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Squeaky wheel gets the grease


Dartorn
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Humbly requested alterations for betterment of all fallen Crows

I have mentioned these ideas before through various channels but thought I would bring them up again and flesh them out.  Hoping to bring them up ad nauseum until they are implemented and I also enjoy everyone's feedback and alterations. 

Super Fun Idea #1 - Forts With Flavour

  • Every fort is tied to a pig spawn in zone. 
  • Once you take a fort, pigs automatically start running to that fort and dropping off whatever resource is tied to that fort, making a supply line.
  • Enemy players can ambush pigs along the route and take their resources, cutting off supplies. 
  • Outposts along the supply line can play a role in how effectively and efficiently the pigs get from A to B. 

These changes benefit the game in a few key ways:

  1. Players don’t have to run the pigs themselves(not fun) but instead can serve more as caravan guards along the route(fun).
  2. Adds an element of territory control, which everyone is clamoring for.  You want to protect your caravans from enemy ambushes and you want to control the outposts so your materials get to the forts safely.
  3. Off siege hour pvp goes up.  Ambushing caravans and stealing an enemy's resources just sounds amazing to me, and would allow smaller guilds and groups a chance to shine.

Super Fun Idea #2 - Skull Bling

  • Sacrificing skulls to the gods for rewards.
  • Chopping people's heads off is super fun and needs to be expanded.  Skulls should have value behind them.
  • Rewarding pvp is good, punishing is bad.
  • The value should be cosmetic in nature only.  If you were able to kill a lot of people and collect their skulls you should be able to show off with your new skull crown, or glowy sword, or skull armour, or skull throne in your EK.  Just a few examples.  
  • Rewards would be for the duration of the campaign only and can’t be exported except if you chose EK rewards.
  • Diminishing returns for popular skulls.  The rarer the skull the more value it has.

What would this change accomplish?

  1. Drive people towards pvp.
  2. Rewards really good players and lets them show off.
  3. Would be a major selling feature for the game.


 

 

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I had a similar idea a while back. Wherein forts were actually pig spawns. During the "Active window" several pigs would spawn initially and then several more during the hour. From there they would need to be escorted out to be turned in. So you'd have to both defend the fort and escort the pigs out. The guards and walls serve primarily to protect the pigs resources (which would replace the current chests) 

 

It's fairly similar to your idea but requires less mechanical changes as spawning the pigs in the fort courtyard is far easier than making them path to a fort in a randomly generated world. 

 

 

Either that, or make it so forts are live 24/7 and slowly generate pigs. So you have to actively protect your fort to get the most benefit out of it. And it leads to all day activity. 

Edited by Ranik

Shadowbane style advantage / disadvantage disciplines when? ~Yianni 1/21/21

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13 minutes ago, Ranik said:

I had a similar idea a while back. Wherein forts were actually pig spawns. During the "Active window" several pigs would spawn initially and then several more during the hour. From there they would need to be escorted out to be turned in. So you'd have to both defend the fort and escort the pigs out. 

 

It's fairly similar to your idea but requires less mechanical changes as spawning the pigs in the fort courtyard is far easier than making them path to a fort in a randomly generated world. 

 

 

Either that, or make it so forts are live 24/7 and slowly generate pigs. So you have to actively protect your fort to get the most benefit out of it. And it leads to all day activity. 

I just really like the idea of disrupting supply lines and ambushes as well as territory control.

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30 minutes ago, Dartorn said:

I just really like the idea of disrupting supply lines and ambushes as well as territory control.

Agreed. Currently Forts have not enough to them and similar for pigs. Combine the two into a much more robust system I say. 

Shadowbane style advantage / disadvantage disciplines when? ~Yianni 1/21/21

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Joined CF via kickstarter, rarely ever post.

Came here today to support both OP's suggestions. I envisioned these types of PvP content when I first backed CF.

My small/med sized guild is not very excited for the current campaign fort/siege system because it is so biased outnumbering opponents. Zergs & alliances were an issue in SB and I don't see that being different in CF - at the moment.

Please explore & develop more PvP content for small/medium sized guilds, making less "work" of grinding/farming and more accessible "fun" (ie. PvP with an invested stake in the outcome)

Take these suggested PvP loops and swizzle as necessary.

Edited by McFats
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