level 50+.
The statues in the dungeon would have their stats raised to level appropriate content that is currently in game.
In addition to this the members of the monarchy outside of the dungeon within radar range of the statue will get sequential buffs and all non-monarchy members will get sequential debuffs. Sequential means that the buffs that are cast are on a 1-3 second delay and always start with the same spell and always end on the same spell. So if it starts with strength other 5 then each time you come into radar range it will start casting this spell on you in order. If the first debuff is Imperil 7 then every time you get within radar range this will be the first spell cast on you. As per the town level above the spells range from level 1 to level 7.
In order for you to take a town initially it simply has to have nobody bound to it. In order to free a taken town you have to give items to the local Town Crier to free it up.
These items are the existing springs/cogs/wheels/swords/etc. dropped by the creatures in the statue dungeon.
For each town it takes 10 items given to the TC in order to free the town.
Once a town is freed or taken all turn in items for that town disappear. This stops people from simply farming the items to quickly take the town back.
Each time you give an item to the TC you get the message, "I should not be talking to you however our thanks are with you."
When you take a town over (bind to it) a global message goes out. This is to the effect of, "The people of Tou Tou cry out as the foul "INSERT GUILD NAME HERE" take the town!"
When you free a town the message is to the effect of, "The people of Tou Tou rejoice as "INSERT GUILD NAME HERE" runs the hoards of "INSERT OLD GUILD IN HERE" out of town!"
Example: Your monarch runs to Kara and finds that the town is currently free. He clicks on the bind stone and the global message goes out. At this point all turn in items for this town disappear.
The town statue is now active and buffing. Kara is a high level town so it is casting level 6 spells on you and level 6 debuffs on everyone else. The monsters in the dungeon which were 0 XP to you a second ago are now worth enough to make 100 million per hour in a full fellow.
Your guild members do @allegiance hometown and start hunting in the dungeon (level 120+ req) or start defending on the outside of the dungeon and getting buffs for this.
Another guild sees the global and wants the town. They organize raids and start coming in.
The goal is to kill the monsters in the dungeon, get 10 drops and turn them into the criers. Keeping in mind that any 10 items turned in by any other guilds count towards freeing the guild. It does not take 1 person or 1 guild to turn in all 10.
They are running into the dungeon and you are defending. They are getting kills on you and on the monsters. They start to turn in the items to free the town up.
They succeed after a couple hours of trying.
All members of your guild that were tied to the town are now sent to their death LSs.
The global goes out showing that the other guild(s) won.
All items that have been collected from this town's dungeon disappear.
The guild that won (if they do not own another dungeon) have the option of taking the town or simply going to the next town to free it. Another monarch could be by the bind stone waiting for the global to swoop in and steal the town away.
What is being used here is,
*Statue buffing - already exists and was used before, needs to be tweaked to recognize guilds and to do sequential buffs.
*Town Crier turn ins - already possible, needs to be set as a 'quest flag' type event.
*Bind Stones - already can bind to them, need to add that only 1 PK player can be bound at a time.
*Global Messages - already exist.
*Level Requirements for Dungeons - already exist.
*Statue Item Drops - already exist.
What is really new?
*Guilds make either 0 or XXXXXX experience for kills based upon the bound flag.
*Item drops disappear for that town due to globals being triggered.
The work requested for this is 'less' than older suggestions and is a baby step towards real land control.
Other things that would be nice to add,
1) @towns would list all of the towns and who owns them.
2) Vitae and refresher type buffs/timers for people owning the town, outside and within range of the statue.
3) Special vendor (town coward/traitor) that sell special items to the owning guild.
4) NPCs in town speaking badly about the guild by name.