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MineRealm 3.0

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By cerevox
#13296
Questions regarding plot combat. Can you de-fortify a plot and get your credits back or are they trapped there forever?

When one side seizes a plot, what happens to the credits they spent to take it? What happens to the credits spent of fortifying it? What happenes to the attacker's and defender's spent credits when they fail to take a plot? Basically, do they keep the credits, the difference in the credits(aka credits cancel at a 1 to 1), or some other combo?

Because right now, my concern is that one country is going to hide in a corner and amass millions of points while others fight, and then steamroll the entire world late at night when most countries will have no one to defend them. Most countries will be caught with tons of points in their bank, but nothing in fortifications and they will be crushed.

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Also, on the chest locking, how about instead of having chests locked to one person, you do it by countries so that a locked chest is accessible to anyone in the country to whom it belongs. That way a chest in a plot that is seized changes ownership to the country that now owns that plot. It would make fighting over plots that contain vaults very intense.

Also, perhaps only chests in plots with over a certain number of points in fortification will be locked. If a plot only has 1 point in it, there is no reason for its chests to be locked.

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Expanding on the fort points to lock chests, perhaps plots could be protected based on how many fort points are invested in them.(following numbers are totally made up) 100 points get you chest locking, 500 gets you block protection, 1000 gets you door locking. That kind of thing.
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By Intelli
#13297
dragoncrystal24 wrote:
Intelli wrote:
dragoncrystal24 wrote:Instead of a one-minute timing to defend your country, make it 24 hours. Some people can only go on an hour a day, and, seeing as we're all in different time zones, someone could be slaughtering us in our sleep, literally. If it's 24 hours, people easily have enough time to defend their countries. But, to make sure they don't just spam blocks to defend, they should not be allowed to use any PC earned after the war declaration was announced. That way it makes people have to keep up proper defenses, and not just spam blocks as soon as someone announces war.

With that new system I stated above, people should be able to declare war on multiple people at a time. That way, they don't have to wait 24 hours to make another declaration. I would really like this system I stated to be put in.

How does that sound?
Well, people can go and spend their plot credits on fortifying plots before they log off.
How about if I added a "/plot autodefend" option, so a plot will automatically defend itself if attacked, if needed? At risk of spending all the country plot credits.
Perfect, I love the risk factor in that. Now that is survival. Also intelli, in the OP you kept saying /country commands. Will that be changed to /realm commands once it is released?
Yes, the commands will be changed to /realm instead of /country.
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By Intelli
#13301
cerevox wrote:Questions regarding plot combat. Can you de-fortify a plot and get your credits back or are they trapped there forever? What's your opinion? Should /plot fortify <4000> add an extra 4,000 credits, or set the total fortification to 4,000? So if it's at 4,000, and you set it to 3,000, you would get 1,000 back?

When one side seizes a plot, what happens to the credits they spent to take it? What happens to the credits spent of fortifying it? What happenes to the attacker's and defender's spent credits when they fail to take a plot? Basically, do they keep the credits, the difference in the credits(aka credits cancel at a 1 to 1), or some other combo? If a plot has 1,000 credits fortified, you must spend 1,001 credits at least to take it over. This would result in you spending 1,001 credits, and the plot would now be fortified with 1 credit.

Because right now, my concern is that one country is going to hide in a corner and amass millions of points while others fight, and then steamroll the entire world late at night when most countries will have no one to defend them. Most countries will be caught with tons of points in their bank, but nothing in fortifications and they will be crushed.

-------------------------------------------------------------------------------------------------------------------
Also, on the chest locking, how about instead of having chests locked to one person, you do it by countries so that a locked chest is accessible to anyone in the country to whom it belongs. That way a chest in a plot that is seized changes ownership to the country that now owns that plot. It would make fighting over plots that contain vaults very intense. No

Also, perhaps only chests in plots with over a certain number of points in fortification will be locked. If a plot only has 1 point in it, there is no reason for its chests to be locked. Hmm, maybe! Considering. Edit: nah, would make people mad who don't want to be involved with a specific country.

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Expanding on the fort points to lock chests, perhaps plots could be protected based on how many fort points are invested in them.(following numbers are totally made up) 100 points get you chest locking, 500 gets you block protection, 1000 gets you door locking. That kind of thing.
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By dragoncrystal24
#13303
cerevox wrote:Questions regarding plot combat. Can you de-fortify a plot and get your credits back or are they trapped there forever?

When one side seizes a plot, what happens to the credits they spent to take it? What happens to the credits spent of fortifying it? What happenes to the attacker's and defender's spent credits when they fail to take a plot? Basically, do they keep the credits, the difference in the credits(aka credits cancel at a 1 to 1), or some other combo?

