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Player City Harvesters.
Intent:
-Have resource income from player cities other than just taxes.
-Have resources that players actually have a reason to defend.
-Encourage a form of PvP that doesn't involve players actually losing anything, but does offer some limited rewards for either side.
How it works:
-New harvesters for each resource. Tier of the city determines how many can be placed. Structure enhancements and higher tiers can provide increasing tiers of resources and resource yields.
---Example: 3+(1/2 Structure Bonus Enhancement) per 2 hours of tier equal to tier of harvester.
---Two harvesters per tier of city can be placed down. Players can place multiple of the same type down, or acquire a variety of resources.
-A non-citizen can attempt to raid it:
---This requires at least 3 player citizens be both online and on the same planet, but not necessarily in the city.
-----This is to discourage people from feeling they can't log in unless they do so in groups in case of hostilities.
---This requires two players to accomplish.
---This sends a notification to all online citizens of the raid beginning.
---A 15 minute timer begins.
How the raid works:
-The raiders must stay within a hellball radius of the harvester.
---When subdued, their raider "status" is removed.
---When killed, they no longer count as a raider, but if resurrected they again count as a raider.
-----This encourages subdual, not killing, on the part of the defenders.
---Any citizens killed by the raiders do not suffer XP Debt.
-No bashing or destruction of property is needed. They are basically considered to just be popping open crates and stealing resources.
-On completion, they get some RPXP (5,000*Tier of Harvester?). Both all raiders and all online citizens.
-On completion, the raiders gain 1/2 the total 2 hour yield of all harvesters in the city.
-On completion, the city's harvesters yield is reduced by 1 tier (Jasioclase becomes Keromber, for instance) for this 2 hour yield.
-On raid fail, double yield for this 2 hour yield.
Things that would be nice but aren't critical:
-Defense turrets that player cities can invest in that periodically appear and attack raiders. Defense turrets should ramp up greatly in power and number after a raid to encourage raiders to gtfo.
-Ability to designate certain non-citizens as recipients of distress calls, allowing them to act as security.
This discussion was converted from issue #1517 on September 08, 2022 21:26.
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Suggestion:
Player City Harvesters.
Intent:
-Have resource income from player cities other than just taxes.
-Have resources that players actually have a reason to defend.
-Encourage a form of PvP that doesn't involve players actually losing anything, but does offer some limited rewards for either side.
How it works:
-New harvesters for each resource. Tier of the city determines how many can be placed. Structure enhancements and higher tiers can provide increasing tiers of resources and resource yields.
---Example: 3+(1/2 Structure Bonus Enhancement) per 2 hours of tier equal to tier of harvester.
---Two harvesters per tier of city can be placed down. Players can place multiple of the same type down, or acquire a variety of resources.
-A non-citizen can attempt to raid it:
---This requires at least 3 player citizens be both online and on the same planet, but not necessarily in the city.
-----This is to discourage people from feeling they can't log in unless they do so in groups in case of hostilities.
---This requires two players to accomplish.
---This sends a notification to all online citizens of the raid beginning.
---A 15 minute timer begins.
How the raid works:
-The raiders must stay within a hellball radius of the harvester.
---When subdued, their raider "status" is removed.
---When killed, they no longer count as a raider, but if resurrected they again count as a raider.
-----This encourages subdual, not killing, on the part of the defenders.
---Any citizens killed by the raiders do not suffer XP Debt.
-No bashing or destruction of property is needed. They are basically considered to just be popping open crates and stealing resources.
-On completion, they get some RPXP (5,000*Tier of Harvester?). Both all raiders and all online citizens.
-On completion, the raiders gain 1/2 the total 2 hour yield of all harvesters in the city.
-On completion, the city's harvesters yield is reduced by 1 tier (Jasioclase becomes Keromber, for instance) for this 2 hour yield.
-On raid fail, double yield for this 2 hour yield.
Things that would be nice but aren't critical:
-Defense turrets that player cities can invest in that periodically appear and attack raiders. Defense turrets should ramp up greatly in power and number after a raid to encourage raiders to gtfo.
-Ability to designate certain non-citizens as recipients of distress calls, allowing them to act as security.
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