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|Azure_Zero 05.11.2018 12:43|
True most of Pathfinder TT is on the Coop side fighting monsters, doing quests, … etc.
But remember where we are in the Pathfinder world.
It is the River Kingdoms, where kingdoms have been fighting each other using various methods and means to expand.
So yeah PVP and PVE have to be in balance here, since players are also content.
You can't lock yourself into a little piece of the world and NEVER expect to get PVP coming to your door.
Look at the HRC for example, we kept basically to ourselves didn't attack anyone, and got Wiped out in week of attacks because one group didn't like the HRC controlling an area they really could not call a settlement.
Now I agree with Paddy, Kenton and a few others that Pathfinder Online SHOULD NEVER of been called Pathfinder Online in the first place,
due to this being a big divergence from the Coop/quest game style found in Table Top play to the PVP style of play found in EVE Online.
It should of been called "Battle for the River Kingdoms: a Pathfinder online Game."
Reasons: 1 inform the player this is a PVP game with PVE elements, 2 it uses the Pathfinder setting, 3 kingdoms are player made.
|Azure_Zero 05.11.2018 12:00|
I envisioned Light Shield and Dark Sword groups as polar opposites for PVP, and that both would help/harm certain opposing escalations.
I also setup the Guard Role to oppose the Bandit and Warlord Roles.
I set it up so there was one dead to rights Good aligned settlement role for heavy PVP with PVE support, while the evil and neutral aligned have a few settlement role options for PVP minded groups so they can fight amongst themselves.
Remember folks this is a territory control game.
Hence why I made all settlement roles have both PVP and PVE in mind, so that a PVE heavy role could fight back against a PVP heavy role should a fight start between them.
|Azure_Zero 05.10.2018 09:15|
Hmm, we could have the Settlement Type/Role influence what Organisation Factions can and can not join that settlement,
Each Organisation Faction should have at least two Settlement Roles it could join.
Now the Builder role will be the only settlement role open to Every Organisation faction since every faction will need supply in some way.
Sczarni faction can join either Bandit or Merchant settlements
Liberty's Edge faction can join either Light Shield or Guard settlements
Poisoned Lodge Faction can join either Dark Sword, Merchant, or Warlord settlements
|Azure_Zero 05.10.2018 06:54|
This is More a Settlement Type of faction level, not organisation level factions , though some of the organisations could be referenced in the settlement type as a few fall under the same settlement type/faction.
That and the list only covers a small area in the PFO world, there are a ton more.
|Azure_Zero 05.09.2018 20:44|
1) Didn't think about advancement for settlement factions, it would require some more thought as it was more to give some basic tools to assist in a specific play style for the settlement.
2) once the founding company chooses the settlement faction/role, all banner companies and settlement members join that faction, so everyone in that settlement has access to these special holdings, outposts and camps but only have what the founder company has chosen.
3) This faction idea does not have a special influence meter, but thinking it over, it should.
The question is how to measure gain, as each one should be based on it's role and not be general.
|Azure_Zero 05.09.2018 18:55|
When I did the Factions I generalised them, since a few PF settlement examples are almost identical.
I tried structuring parts of the idea using existing code and features and I do admit some could be more work then expected.
Since each faction as a modified Feud+raid system, it could reuse a lot of the Feud+raid system
Almost all of the items already have a Base in game already.
Some of the passive features of each faction could take some time to make.
The Only hard part I see is making the Requirements, since the alignment system is not in yet, and it would need checking settlement buildings and denying the removal of buildings once the choice is made.
|Azure_Zero 05.09.2018 18:19|
Factions did get me thinking of the settlements found in APs, modules, and novels…
related Tangent from this thread: Settlement Factions.
|Azure_Zero 05.09.2018 18:19|
I'll admit this is a first rough draft that is not completely balanced, but gives an idea of what I mean.
|Azure_Zero 05.09.2018 14:08|
The How to make PFO feel like PFO thread mentioned factions again and It got me thinking about it some more.
It would be nice to see settlements not just defined by the buildings they have but what role in the game they intend to be.
Looking at Kingmaker, the bandits HAD camps out in the woods, so did the Lumber Consortium in Falcon's Hollow.
You have a number of settlements with different roles found in the APs, modules, and novels.
I can say Settlements themselves need more defined roles and type of settlement set at the settlement level.
(Each settlement type should have requirements such that NO nation can have them all.)
And the Settlement can ONLY be one type and shouldn't be changed unless captured by a new company.
Each settlement type faction (for now call them; Bandit, Warlord, Merchant, Guard, Builders, Light Shield, Dark Sword) should have special items/holdings/outposts that ONLY they can make and use, special faction functions, and Settlement Building Requirements.
Bandits are thieves
Warlords are the invading horde
Merchants are the crafters and traders
Guards are the defenders
Builders are just craftsmen
Light Shields are the smite evil and protector
Dark Swords are the smite good and bring destruction.
Requirements for Each:
Non-lawful, complete Rogue training, And No Light Shield roles in Nation.
Non-good, Non-lawful, complete Rogue and Fighter training, And No Light Shield and Guard Roles in Nation.
