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Clan city value and upkeep cost

Discussion in 'Design Discussions' started by kilrain, May 31, 2019.

  1. kilrain

    kilrain Shadow Knight
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    The problem with allowing clans and alliances to own multiple cities is they have little reason not to. There are a lot of discussions surrounding this, like here and there will be more to come with ideas around the siege mechanic itself.

    But for this topic I would like to come up with some ideas that bring real value to holdings to give more purpose in owning one, or multiple holdings and then because they are valued more we can look at having upkeep costs. These costs will ensure that clans will need to have active players that match the number of holdings otherwise the cost becomes too much to handle and the cities become easier for willing and able clans to take.

    When I originally sat down to write this I had more ideas pulled from the forums and Discord, but for the life of me this is the only one coming to mind atm:

    Free portal chamber usage for clan and alliance - with runebooks, especially if we limit them to chaos stones, this will be a nice selling point to wanting more holdings to create a free portal network.

    Planned as a part of territory control:
    For upkeep costs we are introducing Clan Platinum. CP will be earned through activities performed by members of the clan (or alliance if bound in their city) This platinum is used for "keeping the lights on" for the everything within each city. Guard towers, watch towers (system messages), vendors, bank access, etc, and if the upkeep isn't paid these system will stop working.

    Some other options:
    If a minimum upkeep isn't met the city goes into disrepair. Buildings get "destroyed" and costs to siege the city go down, or become eliminated.

    Really would like to hear thoughts on increasing holding value.
     
  2. BeatIt

    BeatIt Obsidian Golem
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    i like the free portal but it should be free for clan members only to port.


    with runebooks, especially if we limit them to chaos stones
    its only gonna lead to siege force to port and get wof sync dying before they finish loading.
     
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  3. JEDIMind

    JEDIMind Frostjarl
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    After choosing what one of those holdings is the capital only those cities ( no hamlets ) can craft a town crier.

    Town Crier would have loads of quests for clan funds.
    like daily shit - kill champ, kill dragons, random mobs, and city raiding
     
  4. BeatIt

    BeatIt Obsidian Golem
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    thats MEEEEE, being saying that for years also lol. Daily reason to log in and get some rewards for it
     
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  5. CreZee

    CreZee Windlord
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    Requisition gauntlets were a cool idea in Unholy Wars. Allow all monster spawns to be "taxed". Allow clans to set the tax to clan members, enemies, blues, however they want to set it. These taxed items can go into a vault that is able to be looted a couple times a day. Enemies can steal said vault loot (either making the other players use an item to open it or not I don't really care). This not only adds value to holdings, but it also creates PvP hotspots twice a day.

    Also, to add more value to holdings, create new nodes to be tapped for the new rare resources and upgrade Groves for rare timber, and farms for rare cotton. Allow nodes to be taxed as well.
     
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  6. BeatIt

    BeatIt Obsidian Golem
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    this is why we need some Daily task system from are player capital city

    still waiting for my rat title
     
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  7. Billy Lee

    Billy Lee Varangian Warthane
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    I think it would be cool if each holding was capable of producing a certain resource. Some of these resources would come from multiple holdings but wonder cities would each produce a special resource if you have the wonder built. Every X number of days your city provides a yield.

    Each city gets one special resource: Examples
    Mainland Cities: Onions, potatoes, portal shards, behemoth rawhide, selentine ore, etc.

    Yssam Cities: Bananas, veilron ore, yggdrasil timber, etc.
    Rubaiyat Cities: Coconuts, abyssal cotton, neithal ore, etc.
    Cairn Cities: Tomatoes, royal cotton, leenspar ore, etc.
    Niflheim Cities: Niflberries, theyril ore, heimal timber, etc.

    Wonder City 1: Darkshard
    Wonder City 2: Riaden Steel
    Wonder City 3: Large Map
    Wonder City 4: Warhulk Module
    Wonder City 5: Elixir of Brilliance
    Wonder City 6: Elixir of Alacrity

    Again, this is an example. But I like the general idea a lot.
     
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  8. kilrain

    kilrain Shadow Knight
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    OH right, so one more thing on alliances, they will become an entity like clans and require fees to join and keep alive. Something along the lines of 2k gold per clan per month. So I would think in a situation like that having a real alliance it would be beneficial to have the portals be a part of the deal as well as other "clan" benefits becoming "alliance" benefits, assuming that the city is an alliance capital. Just something to consider.
    --- Post updated ---
    Reminds me of waaaaay back in the day requesting a town crier to be a killable NPC that replaced the system messages lol. Anyway, good idea.
     
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  9. Kael Trighton

    Kael Trighton Deadeye
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    Add resource nodes besides mines to cities. With the new cloth and leather armor there could be a city node for the new cotton and leather. Could add enchanting mat resource nodes too that drops various quality levels of one particular class of enchanting mat. A city could have a portal shard node, runestone node.

    Could even be weapons and armor- a city could have a special blacksmith dude who gives random r50+ weapons and armor in small quantities each day. A chef dude that gives free high end food could be at a low end city. An archer guy who gives a bunch of elemental arrows each day. A mage that gives a bunch of regs. Elixers maps potions keys etc etc.

