You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
The text was updated successfully, but these errors were encountered:
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.
The text was updated successfully, but these errors were encountered: