I will be suggesting some ideas to implement in the following threads;
2) PERMANENT DEATH / SAFE ITEMS
In this instance, permanant death can occur. It will be balanced out by the relationships and holdings system I will explain further down.
Permanent death will occur more often when the odds are very bad, say you have 7 men and are attacked by 28 forest bandits, and they kill your army and they taken only 3 - 5 losses. In this instance it is more likely the enemy would finish you off as they still have 22 men in the area around you lying wounded.
After permenent death, the character is taken back to the main menu / character creation and can re enter the world with their same account name but all stats reset/relationships/items/clans/diplomacy are deleted.
**UNLESS:
Say, once the territory/land system is implemented; if a character own a fief (even villages) then they can access their chest/vault and store items their to safeguard. If character has a son/daughter/brother/sister they can resume as this character and reclaim the items from the fief's safe vault.
Permenent death can occur from PvP and is also more likely. There will be a random effect sometimes also and even if the enemy doesnt outnumber you 4 to 1 once your wounded perma death can still occur, although most times when the odds are drastically stacked against the character and you get wounded.
*** IN REGARDS TO THE 'FIEF' system I mentioned above:
Say up to 20 people can own the one fief (5% each) although initially only one person can claim/own the fief themselves (100%), then they can choose to lease / rent / split shares with 1 or 2 others. The benefits of doing this is a special land tax to the owner, and influence earned per day (as incentive to split the fief with 20 people). There may be a /command to request shares of fief or even (if can be implemented) a dialogue system between players where they can discuss share of fief (and also trade this way). Each member will have their own vault access and earnings of the fief will be split 1-20 ways (%). The benefits of the players investing into the fief is a loot vault and 5%+ income.
Neutral players can own fiefs together, but if the fief is owned by a member of a clan/faction, then only members of that same clan/faction can own a share of the fief. Fiefs can have garrisons / militia installed that also come off the character / kingdoms wage.
When villages are looted, militia/garrison resets to 0 and the economy will be drastically effected. Villages can not be taken over directly instead enemy players must take the castle / city attached to the region. If safe items are stored within the village there is a random chance the enemy player will claim the item in their loot from the raid.
*I understand what I suggest may be difficult to code, and am merely suggesting as creative/long term, but hopefully I am wrong.
2) PERMANENT DEATH / SAFE ITEMS
In this instance, permanant death can occur. It will be balanced out by the relationships and holdings system I will explain further down.
Permanent death will occur more often when the odds are very bad, say you have 7 men and are attacked by 28 forest bandits, and they kill your army and they taken only 3 - 5 losses. In this instance it is more likely the enemy would finish you off as they still have 22 men in the area around you lying wounded.
After permenent death, the character is taken back to the main menu / character creation and can re enter the world with their same account name but all stats reset/relationships/items/clans/diplomacy are deleted.
**UNLESS:
Say, once the territory/land system is implemented; if a character own a fief (even villages) then they can access their chest/vault and store items their to safeguard. If character has a son/daughter/brother/sister they can resume as this character and reclaim the items from the fief's safe vault.
Permenent death can occur from PvP and is also more likely. There will be a random effect sometimes also and even if the enemy doesnt outnumber you 4 to 1 once your wounded perma death can still occur, although most times when the odds are drastically stacked against the character and you get wounded.
*** IN REGARDS TO THE 'FIEF' system I mentioned above:
Say up to 20 people can own the one fief (5% each) although initially only one person can claim/own the fief themselves (100%), then they can choose to lease / rent / split shares with 1 or 2 others. The benefits of doing this is a special land tax to the owner, and influence earned per day (as incentive to split the fief with 20 people). There may be a /command to request shares of fief or even (if can be implemented) a dialogue system between players where they can discuss share of fief (and also trade this way). Each member will have their own vault access and earnings of the fief will be split 1-20 ways (%). The benefits of the players investing into the fief is a loot vault and 5%+ income.
Neutral players can own fiefs together, but if the fief is owned by a member of a clan/faction, then only members of that same clan/faction can own a share of the fief. Fiefs can have garrisons / militia installed that also come off the character / kingdoms wage.
When villages are looted, militia/garrison resets to 0 and the economy will be drastically effected. Villages can not be taken over directly instead enemy players must take the castle / city attached to the region. If safe items are stored within the village there is a random chance the enemy player will claim the item in their loot from the raid.
*I understand what I suggest may be difficult to code, and am merely suggesting as creative/long term, but hopefully I am wrong.
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