Author Topic: The Concept List  (Read 392 times)

Andrew

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The Concept List
« on: September 07, 2016, 11:03:49 AM »
So this is a list of concepts that haven't made it to the stage to have implementation work. Mostly, this means these things are still under discussion.

General Concepts
  • MUD-like player "complexes" for immersion. Not mandatory, purely optional. We could make these semi-paid, allowing anyone to make the simpler ones, but lock some of the more complex ones behind a small paywall, 5-10 credits per "room" or perhaps once over a certain build limit per settlement (15+? 20+?), or even make it so there are types and certain types are "premium"? Ideas. By default, all of these will involve settable permissions, as well as the ability to tie rooms to certain buildable structures, allowing you to enter the inn, and see how a player describes their inn. Allow tying in knight offers to this so they can start in a "room", for immersion and stuff. Allow one-way rooms?
  • Player Associations. These would probably range from strictly a guildhouse type thing to meta-realm concepts. Allow local branches to exist in each realm with a guild headquarters that may or may not be part of a realm? Needs to be able to hold land to accomodate trade guilds and mercenaries, needs to be permission based to permit secret societies, needs to not necessarily be visible to local lords (because societes are more fun that way). Tie into complexes because why not (especially for secret societies). Allow associations to "own" other associations. Mercs get discounts on mercs? Traders get discounts on caravans/fleets? Ideas....
  • Religions. These may or may not actually contribute to the game much, but I'd prefer the option exists. May be able to straight out tie these into the Associations above, as a type of association.
  • Tournaments. Tournament structure itself, how it's determined, where it is, etc. Part of Places of Interest maybe?
  • Dynamic darkness.
Characters
  • Incentivize having knights and keeping them.
  • Change your equipment (you know, deviate from the sword/warhorse/plate if you want, for some reason)
  • Semi-alternative to the above, make dungeons have their own equipment set. I mean, going in in plate in confined spaces may not be the wisest idea.
  • Default inheritance laws for when an heir isn't set. (Spouses get stuff if they are alive, children get it after them, dynasty head gets it after that?)
  • Give characters an inventory, so that they may hold items.
Permissions
  • Make more player-friendly. Rather than redesign the entire system, add an overlay that lets you do the basic things automatically? Things like: allow $realm to do $thing, allow $character to do $thing, don't allow $realm to do $thing, then have the game automatically setup those and explain it all to the player in an easy to understand way. Ideally, we'll keep the ACL format for "advanced view".
Publications
  • Add books.
  • Tie them to the libraries as well as the characters.
  • Printing presses? A way to make copies and distribute them?
  • Charge wealth for newspapers? / Sell newspapers?
Economy
  • Add in specific industries, such as the production of leather and paper for the making of books, and the reproduction of books at temples, for instance.
  • Overhaul Trade / Add trade caravans/fleets/hubs/etc.
  • Gold sinks. Many.
Military
  • Add naval escorts to go along with the trade fleets for the trade overhaul.
  • Add piracy, because trade.
  • Sieges
  • Siege weaponry
  • Overhaul the orders issuance process - Maybe make it so the game tells you what you have count wise, and you simply tell it to do X with Y soldiers that have A, B, C equipment, then tell it to favor either experienced or unexperienced (or to not at all). I don't think that'd be hard to express in a PHP equation with some good usage of arrays.
Estates
  • Buildable Fortifications on the Map.
  • Buildable Points of Interest: manors, statues, memorials, plazas, etc.
  • Dynamic regions (alternatively titled: "Shattered Regions" or "Mini-regions")
  • Settling unclaimed land (no more pre-made settlements on previously unvisited lands)
Dungeons
  • Allow these to be tied into complexes? For RP-value and such? Hm.
  • Dungeoneer tournaments (outside dungeon PvP, basically).
  • Add classes and class specific cards?
« Last Edit: May 18, 2017, 12:48:54 PM by Andrew »
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Ehndras

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Re: The Concept List
« Reply #1 on: November 29, 2016, 04:51:11 PM »
All of the above. *throws pretend money at you*
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Andrew

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Re: The Concept List
« Reply #2 on: November 29, 2016, 05:24:29 PM »
All of the above. *throws pretend money at you*

If you want them, start helping De-Legro, Weaver, and I figure out how they'd work.

Or suggest things you'd think would make good additions as well.
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Cipheron

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Re: The Concept List
« Reply #3 on: December 18, 2016, 07:54:33 AM »
Quote
Incentivize having knights and keeping them.

