But what about people who are too stupid to find these control points/mines on the map? Like Mr. Mad Dog says, we need to be mindful of everyone who plays this game.
Unless these are unique resources that allow for some unique crafting, I do not think that this will help create much pvp people already have a lot or the stuff is easy to get by other means. It would be nice if some new items would be introduced that could only be made by gathering these resources although this is probably to much work and very unlikely. So I have 3 suggestions for what you could get from these crates. 1 would be adding the ability to craft 110 stat pots and the only way you could get resources for these crafts would be from these crates and maybe also 120 stat pots although I am not sure about that. 2 would be to have it so the crates give q3-q5 enchant mats, I am sure that people would be more likely to pvp over it for enchant mats than ores. 3 would be to add items that expire after a certain amount of time, one of the major problems with DF is people eventually get an abundance of certain items so there is no need to repeat certain tasks, if strong items were added that eventually expire (maybe after a week), it would give people incentive to constantly fight over these points. Some examples of these items are: food that gives you certain buffs (these could range from stat buffs to slashing prot, fire protection and so on), food that overcapps you on stats (130 int for example), food that overcapps you on health/stam/mana to 460. I am using food because it makes sense that it expires and seems like it would be easy to add into the game as you could just copy existing food and change the name and bonuses.
If you want to do that you need to have multiple systems implemented working together to achieve this. City Upkeep System City Bonus System Incentivize Clans to Own 1 City + 2 Hamlets Max, Unless they are of adequate Activity and Size. ( Very Large, Very Active Clans ) Trade Route System Between Cities and the 4 Trade Route Locations. ( House of Galder etc ) Instead of this "Mine System" Make each region have mobs that: A) Were there before players were there and are Natives to the land. B) If killed off too many times will try to rebuild in another region C) If Left unchecked/killed will attack any player cities/hamlets until they are destroyed and become stronger/harder to cull. D) Have a leader mob that leads the charge. hard to kill drops good resources. E) If Culled will try to retake land after X Time and really hit your city/hamlet/land hard. 1) Clan Cities should definitely have a large upkeep cost that is altered ( Raised or Lowered ) by a few factors Owning more than 1 City exponentially increases Upkeep Cost. Owning up to 2 hamlets does not increase cost very much. ( not exponential unless you own more than 2 ) Having players bound to your City Lowers Upkeep costs. Killing mobs, Defending city from mobs, Culling mobs, Taking Villages, Completing Tasks within a 3x3 tile or such radius of your city ( 2x2 for hamlets ) Lowers Upkeep Killing mobs, Defending city from mobs, Culling mobs Taking Villages, Completing Tasks within the above radius gives better yields/bonuses/rewards to the player/clan Add Trade Routes between Your Main City and the Trade Route Locations to give rewards and Lower upkeep. Add Regional Mob Dropped weapons and armors that have decay ( Has 1 week to use before turns to dust ) Add Regional Mob loot that changes with mob culls/raids Consider testing mob spawns that change in size/strength ( not bullet sponges but balanced mob dmg and intelligence ) with player "Level" IE newbs will pop certain spawns with weaker versions and vets will pop them with stronger ones. Need to make room for casual players or players who are not powergamers.
Anyone else think this idea in general is just plain terrible? Should be scrapped and find alternative ways to increase city raiding/chilling incentive
I like the general idea of it. Having mines the way they are currently, with everyone just using naked alts to mine them, is pretty bad game design. At least this way there is the possibility for more PvP, and an incentive to own holdings so that you can be close to these control points for easy turn in.
There's a considerable difference. -No safety of towers/walls/system messages -More interaction with the character required -Farther from bank This makes it more dangerous altogether especially for using an alt as you would not have the possible chance to quickly bank if you get raided before you die.