    Basically any item of value, certain cities could produce small steady quantities of it. Clans would want to fight for certain cities to get the stream of extra resources. It could be from a resource node/mine type structure or perhaps a 'legendary npc' who offers up free items.

    Just something that doesn't go directly into the bank so other people can raid the city. When another clan raids the city, if they destroy the resource node or legendary npc guys building, they get a big chunk of resources and the owning clan would have to wait a couple days to be able to rebuild it. Big clans could fight for cities to control streams of resources, small clans could raid cities to pillage the resources if they arent defended. These could be vulnerable to be destroyed every day during prime time to encourage pvp then, but also not reward 3am raids.
     
  10. kilrain

    kilrain Shadow Knight
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    YES! so I don't know if you remember, but when we discussed clan platinum we were discussing putting what was accumulated into the bindstone (or something else) where it would collect all day long and can't be used. Then at the very end, or beginning, of your active window it would become vulnerable to attack for 30 minutes. If someone stole it they could take the plat back and turn it in at their capital and if not, if you defended it it would be put into the clan plat wallet.
     
  11. Nat

    Nat Shadow Knight
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    Probably don't want to abbreviate Clan Platinum into CP.
     
  12. Kael Trighton

    Kael Trighton Deadeye
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    Yeah just call it platinum or plat for short
     
  13. kilrain

    kilrain Shadow Knight
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    \[=p-
    Of all the things you take away from this...
     
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  14. JEDIMind

    JEDIMind Frostjarl
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    100% good idea. Are you saying raiding cities could have a meaning behind it!
    Would have to be some sort of 24 hour window...clan active window opens...everyone farms for plat...then get back to the city to loot it before anyone can raid it. What plat you gain in the current active window would be lootable next active clan window? Would give people time to defend or attack
     
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  15. Blaze

    Blaze Varangian Warthane

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    I really, really, really liked how in UW I think certain cities when crafting in them have small duration bonus in gear that was neat
     
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  16. Nat

    Nat Shadow Knight
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    I was there when it was originally brainstormed so I don't have much to add. I'm all for plat and the process of defending it and raiding for it. While carrying it back to your city you can't fast travel or log out with it so there's this whole process of initially defending and then a chance to recapture it. Though it's also important that capturing it doesn't capture the full amount but rather 50-75% of it so that defenders don't get completely boned. This would be good content for clans to engage in.
     
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  17. kilrain

    kilrain Shadow Knight
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    Yes, 24 hours. If I remember correctly it was at the beginning of your "active" time you
    just messing with ya
     
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  18. Lexendros

    Lexendros Infernal
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    This is a solid idea.
     
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  19. Andrew

    Andrew Obsidian Golem
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    Yes this was a point that TJ and I discussed heavily when designing the system. Defenders would get a small amount, attackers some and a small amount would be "destroyed" when it was broken it to by Raiders. This was important to not have Defenders get "blocked" by constant raiding and breakage to prevent self raids.
     
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  20. KoKane

    KoKane Celestial

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    Look at the structures that are currently in a city. Things like the Fighters Guild, Barracks etc.. They were great for adding bindslots, which were badly needed back in the day, and I guess they were designed with huge population in mind, as most things should.. But for almost 10 years now, they really haven't been needed.

    Clans have never reached those numbers again, so having SO many houses and bindslot sources actually ruined various avenues for attack during a siege. You can never realistically hit their bindslots and suddenly boot all but 10 people off of the stone, which I always felt was a shame.

    I think if you can creatively repurpose a lot of the existing buildings you could greatly enhance a cities value, purpose and then even the fighting over them, which could have impact on the economy too.
    If structures are important to maintain, then it becomes valuable to destroy them, and if that dynamic is nurtured you will eventually see movement on the market for all the materials in relation to it.

    I think the total available bindslots of a city should be held between all of the houses that can be built - removing bonus bindslots currently provided by Barracks and Keep and whatever else.
    Subsequently;
    What if players had to bind to those houses directly, and not the control point, so Bindstone_Recall would become more of a Clan House recall (replacing bindstone recall ofc)

    Cannon Towers have always needed love. You don't really need me to go into detail about them. I think everyone understands that issue enough.

    Zap Towers could use an overhaul. Give City owners a UI interaction with them, where we can choose a spell they shoot, but for a cost and maintenance of ammo. They need to be stocked, and if they shoot regular spells (within reason), people could dodge them. Perhaps implement an extremely high tier building tree for these types of towers, to create another building module grind for a clan. AND, each time one of these towers is disabled, it drops a tier if it's not repaired within a time frame

    I also think if something is disabled, it should forcibly remain so for a set time, so as to make a tactical asset strike possible during warfare.
    It's currently quite pointless because if you knock out a bank, you also have to sit there to stop them repairing it really, which makes no sense because you could just sit there anyway and deny them the bank - making the siege weaponry less desirable in that situation.
    Coupled with protection windows, I think this would be safe from griefing too.



    The locations and territory should be what makes each holding attractive on an individual level. But the suggestions above are more directed at a base level value that they should all have equally.
     
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