Right now I have one duchy which has a lot of lands controlled by a single character. I can then click Status -> Estates on that one character and get an overview of the entire realm's military and training. If I was to split those towns between multiple characters (even my own) then I lose the ability to get the overview, which would make my militarization a lot less efficient. It's these sorts of strategic/tactical advantages that need to be nullified if it is going to make sense to want to hand settlements out for any reason other than reducing corruption.

Some suggestions to move things in the right direction:

- per-character corruption: maybe it kicks in after 3 settlements, and adds 0.1% per settlement after that, on top of the per-account corruption. This would remove some of the advantage of having a single character with massive personal holdings.

- better overview of settlements for people with vassals. Having one character with all the settlements is a huge advantage in terms of optimizing training, due to the Status->Estates screen, but it's bad for immersion and roleplaying. Perhaps, characters should get info about their vassal's holdings on this page as well, and if they're a ruler, also any settlement that's a direct member of the realm. But not subrealms, so as to maintain intrigue and communication / roleplaying. This would level the playing field in wartime between big solo players and realms made of many players.

~~~

As for incentivizing knights, how about a "prestige" rating for each character? The idea is that it would give a morale / productivity boost, but split between all your towns. A knight with no subordinates would have Prestige 1. A lord gets Prestige 1 + 50% of the prestige of all direct vassals. Anyone who's not a vassal, but is part of a realm gives 50% of their prestige to the higher realm ruler(s). This would include people who are leaders of subrealms: they provide prestige for the rulers of realms to which they are subordinate.

Obviously, we should run the numbers on this and work out how the bonuses would work to make sure it's not really exploitable (i.e. make sure it doesn't circumvent the corruption system that currently exists). But right now I have some assignments to work on so that's all I can write for now.
« Last Edit: December 18, 2016, 08:58:38 AM by Cipheron »

De-Legro

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Re: The Concept List
« Reply #4 on: December 18, 2016, 11:11:57 PM »
Right now I have one duchy which has a lot of lands controlled by a single character. I can then click Status -> Estates on that one character and get an overview of the entire realm's military and training. If I was to split those towns between multiple characters (even my own) then I lose the ability to get the overview, which would make my militarization a lot less efficient. It's these sorts of strategic/tactical advantages that need to be nullified if it is going to make sense to want to hand settlements out for any reason other than reducing corruption.

Some suggestions to move things in the right direction:

- per-character corruption: maybe it kicks in after 3 settlements, and adds 0.1% per settlement after that, on top of the per-account corruption. This would remove some of the advantage of having a single character with massive personal holdings.

- better overview of settlements for people with vassals. Having one character with all the settlements is a huge advantage in terms of optimizing training, due to the Status->Estates screen, but it's bad for immersion and roleplaying. Perhaps, characters should get info about their vassal's holdings on this page as well, and if they're a ruler, also any settlement that's a direct member of the realm. But not subrealms, so as to maintain intrigue and communication / roleplaying. This would level the playing field in wartime between big solo players and realms made of many players.

~~~

As for incentivizing knights, how about a "prestige" rating for each character? The idea is that it would give a morale / productivity boost, but split between all your towns. A knight with no subordinates would have Prestige 1. A lord gets Prestige 1 + 50% of the prestige of all direct vassals. Anyone who's not a vassal, but is part of a realm gives 50% of their prestige to the higher realm ruler(s). This would include people who are leaders of subrealms: they provide prestige for the rulers of realms to which they are subordinate.

Obviously, we should run the numbers on this and work out how the bonuses would work to make sure it's not really exploitable (i.e. make sure it doesn't circumvent the corruption system that currently exists). But right now I have some assignments to work on so that's all I can write for now.


The corruption system is certainly something I want to review. Keep in mind it exist as it does now not to stop individual characters from owning lots of land, but to stop individual accounts with 50 characters from owning lots of land. The reality is that Tom's stance on multiple paid accounts somewhat lessens the result.


What I proposed was a two tier system. Character level corruption that kicks in after x amount of settlements are owned by the character, with a exponential increase per estate over that limit. Similarly a account wide corruption that kicks in over y amount of settlements, also with a exponential increase (most likely a smaller one) that affects all estates on the account.


With regards to settlements, several of us have argued that we need better "overview" of vassals for a long time, but I can't see it being on the level of knowing exactly what buildings they are building or what they are training. That only encourages micromanagement of your vassals, or allows players with lots of characters to split up estates to minimise character level corruption, while still allowing them to log into a single character to see what is going on. Remember tedium and such is part of the design to stop people from running too many estates themselves.


Anything that boost settlements for the amount of vassals held has been rejected before. The methods to abuse that should be obvious. If the boosts are so small that people won't bother to abuse them, then they also don't actually offer incentives.
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