Area Capture System
Posted: Fri Sep 08, 2017 5:24 am
In between doing the guild wars this is something I came up with and might be a OK addition. It would be fairly easy to add while I am working on guild houses/wars/blahblah.
The idea is fairly simple, a capture system for areas that granted XP/Gold bonuses. It can be done two ways.
1. First, this is the idea I like. Each area you hold gains 0.5% more XP and 0.25% more gold to your guild. (this value will be changed depending on areas amount.) If you hold 10 areas, you gain 5% more experience, and 2.5% more gold.
2. Second, if you control the current area, you gain 5% more XP and 2.5% more gold in that AREA. The problem with this one is that there is little point to hold lowbie areas and areas might be camped by bigger joes which might not be fun.
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So I do think option 1 is better here. People might have different says about it though. I don't want to give any bonuses that benefit the guild in terms of str/ac/etc though, that would be rather unfair and just put a bigger gap and issue. If anything we can also boost drop rate a little bit too, so its XP/Gold/Drop rate, which could be good for farming or quest needs too.
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Capturing
There will be one square per area that serves as a capture area. This is the part I am trying to work out though. How to capture an area and how to prevent capture. Many options but lets start with a basic idea.
Areas take 4 minutes to capture with one person, 3.5minutes with 2 people, and 3 minutes with 3 people. Any more doesn't effect time. You must be the current dominate guild in the area to capture. For example:
If Team A holds the area, and Team B comes with 3 people and no one else is there. The capture bar will start going up.. At the halfway mark, Team A comes with 3 people, so the capture bar stops as its 3 to 3. Team B loses a member, and the bar starts going down (uncapturing)... Suddenly Team B comes with 2 more people, so now the total is 4 to 3 to Team B, and the capture bar starts going up again.
Sorry if that is confusing, it's the general idea I see for a lot of capture systems and seems to work out OK. The issue is, we might have more than one team here. However, I think that each team will be an individual count. So in the above example, if Team A has 5 members, Team B has 3 members, and Team C has 3 members, it will not go down. However, if Team A has 3 members, Team B has 6 members, and Team C has 4 members, it will go down, but for TEAM B. Team C will have no part in it unless they manage to kill TEAM B or gain more member then Team B in this scenario.
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Progress Bar
There's also two ways to do the capture. First is traditional, if there is 3 minutes to capture, then 1.5 minutes would convert the area to NEUTRAL, and another 1.5 minutes would be the actual capture to your guild. The second is to bypass the neutral system completely. 3 minutes to capture and no neutral in between, it just passes from guild to guild.
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Warnings
This one I am also not sure about too. I think you should at least obviously get a warning that you lost the area, but I am unsure if you should get one during capture. Since we have a little community this might be hard for the smaller guilds to actually take over anything if the larger guilds pounce on them too quick, BUT it would promote some fun combat. The negative is, if its worthless to compete with bigger guilds, they simply won't and then there is no combat to begin with. What do people think? Warning when it becomes neutral perhaps if we do the neutral route?
--
Anyways this is a fairly quick thing that can be added and I think it would bring some fun into the game. What do people think? What is the best way of doing it? Again, this is meant to be a simple system, don't go overboard.
The idea is fairly simple, a capture system for areas that granted XP/Gold bonuses. It can be done two ways.
1. First, this is the idea I like. Each area you hold gains 0.5% more XP and 0.25% more gold to your guild. (this value will be changed depending on areas amount.) If you hold 10 areas, you gain 5% more experience, and 2.5% more gold.
2. Second, if you control the current area, you gain 5% more XP and 2.5% more gold in that AREA. The problem with this one is that there is little point to hold lowbie areas and areas might be camped by bigger joes which might not be fun.
--
So I do think option 1 is better here. People might have different says about it though. I don't want to give any bonuses that benefit the guild in terms of str/ac/etc though, that would be rather unfair and just put a bigger gap and issue. If anything we can also boost drop rate a little bit too, so its XP/Gold/Drop rate, which could be good for farming or quest needs too.
--
Capturing
There will be one square per area that serves as a capture area. This is the part I am trying to work out though. How to capture an area and how to prevent capture. Many options but lets start with a basic idea.
Areas take 4 minutes to capture with one person, 3.5minutes with 2 people, and 3 minutes with 3 people. Any more doesn't effect time. You must be the current dominate guild in the area to capture. For example:
If Team A holds the area, and Team B comes with 3 people and no one else is there. The capture bar will start going up.. At the halfway mark, Team A comes with 3 people, so the capture bar stops as its 3 to 3. Team B loses a member, and the bar starts going down (uncapturing)... Suddenly Team B comes with 2 more people, so now the total is 4 to 3 to Team B, and the capture bar starts going up again.
Sorry if that is confusing, it's the general idea I see for a lot of capture systems and seems to work out OK. The issue is, we might have more than one team here. However, I think that each team will be an individual count. So in the above example, if Team A has 5 members, Team B has 3 members, and Team C has 3 members, it will not go down. However, if Team A has 3 members, Team B has 6 members, and Team C has 4 members, it will go down, but for TEAM B. Team C will have no part in it unless they manage to kill TEAM B or gain more member then Team B in this scenario.
--
Progress Bar
There's also two ways to do the capture. First is traditional, if there is 3 minutes to capture, then 1.5 minutes would convert the area to NEUTRAL, and another 1.5 minutes would be the actual capture to your guild. The second is to bypass the neutral system completely. 3 minutes to capture and no neutral in between, it just passes from guild to guild.
--
Warnings
This one I am also not sure about too. I think you should at least obviously get a warning that you lost the area, but I am unsure if you should get one during capture. Since we have a little community this might be hard for the smaller guilds to actually take over anything if the larger guilds pounce on them too quick, BUT it would promote some fun combat. The negative is, if its worthless to compete with bigger guilds, they simply won't and then there is no combat to begin with. What do people think? Warning when it becomes neutral perhaps if we do the neutral route?
--
Anyways this is a fairly quick thing that can be added and I think it would bring some fun into the game. What do people think? What is the best way of doing it? Again, this is meant to be a simple system, don't go overboard.