Auction house, Expert and Freeholder training, ALL crafting and refining.
Non-evil, complete Fighter or Cleric training, And No Dark Sword or Warlord Roles in Nation.
Expert and Freeholder training, ALL crafting and refining, And No Dark Sword Roles in Nation.
Any good or lawful, complete Cleric training and two other complete class training, And No Dark Sword, Warlords, or Bandits roles in Nation.
Any evil or chaotic, complete Rogue training and two other complete class training, And No Light Shield, Builder, or Guard roles in Nation.
Special Items/Holdings/Outposts for Each:
Bandit Camp (Like Camp, but lasts 1 week and LOCKS the hexes holding's holding vault so NOTHING can be withdrawn and DUMPS any other Bulk in the other vaults of the holding to the Holding Vault, and Raided goods are a full third of what is in it).
Bandit Hideout (Special Holding, can be placed IN ANY ruin or monster hex, no or little bulk needed.)
Warlord Camp (Like Camp, but lasts 1 week and forces Hex security to Low, though it's still has the original security setting's cost)
Warlord Recon Holding (Special Holding, can be placed IN ANY ruin or monster hex, bulk required, and either breaks PVP protection on adjacent hexes or lowers the security in adjacent hexes)
Merchant's Mule (Like medium Mule, but MUCH cheaper to make (a few T1 refined goods), more encumbrace, lasts longer, and moves faster)
Merchant's Holding (Special Holding, Auction house that can access the Settlement's Auction house, but Only up to two hexes away from settlement.)
Guard Camp (Like Camp, but lasts 3 days and forces Hex security to High, though it's still has the original security setting's cost)
Guard Outpost (Special Outpost, Reduces Effects or negates bandit, Warlord, and Darksword Camps, generates multiple resources, but only a little, and only one per hex)
Builder's Camp (Like Camp, but lasts 3 days and increases bulk production by adding an additional 50%)
Builder's Outpost (Special Holding, generates multiple resources, but only a little more then a Guard's outpost, and only one per hex)
Light Shield Camp (Like Camp, but lasts 7 days, Forces the PVP of the hex open, but only for; Dark Sword, Warlords, or Bandits settlements)
Light Shield Holding (Special Holding, Reduces Effects or negates bandit, Warlord, and Darksword Camps and Warlord Recon holdings)
Dark Sword Camp (Like Camp, but lasts 4 days, Forces the PVP of the hex open of ANY settlement)
Dark Sword Holding (Special Holding, Enhances the Effects of bandit, Warlord, and Darksword Camps and Warloard Recon holdings in adjacent hexes)
Special Functions for Each (one passive + one alternate type of feud and or feud perk):
Passives apply to EVERY settlement member.
Take a Peek: Can view any Holdings's Holding vault during it's PVP window.
Bandit Feud: As feuds, but ALL the feuded's holding vaults are Locked Up and can not be withdrawn from during the Feud.
Plunder: You can loot a husk completely in the first go, gain influence when raiding.
Ambush Feud: As feuds, but feud takes 10 minutes to start, 1 day wait for capture, raids give 33% from all Vaults of the holding.
Payment Loop holes: Settlement automatically pays half it's coin costs for upkeep and all taxes it's members pay is halved at every settlement, and can't be blocked from Banking at any settlement (doesn't apply to holdings).
Economic Feud: As feud, but now the settlement of the fued has it's taxes doubled, and settlement upkeep for the settlement is an extra 10% for every 20 hours it was fueded.
Guard Duty: All Fighter and Cleric training base coin costs are 0 for settlement members (they still pay the normal settlement tax), and weapons and armour crafting facilities craft 10% faster.
On Guard: each character counts as two characters in defending a holding from capture during a fued or monster raid, and when you go for a capture; the limit cap is 20 characters, not 15 characters.)
Factory Town: All crafting facilities craft 10% faster and have a 5% bonus to craft higher +x items.
Builder's Feud: Any Holding you capture, the holding and outposts DO NOT degrade during transfer of ownership, and your holdings during raids (monster or feud) or capture your holdings the limit cap is 10 characters, not 15 characters.
Light Shield: All members gain a defensive boost against evil and or chaotic mobs and players.
Light Feud: Fueding a Dark Sword, Warlord, or Bandit settlement company is half the influence cost, but Double for the others, and your holdings have the capture the limit cap of 10 characters, not 15 characters and your characters count as two character to stop a capture.
Dark Sword: All members gain a offensive boost against good and or lawful mobs and players.
Dark Feud: Feuding a Light Shield, Builder, Merchant or Guard settlement company is half the influence cost, but Double for the others, and when you go capturing the character limit is 20 and each character counts as two characters.
If two feuding groups both have opposing feud perks that alter the capture character limit (i.e. 20 and 10) it goes back to 15.
All Special Holdings and Outposts get automatically destroyed when captured, and can't be raided
|Azure_Zero 05.09.2018 13:33|
I agree that the alignment should go in, and that MORE Deities should be included in the List like; Kurgress.
That and faction specific items, camps, holdings and Outposts that CAN ONLY be made and used by members of that faction.