Because right now, my concern is that one country is going to hide in a corner and amass millions of points while others fight, and then steamroll the entire world late at night when most countries will have no one to defend them. Most countries will be caught with tons of points in their bank, but nothing in fortifications and they will be crushed.

-------------------------------------------------------------------------------------------------------------------
Also, on the chest locking, how about instead of having chests locked to one person, you do it by countries so that a locked chest is accessible to anyone in the country to whom it belongs. That way a chest in a plot that is seized changes ownership to the country that now owns that plot. It would make fighting over plots that contain vaults very intense.

Also, perhaps only chests in plots with over a certain number of points in fortification will be locked. If a plot only has 1 point in it, there is no reason for its chests to be locked.

--------------------------------------------------------------------------------------------------------------
Expanding on the fort points to lock chests, perhaps plots could be protected based on how many fort points are invested in them.(following numbers are totally made up) 100 points get you chest locking, 500 gets you block protection, 1000 gets you door locking. That kind of thing.
Yes, but remember: If someone's last plot is taken over, they automatically become members of that new country. They could plan to do that, take all the opposing country's mats, and leave, creating another country with all the other country's stuff. Intelli would have to edit that. Maybe if someone's last plot is taken over, they automatically become members of UN.
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By Intelli
#13304
How about this:

To take over a plot:

If a plot is fortified with 1,200 credits, you must spend at least 2,200 credits to take it over (so it will be fortified with at least 1,000 credits once you take it over)

You can change the amount of credits assigned to a plot for fortification, but it must always have 1,000 minimum.

Good?
By Th3Guy
#13305
Intelli wrote:Good?
Code: Select all
    _
  ( ((
   \ =\
  __\_ `-\ 
(____))(  \----   
(____)) _  
(____))
(____))____/----
Great!

Realms start with 0 credit right?

EDIT:
nm I re-read it and I got it.
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By cerevox
#13309
On pulling out points, it seems that if 2 countries are at war and spend tons fortifying their border, then one losses, the winner would be stuck with tons of very heavily fortified plots in the middle of their newly expanded country. This would mean that another much smaller much weaker country could come in from another side and seize their starting plots where presumably they built their nice buildings.

If points are canceled out in a 1 to 1 rate then being able to withdraw them should be fine. If the fortifications were used, then they spent the points and there is nothing to withdraw, and the fortifications were un-needed there is no reason not to be able to move those points around.

However, if that becomes a problem and points are being shuffled around so much its startling to look like abuse, you could set it so that you only get back 90% of the points you paid in, or some other percent. It would force people to think twice about whether or not they want to spam fort points into a plot or not, without crippling them for being wrong.


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On chests, so if chests are to be locked to players alone, then it would be possible for a player to have a locked chest but for that chest to be deep inside another countries land?

As this would also mean that chests are unbreakable, could i build walls across another countries land of chests that block them off, and they are unable to do anything about it, since the chests are mine and don't care whose land they are in?

There has to be some way for a country to take care of chests inside its own borders that it doesn't control.

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On the forced immigration to the conquering nation:
Yes, the new members of the realm doing terrible damage to the conquering realm is possible, and i would go so far as to say guaranteed. I know for sure that if my realm was conquered I would make Ireland look tame and happy. I would be building death traps everywhere and killing the maximum number of my conquerors as possible.

Having all the angry people you just crushed, stuck right into the heart of your realm, might be a bad idea.
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Intelli beat my post with his 1000 credit thing:
It makes sense. In risk, you have to leave at least one soldier in each territory to keep it held, it would make sense to have a minimum number of credits invested into each plot.

As a possibility, is it possible for a country to dis-own plots and take their 1000 credits back, effectively selling the plot to the UN? If they are in a desperate war they might need the points and it would make it easier for small starting countries to expand into abandoned areas.
User avatar
By Ligtbulbs
#13310
cerevox wrote:On pulling out points, it seems that if 2 countries are at war and spend tons fortifying their border, then one losses, the winner would be stuck with tons of very heavily fortified plots in the middle of their newly expanded country. This would mean that another much smaller much weaker country could come in from another side and seize their starting plots where presumably they built their nice buildings.
It is proud Soviet tradition to conquer countries after fighting with each other. I shall continue tradition in Minerealm.
User avatar
By Intelli
#13311
@cerevox, although selling plots is interesting, wouldn't it just make things more complicated overall?

In Risk, you can't sell countries. Additionally, there's no guarantee that the UN will last forever.
User avatar
By cerevox
#13312
On the selling thing, its just a possibility I put forth, I am not pushing for it, and it does add complexity, so if you don't like it you can just ignore it.
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